Electronic Cost Of Revenue from 2010 to 2025

EA Stock  USD 129.40  0.42  0.32%   
Electronic Arts' Cost Of Revenue is increasing over the years with slightly volatile fluctuation. Cost Of Revenue is expected to dwindle to about 1.2 B. From 2010 to 2025 Electronic Arts Cost Of Revenue quarterly data regression line had arithmetic mean of  1,399,775,714 and r-squared of  0.29. View All Fundamentals
 
Cost Of Revenue  
First Reported
1989-12-31
Previous Quarter
456 M
Current Value
456 M
Quarterly Volatility
188.6 M
 
Oil Shock
 
Dot-com Bubble
 
Housing Crash
 
Credit Downgrade
 
Yuan Drop
 
Covid
Check Electronic Arts financial statements over time to gain insight into future company performance. You can evaluate financial statements to find patterns among Electronic Arts' main balance sheet or income statement drivers, such as Depreciation And Amortization of 415.4 M, Interest Expense of 70 M or Total Revenue of 9.1 B, as well as many indicators such as Price To Sales Ratio of 3.04, Dividend Yield of 0.0027 or PTB Ratio of 5.42. Electronic financial statements analysis is a perfect complement when working with Electronic Arts Valuation or Volatility modules.
  
Check out the analysis of Electronic Arts Correlation against competitors.
For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.

Latest Electronic Arts' Cost Of Revenue Growth Pattern

Below is the plot of the Cost Of Revenue of Electronic Arts over the last few years. Cost of Revenue is found on Electronic Arts income statement and represents the costs associated with goods and services Electronic Arts provides. Indirect cost, such as salaries, is not included. In other words, cost of revenue is the total cost incurred to obtain a sale. It is more than the traditional cost of goods sold, since it includes specific selling and marketing activities. It is Electronic Arts' Cost Of Revenue historical data analysis aims to capture in quantitative terms the overall pattern of either growth or decline in Electronic Arts' overall financial position and show how it may be relating to other accounts over time.
Cost Of Revenue10 Years Trend
Slightly volatile
   Cost Of Revenue   
       Timeline  

Electronic Cost Of Revenue Regression Statistics

Arithmetic Mean1,399,775,714
Geometric Mean1,171,627,042
Coefficient Of Variation30.78
Mean Deviation256,258,750
Median1,388,000,000
Standard Deviation430,805,502
Sample Variance185593.4T
Range1.9B
R-Value0.54
Mean Square Error141407.7T
R-Squared0.29
Significance0.03
Slope48,634,076
Total Sum of Squares2783900.7T

Electronic Cost Of Revenue History

20251.2 B
2024B
20231.7 B
20221.8 B
20211.9 B
20201.5 B
20191.4 B

About Electronic Arts Financial Statements

Electronic Arts stakeholders use historical fundamental indicators, such as Electronic Arts' Cost Of Revenue, to determine how well the company is positioned to perform in the future. Although Electronic Arts investors may analyze each financial statement separately, they are all interrelated. For example, changes in Electronic Arts' assets and liabilities are reflected in the revenues and expenses on Electronic Arts' income statement, which ultimately affect the company's gains or losses. Understanding these patterns can help in making the right long-term investment decisions in Electronic Arts. Please read more on our technical analysis and fundamental analysis pages.
Last ReportedProjected for Next Year
Cost Of RevenueB1.2 B

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Check out the analysis of Electronic Arts Correlation against competitors.
For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.
You can also try the Theme Ratings module to determine theme ratings based on digital equity recommendations. Macroaxis theme ratings are based on combination of fundamental analysis and risk-adjusted market performance.
Is Interactive Home Entertainment space expected to grow? Or is there an opportunity to expand the business' product line in the future? Factors like these will boost the valuation of Electronic Arts. If investors know Electronic will grow in the future, the company's valuation will be higher. The financial industry is built on trying to define current growth potential and future valuation accurately. All the valuation information about Electronic Arts listed above have to be considered, but the key to understanding future value is determining which factors weigh more heavily than others.
Quarterly Earnings Growth
0.037
Dividend Share
0.76
Earnings Share
3.93
Revenue Per Share
27.751
Quarterly Revenue Growth
(0.03)
The market value of Electronic Arts is measured differently than its book value, which is the value of Electronic that is recorded on the company's balance sheet. Investors also form their own opinion of Electronic Arts' value that differs from its market value or its book value, called intrinsic value, which is Electronic Arts' true underlying value. Investors use various methods to calculate intrinsic value and buy a stock when its market value falls below its intrinsic value. Because Electronic Arts' market value can be influenced by many factors that don't directly affect Electronic Arts' underlying business (such as a pandemic or basic market pessimism), market value can vary widely from intrinsic value.
Please note, there is a significant difference between Electronic Arts' value and its price as these two are different measures arrived at by different means. Investors typically determine if Electronic Arts is a good investment by looking at such factors as earnings, sales, fundamental and technical indicators, competition as well as analyst projections. However, Electronic Arts' price is the amount at which it trades on the open market and represents the number that a seller and buyer find agreeable to each party.