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UNITED STATES SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
Form 10-K
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☑ |
ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934 |
For the fiscal year ended March 31, 2023
OR
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☐ |
TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934 |
For the transition period
from
to
Commission File No. 000-17948
ELECTRONIC ARTS INC.
(Exact name of registrant as specified in its charter)
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Delaware |
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94-2838567 |
(State or other jurisdiction of
incorporation or organization) |
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(I.R.S. Employer
Identification No.) |
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209 Redwood Shores Parkway |
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94065 |
Redwood City |
California |
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(Zip Code) |
(Address of principal executive offices) |
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Registrant’s telephone number, including area code:
(650) 628-1500
Securities registered pursuant to Section 12(b) of the
Act:
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Title of Each Class |
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Trading Symbol |
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Name of Each Exchange on Which Registered |
Common Stock, $0.01 par value |
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Nasdaq Global Select Market |
Securities registered pursuant to Section 12(g) of the
Act:
None
Indicate by check mark if the registrant is a well-known seasoned
issuer, as defined in Rule 405 of the Securities Act.
Yes þ No ¨
Indicate by check mark if the registrant is not required to file
reports pursuant to Section 13 or Section 15(d) of the
Act. Yes ¨ No þ
Indicate by check mark whether the registrant (1) has filed
all reports required to be filed by Section 13 or 15(d) of the
Securities Exchange Act of 1934 during the preceding 12 months (or
for such shorter period that the registrant was required to file
such reports), and (2) has been subject to such filing
requirements for the past 90
days. Yes þ No ¨
Indicate by check mark whether the registrant has submitted
electronically, every Interactive Data File required to be
submitted pursuant to Rule 405 of Regulation S-T (§ 232.405 of this
chapter) during the preceding 12 months (or for such shorter period
that the registrant was required to submit such
files). Yes þ No ¨
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, a non-accelerated filer, a
smaller reporting company, or an emerging growth company. See the
definitions of “large accelerated filer,” “accelerated filer,”
“smaller reporting company,” and “emerging growth company” in Rule
12b-2 of the Exchange Act.
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Large Accelerated Filer |
þ
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Accelerated filer |
¨
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Non-accelerated filer |
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Smaller reporting company |
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Emerging growth company |
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If an emerging growth company, indicate by check mark if the
registrant has elected not to use the extended transition period
for complying with any new or revised financial accounting
standards provided pursuant to Section 13(a) of the Exchange
Act.
¨
Indicate by check mark whether the Registrant has filed a report on
and attestation to its management’s assessment of the effectiveness
of its internal control over financial reporting under Section
404(b) of the Sarbanes-Oxley Act (15 U.S.C. 7262(b)) by the
registered public accounting firm that prepared or issued its audit
report.
þ
Indicate by check mark whether the registrant is a shell company
(as defined in Rule 12b-2 of the Exchange Act).
Yes ☐ No
þ
The aggregate market value of the registrant’s common stock, $0.01
par value, held by non-affiliates of the registrant as of September
30, 2022, the last business day of our second fiscal quarter, was
$32,154 million.
As of May 22, 2023, there were 272,712,152 shares of the
registrant’s common stock, $0.01 par value,
outstanding.
Documents Incorporated by Reference
Portions of the registrant’s definitive proxy statement for its
2023 Annual Meeting of Stockholders (the “2023 Proxy”) are
incorporated by reference into Part III hereof. The 2023 Proxy is
expected to be filed not later than 120 days after the registrant’s
fiscal year end. Except with respect to information specifically
incorporated by reference into this Form 10-K, the 2023 Proxy is
not deemed to be filed as part hereof.
ELECTRONIC ARTS INC.
