Electronic Total Revenue from 2010 to 2024

EA Stock  USD 167.97  1.26  0.76%   
Electronic Arts' Total Revenue is increasing over the years with slightly volatile fluctuation. Overall, Total Revenue is expected to go to about 7.9 B this year. Total Revenue is the total amount of income generated by the sale of goods or services related to Electronic Arts' primary operations. View All Fundamentals
 
Total Revenue  
First Reported
1989-06-30
Previous Quarter
1.7 B
Current Value
B
Quarterly Volatility
590.5 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 424.2 M, Interest Expense of 70 M or Total Revenue of 7.9 B, as well as many indicators such as Price To Sales Ratio of 3.04, Dividend Yield of 0.006 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' Total Revenue Growth Pattern

Below is the plot of the Total Revenue of Electronic Arts over the last few years. Total revenue comprises all receipts Electronic Arts generated from the sale of its products or services. It is the total amount of income generated by the sale of goods or services related to the company's primary operations. Electronic Arts' Total 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.
Total Revenue10 Years Trend
Slightly volatile
   Total Revenue   
       Timeline  

Electronic Total Revenue Regression Statistics

Arithmetic Mean5,101,900,000
Geometric Mean3,972,924,363
Coefficient Of Variation38.75
Mean Deviation1,402,906,667
Median4,950,000,000
Standard Deviation1,977,163,112
Sample Variance3909174T
Range7.9B
R-Value0.91
Mean Square Error694091.4T
R-Squared0.84
Slope404,021,071
Total Sum of Squares54728435.6T

Electronic Total Revenue History

20247.9 B
20237.6 B
20227.4 B
2021B
20205.6 B
20195.5 B
2018B

About Electronic Arts Financial Statements

Electronic Arts stakeholders use historical fundamental indicators, such as Electronic Arts' Total 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
Total Revenue7.6 B7.9 B

Also Currently Popular

Analyzing currently trending equities could be an opportunity to develop a better portfolio based on different market momentums that they can trigger. Utilizing the top trending stocks is also useful when creating a market-neutral strategy or pair trading technique involving a short or a long position in a currently trending equity.
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 USA ETFs module to find actively traded Exchange Traded Funds (ETF) in USA.
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
(0.24)
Dividend Share
0.76
Earnings Share
3.9
Revenue Per Share
27.801
Quarterly Revenue Growth
0.058
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.