Electronic Historical Income Statement

EA Stock  USD 132.67  0.80  0.61%   
Historical analysis of Electronic Arts income statement accounts such as Gross Profit of 6.8 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.
 
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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.
  
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 tightly coupled 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.

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

Electronic Arts Income Statement is one of the three primary financial statements used for reporting Electronic's overall financial performance over a current year or for a given accounting period. An Income Statement sometimes referred to as the statement of Electronic Arts revenue and expense. Electronic Arts Income Statement primarily focuses on the company's revenues and expenses during a particular period.
At present, Electronic Arts' Depreciation And Amortization is projected to increase significantly based on the last few years of reporting. The current year's Total Revenue is expected to grow to about 9 B, whereas Interest Expense is projected to grow to (6.6 M).

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 tightly coupled 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 Total Revenue is expected to grow to about 9 B, whereas Interest Expense is projected to grow to (6.6 M).
 2021 2022 2023 2024 (projected)
Gross Profit5.1B5.6B6.5B6.8B
Total Revenue7.0B7.4B8.5B9.0B

Electronic Arts income statement Correlations

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0.85-0.20.990.960.840.830.940.670.970.83-0.270.410.310.980.840.720.710.470.11-0.010.520.430.170.830.62
0.88-0.210.980.960.650.640.810.771.00.64-0.260.230.340.980.830.80.820.33-0.15-0.160.510.280.030.820.61
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0.75-0.220.910.940.810.950.950.490.840.94-0.240.540.250.860.740.570.520.560.380.110.480.510.260.770.6
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0.9-0.250.980.971.00.680.670.840.730.66-0.270.240.361.00.830.750.80.32-0.09-0.130.530.310.050.860.63
0.50.00.780.830.641.01.00.940.390.66-0.150.720.080.70.650.510.330.730.530.290.320.630.420.530.42
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0.48-0.320.310.310.340.110.110.250.170.360.08-0.51-0.630.340.260.120.36-0.59-0.03-0.460.96-0.35-0.530.480.33
0.89-0.260.980.980.980.710.70.860.691.00.7-0.280.280.340.840.710.770.35-0.02-0.090.530.350.090.880.64
0.67-0.040.840.840.830.660.650.740.860.830.65-0.280.320.260.840.650.860.430.13-0.10.430.330.060.670.48
0.50.160.780.720.80.520.50.570.810.750.510.00.310.120.710.650.670.48-0.34-0.080.240.250.140.350.32
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0.6-0.320.510.520.510.350.350.480.260.530.32-0.56-0.420.960.530.430.240.44-0.370.09-0.35-0.16-0.390.620.45
0.16-0.040.380.430.280.590.590.510.120.310.630.220.73-0.350.350.330.250.10.70.280.88-0.160.950.160.25
-0.070.030.130.170.030.370.380.26-0.050.050.420.370.69-0.530.090.060.14-0.110.660.190.95-0.390.95-0.10.06
0.96-0.550.820.830.820.550.550.770.420.860.53-0.340.050.480.880.670.350.650.050.07-0.20.620.16-0.10.72
0.75-0.60.610.620.610.430.420.60.30.630.42-0.110.050.330.640.480.320.490.04-0.03-0.040.450.250.060.72
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Electronic Arts Account Relationship Matchups

Electronic Arts income statement Accounts

201920202021202220232024 (projected)
Depreciation And Amortization160M181M486M758M871.7M915.3M
Total Revenue5.5B5.6B7.0B7.4B8.5B9.0B
Gross Profit4.2B4.1B5.1B5.6B6.5B6.8B
Other Operating Expenses4.1B4.6B5.9B6.0B6.9B7.2B
Operating Income1.4B1.0B1.1B1.3B1.5B1.6B
Ebit1.4B1.0B1.1B1.3B1.5B1.6B
Ebitda1.6B1.2B1.6B2.1B2.4B2.5B
Cost Of Revenue1.4B1.5B1.9B1.8B2.1B1.1B
Total Operating Expenses2.7B3.1B4.0B4.2B4.8B5.1B
Income Before Tax1.5B1.0B1.1B1.3B1.5B1.6B
Total Other Income Expense Net63M(29M)(48M)(6M)(5.4M)(5.7M)
Net Income3.0B837M789M802M922.3M968.4M
Income Tax Expense(1.5B)180M292M524M471.6M495.2M
Research Development1.6B1.8B2.2B2.3B2.7B2.8B
Selling General Administrative506M592M673M727M836.1M449.0M
Net Income Applicable To Common Shares3.0B837M789M802M922.3M612.1M
Selling And Marketing Expenses631M689M961M978M1.1B708.9M
Net Income From Continuing Ops3.0B837M789M802M922.3M766.5M
Non Operating Income Net Other63M(29M)(48M)(6M)(6.9M)(6.6M)
Tax Provision(1.5B)180M292M524M602.6M632.7M
Interest Income100M24M4M49M56.4M48.4M
Net Interest Income56M(29M)(48M)(6M)(5.4M)(5.1M)
Reconciled Depreciation150M181M486M536M616.4M647.2M