2023 FORM 10-K ANNUAL REPORT
Table of Contents
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Page |
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PART I |
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Item 1 |
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Item 1A |
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Item 1B |
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Item 2 |
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Item 3 |
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Item 4 |
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PART II |
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Item 5 |
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Item 6 |
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Item 7 |
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Item 7A |
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Item 8 |
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Item 9 |
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Item 9A |
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Item 9B |
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PART III |
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Item 10 |
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Item 11 |
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Item 12 |
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Item 13 |
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Item 14 |
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PART IV |
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Item 15 |
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CAUTIONARY NOTE ABOUT FORWARD-LOOKING STATEMENTS
This Annual Report on Form 10-K contains forward-looking
statements. We use words such as “anticipate”, “believe”, “expect”,
“intend”, “estimate”, “plan”, “predict”, “seek”, “goal”, “will”,
“may”, “likely”, “should”, “could”, “continue”, “potential” (and
the negative of any of these terms), “future” and similar
expressions to identify forward-looking statements. In addition,
any statements that refer to projections of our future financial
performance, trends in our business, projections of markets
relevant to our business, uncertain events and assumptions and
other characterizations of future events or circumstances are
forward-looking statements. Forward-looking statements consist of,
among other things, statements related to our business, operations
and financial results, industry prospects, our future financial
performance, and our business plans and objectives, and may include
certain assumptions that underlie the forward-looking statements.
These forward-looking statements are not guarantees of future
performance and reflect management’s current expectations. Our
actual results could differ materially from those discussed in the
forward-looking statements. Factors that might cause or contribute
to such differences include those discussed in Part I, Item 1A of
this Annual Report under the heading “Risk Factors” beginning on
Page 8. We assume no obligation to revise or update any
forward-looking statement for any reason, except as required by
law.
PART I
Item 1: Business
Overview
Electronic Arts is a global leader in digital interactive
entertainment. We develop, market, publish and deliver games,
content and services that can be experienced on game consoles, PCs,
mobile phones and tablets.
What We Offer
At our core is a portfolio of intellectual property from which we
create innovative games and experiences that deliver high-quality
entertainment and drive engagement across our network of hundreds
of millions of unique active accounts. Our portfolio includes
brands that we either wholly own (such as
Apex Legends,
Battlefield, and The Sims) or license from others (such as Madden
NFL, Star Wars, and the 300+ licenses within our global football
ecosystem). We are focusing on building games and experiences that
grow the global online communities around our key franchises;
reaching more players through connecting interactive storytelling
to key intellectual property; and building re-occurring revenue
from our annualized sports franchises, our console, PC and mobile
catalog titles, and our live services. We develop and publish games
and services across diverse genres, such as sports, racing,
first-person shooter, action, role-playing and simulation. We
believe that our portfolio, talent, live services offerings, use of
multiple business models and distribution channels, and network of
hundreds of millions of unique active accounts provide us with
strategic advantages.
Revenue from our global football franchise, which is consistently
one of the top franchises in the marketplace and includes the
annualized console, PC and mobile games, as well as
FIFA Ultimate Team,
is material to our business and will continue to be so. Starting in
fiscal year 2024, our global football franchise will transition to
a new EA SPORTS FC brand. Our vision for the future of interactive
football with EA SPORTS FC is to create the largest football club
in the world, and we believe this is the right opportunity for us
so that we can continue delivering innovation and growing to
connect more fans on a global scale.
Live services net revenue, particularly extra content net revenue,
has been material to our business, and we expect it to continue to
be so. Through our live services offerings, we offer our players
high-quality experiences designed to provide value to players and
extend and enhance gameplay. These live services include extra
content, subscription offerings and other revenue generated outside
of the sale of our base games. Our digital live services and other
net revenue represented 74 percent of our total net revenue during
fiscal year 2023. Our most popular live services are the extra
content purchased for the
Ultimate Team
mode associated with our sports franchises and extra content
purchased for our
Apex Legends
franchise.
Ultimate Team
allows players to collect current and former professional players
in order to build and compete as a personalized team. Live services
net revenue generated from extra content purchased within
Ultimate Team,
a substantial portion of which was derived from
FIFA Ultimate Team,
and for our
Apex Legends
franchise, is material to our business.
