Electronic Historical Income Statement
EA Stock | USD 165.02 0.88 0.54% |
Historical analysis of Electronic Arts income statement accounts such as Total Revenue of 7.9 B can show how well Electronic Arts performed in making a profits. Evaluating Electronic Arts income statement over time to spot trends is a great complementary tool to traditional technical analysis and can indicate the direction of Electronic Arts's future profits or losses.
Financial Statement Analysis is much more than just reviewing and examining Electronic Arts latest accounting reports to predict its past. Macroaxis encourages investors to analyze financial statements over time for various trends across multiple indicators and accounts to determine whether Electronic Arts is a good buy for the upcoming year.
Electronic |
About Electronic Income Statement Analysis
Electronic Arts Income Statement consists of revenues and expenses along with the resulting net income or loss. It represents the profit for the accounting period attributable to Electronic Arts shareholders. The income statement also shows Electronic investors and management if the firm made money during the period reported. The result of an income statement is the net income that is calculated after subtracting the expenses from revenue. It is essential to investors both as an absolute measure as well as earnings per share (i.e., EPS).
Electronic Arts Income Statement Chart
Add Fundamental
Total Revenue
Total revenue comprises all receipts Electronic Arts generated from the sale of its products or services. The total amount of income generated by the sale of goods or services related to the company's primary operations.Gross Profit
Gross profit is a required income statement account that reflects total revenue of Electronic Arts minus its cost of goods sold. It is profit before Electronic Arts operating expenses, interest payments and taxes. Gross profit is also known as gross margin. The profit a company makes after deducting the costs associated with making and selling its products, or the costs associated with providing its services.Other Operating Expenses
Other Operating Expenses is the expense which generally does not depend on sales or production quantities of Electronic Arts. It is also known as Electronic Arts overhead expenses. Typically these expenses include marketing, rent and utilities, office, leases, and other overhead cost. Expenses incurred from non-core business activities, including administrative and general expenses, but excluding costs directly related to production.Operating Income
Operating Income is the amount of profit realized from Electronic Arts operations after accounting for operating expenses such as cost of goods sold (COGS), wages and depreciation. Operating income takes the gross income and subtracts other operating expenses and then removes depreciation. Operating Income of Electronic Arts is typically a synonym for earnings before interest and taxes (EBIT) and is also commonly referred to as operating profit or recurring profit. Earnings before interest and taxes (EBIT), representing the amount of profit a company generates from its operations.Most accounts from Electronic Arts' income statement are interrelated and interconnected. However, analyzing income statement accounts one by one will only give a small insight into Electronic Arts current financial condition. On the other hand, looking into the entire matrix of income statement accounts, and analyzing their relationships over time can provide a more complete picture of the company financial strength now and in the future. Check out Investing Opportunities to better understand how to build diversified portfolios, which includes a position in Electronic Arts. Also, note that the market value of any company could be closely tied with the direction of predictive economic indicators such as signals in nation. For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.At present, Electronic Arts' Depreciation And Amortization is projected to increase significantly based on the last few years of reporting. The current year's Interest Expense is expected to grow to about 70 M, whereas Cost Of Revenue is forecasted to decline to about 1.2 B.
2021 | 2022 | 2023 | 2024 (projected) | Gross Profit | 5.1B | 5.6B | 5.9B | 6.1B | Total Revenue | 7.0B | 7.4B | 7.6B | 7.9B |
Electronic Arts income statement Correlations
Click cells to compare fundamentals
Electronic Arts Account Relationship Matchups
High Positive Relationship
High Negative Relationship
Electronic Arts income statement Accounts
2019 | 2020 | 2021 | 2022 | 2023 | 2024 (projected) | ||
Depreciation And Amortization | 206.3K | 181M | 486M | 431M | 344M | 361.2M | |
Total Revenue | 5.5B | 5.6B | 7.0B | 7.4B | 7.6B | 7.9B | |
Gross Profit | 4.2B | 4.1B | 5.1B | 5.6B | 5.9B | 6.1B | |
Other Operating Expenses | 4.1B | 4.6B | 5.9B | 6.0B | 6.0B | 6.3B | |
Operating Income | 1.4B | 1.0B | 1.1B | 1.3B | 1.5B | 1.6B | |
Ebit | 1.6B | 1.0B | 1.1B | 1.4B | 1.6B | 1.7B | |
Ebitda | 1.6B | 1.2B | 1.6B | 1.8B | 2.0B | 2.1B | |
Cost Of Revenue | 1.4B | 1.5B | 1.9B | 1.8B | 1.7B | 1.2B | |
Total Operating Expenses | 2.7B | 3.1B | 4.0B | 4.2B | 4.3B | 4.6B | |
Income Before Tax | 1.5B | 1.0B | 1.1B | 1.3B | 1.6B | 1.7B | |
Total Other Income Expense Net | 63M | (29M) | (48M) | (6M) | 71M | 74.6M | |
Net Income | 3.0B | 837M | 789M | 802M | 1.3B | 1.3B | |
Income Tax Expense | (1.5B) | 180M | 292M | 524M | 316M | 331.8M | |
Research Development | 1.6B | 1.8B | 2.2B | 2.3B | 2.4B | 2.5B | |
Selling General Administrative | 506M | 592M | 673M | 727M | 691M | 459.3M | |
Net Income Applicable To Common Shares | 3.0B | 837M | 789M | 802M | 922.3M | 612.1M | |
Selling And Marketing Expenses | 631M | 689M | 961M | 978M | 1.0B | 727.7M | |
Net Income From Continuing Ops | 3.0B | 837M | 789M | 802M | 1.3B | 808.8M | |
Non Operating Income Net Other | 63M | (29M) | (48M) | (6M) | (6.9M) | (6.6M) | |
Tax Provision | (1.5B) | 180M | 292M | 524M | 316M | 331.8M | |
Interest Income | 100M | 24M | 4M | 49M | 126M | 132.3M | |
Net Interest Income | 56M | (29M) | (48M) | (6M) | 68M | 71.4M | |
Reconciled Depreciation | 150M | 181M | 486M | 536M | 404M | 320.3M |
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 Investing Opportunities to better understand how to build diversified portfolios, which includes a position in Electronic Arts. Also, note that the market value of any company could be closely tied with the direction of predictive economic indicators such as signals in nation. For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.You can also try the Stocks Directory module to find actively traded stocks across global markets.
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.