Electronic Arts Investors Sentiment

The influence of Electronic Arts' investor sentiment on the probability of its price appreciation or decline could be a good factor in your decision-making process regarding taking a position in Electronic. The overall investor sentiment generally increases the direction of a stock movement in a one-year investment horizon. However, the impact of investor sentiment on the entire stock market does not have solid backing from leading economists and market statisticians.
Investor biases related to Electronic Arts' public news can be used to forecast risks associated with an investment in Electronic. The trend in average sentiment can be used to explain how an investor holding Electronic can time the market purely based on public headlines and social activities around Electronic Arts. Please note that most equities that are difficult to arbitrage are affected by market sentiment the most.
Electronic Arts' market sentiment shows the aggregated news analyzed to detect positive and negative mentions from the text and comments. The data is normalized to provide daily scores for Electronic Arts' and other traded tickers. The bigger the bubble, the more accurate is the estimated score. Higher bars for a given day show more participation in the average Electronic Arts' news discussions. The higher the estimated score, the more favorable is the investor's outlook on Electronic Arts.

Electronic Arts Implied Volatility

    
  18.31  
Electronic Arts' implied volatility exposes the market's sentiment of Electronic Arts stock's possible movements over time. However, it does not forecast the overall direction of its price. In a nutshell, if Electronic Arts' implied volatility is high, the market thinks the stock has potential for high price swings in either direction. On the other hand, the low implied volatility suggests that Electronic Arts stock will not fluctuate a lot when Electronic Arts' options are near their expiration.
Some investors attempt to determine whether the market's mood is bullish or bearish by monitoring changes in market sentiment. Unlike more traditional methods such as technical analysis, investor sentiment usually refers to the aggregate attitude towards Electronic Arts in the overall investment community. So, suppose investors can accurately measure the market's sentiment. In that case, they can use it for their benefit. For example, some tools to gauge market sentiment could be utilized using contrarian indexes, Electronic Arts' short interest history, or implied volatility extrapolated from Electronic Arts options trading.

Pair Trading with Electronic Arts

One of the main advantages of trading using pair correlations is that every trade hedges away some risk. Because there are two separate transactions required, even if Electronic Arts position performs unexpectedly, the other equity can make up some of the losses. Pair trading also minimizes risk from directional movements in the market. For example, if an entire industry or sector drops because of unexpected headlines, the short position in Electronic Arts will appreciate offsetting losses from the drop in the long position's value.

Moving against Electronic Stock

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The ability to find closely correlated positions to Electronic Arts could be a great tool in your tax-loss harvesting strategies, allowing investors a quick way to find a similar-enough asset to replace Electronic Arts when you sell it. If you don't do this, your portfolio allocation will be skewed against your target asset allocation. So, investors can't just sell and buy back Electronic Arts - that would be a violation of the tax code under the "wash sale" rule, and this is why you need to find a similar enough asset and use the proceeds from selling Electronic Arts to buy it.
The correlation of Electronic Arts is a statistical measure of how it moves in relation to other instruments. This measure is expressed in what is known as the correlation coefficient, which ranges between -1 and +1. A perfect positive correlation (i.e., a correlation coefficient of +1) implies that as Electronic Arts moves, either up or down, the other security will move in the same direction. Alternatively, perfect negative correlation means that if Electronic Arts moves in either direction, the perfectly negatively correlated security will move in the opposite direction. If the correlation is 0, the equities are not correlated; they are entirely random. A correlation greater than 0.8 is generally described as strong, whereas a correlation less than 0.5 is generally considered weak.
Correlation analysis and pair trading evaluation for Electronic Arts can also be used as hedging techniques within a particular sector or industry or even over random equities to generate a better risk-adjusted return on your portfolios.
Pair CorrelationCorrelation Matching
When determining whether Electronic Arts offers a strong return on investment in its stock, a comprehensive analysis is essential. The process typically begins with a thorough review of Electronic Arts' financial statements, including income statements, balance sheets, and cash flow statements, to assess its financial health. Key financial ratios are used to gauge profitability, efficiency, and growth potential of Electronic Arts Stock. Outlined below are crucial reports that will aid in making a well-informed decision on Electronic Arts Stock:
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 tightly coupled 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.
Note that the Electronic Arts information on this page should be used as a complementary analysis to other Electronic Arts' statistical models used to find the right mix of equity instruments to add to your existing portfolios or create a brand new portfolio. You can also try the Portfolio Holdings module to check your current holdings and cash postion to detemine if your portfolio needs rebalancing.

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When running Electronic Arts' price analysis, check to measure Electronic Arts' market volatility, profitability, liquidity, solvency, efficiency, growth potential, financial leverage, and other vital indicators. We have many different tools that can be utilized to determine how healthy Electronic Arts is operating at the current time. Most of Electronic Arts' value examination focuses on studying past and present price action to predict the probability of Electronic Arts' future price movements. You can analyze the entity against its peers and the financial market as a whole to determine factors that move Electronic Arts' price. Additionally, you may evaluate how the addition of Electronic Arts to your portfolios can decrease your overall portfolio volatility.
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Is Electronic Arts' industry 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
0.466
Dividend Share
0.76
Earnings Share
3.97
Revenue Per Share
28.177
Quarterly Revenue Growth
0.034
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.