We believe that we can add value to our network by making it easier
for players to connect by offering choices of business model,
distribution channel and device. Our games and services can be
experienced on consoles, PCs, mobile phones, tablets, and reach our
players through both digital distribution channels and retail
channels. Players can access our games and services through
traditional single-game purchase or through subscription offerings;
and certain of our games and services are available through a
“free-to-play” model whereby players download the game for free and
engage with services provided on an ongoing basis. For example, we
develop products and services within our global football franchise
that allow players to engage through
multiple business models, distribution channels and devices,
including: (1) our annualized console and PC games and associated
services, which can be purchased through both digital distribution
and retail channels and also is available through subscription
services; (2) a mobile free-to-play offering; and (3) a PC
free-to-play game available in certain countries.
Digitally, our console games and live services can be purchased
through third-party storefronts, such as the digital stores of our
console partners. Our direct sales to Sony and Microsoft
represented approximately 32 percent and 16 percent of total net
revenue, respectively, in fiscal year 2023. Our mobile and tablet
games and services are available through third-party application
storefronts such as the Apple App Store and Google Play. Our PC
games and services can be downloaded directly through the EA app,
EA’s digital storefront, as well as through third-party online
download stores, such as Steam. We also partner with third parties
to publish our mobile and PC games and services in certain Asian
territories, such as our partnerships with Tencent Holdings Limited
for
FIFA Online
in China and Nexon Co. Ltd. for
FIFA Online
in Korea. From time to time, third parties will publish games and
services under a license to certain of our intellectual property
assets.
We also offer our EA Play subscription service on consoles and PC.
EA Play allows players access to a selection of our console and PC
games and services for a monthly or annual fee. Our packaged goods
games are sold directly to mass market retailers, specialty stores
and through distribution arrangements. New distribution methods and
business models are expected to continue to emerge in the future,
and we intend to evaluate these opportunities on a case-by-case
basis.
We believe that the future of entertainment is interactive and that
the consumption of entertainment and sports is deeply
social.
We are investing towards a future of accelerated content generation
and increased player engagement - with players across our network
using games to stay connected to friends, and to express
themselves. While we continue to anchor our business on delivering
amazing content and services to more players, our goal is to build
from our core and invest in new areas of opportunity.
Significant Relationships
Sony & Microsoft.
Under the terms of publishing agreements we have entered into with
Sony Interactive Entertainment LLC and its affiliates and with
Microsoft Corporation and its affiliates, we are authorized to
develop, market, publish, and distribute disc-based products and
services, and we authorize Sony and Microsoft to distribute our
digital products and services, compatible with PlayStation and Xbox
consoles, respectively. Under these agreements with Sony and
Microsoft, we have the non-exclusive right to use, for a fixed term
and in a designated territory, technology that is owned or licensed
by them to publish our games on their respective consoles. With
respect to our digitally-delivered products and services, the
console manufacturers pay us either a wholesale price or a royalty
percentage on the revenue they derive from their sales of our
products and services. Our transactions for packaged goods products
are made pursuant to individual purchase orders, which are accepted
on a case-by case basis by Sony or Microsoft (or their designated
replicators), as the case may be. For packaged goods products, we
pay the console manufacturers a per-unit royalty for each unit
manufactured. Many key commercial terms of our relationships with
Sony and Microsoft — such as manufacturing terms, delivery times,
policies and approval conditions — are determined unilaterally, and
are subject to change by the console manufacturers.
The publishing agreements also require us to indemnify the console
manufacturers for any loss, liability and expense resulting from
any claim against the console manufacturer regarding our games and
services, including any claims for patent, copyright or trademark
infringement brought against the console manufacturer. Each
agreement may be terminated by the console manufacturer if a breach
or default by us is not cured after we receive written notice from
the console manufacturer, or if we become insolvent. The console
manufacturers are not obligated to enter into license agreements
with us for any future consoles, products or services.
Apple, Google and Other App Stores.
We have agreements to distribute our mobile applications and
additional content through distributors such as Apple and Google.
Our applications are downloaded for mobile devices from third party
application storefronts. The distributor collects payment from
consumers for content purchased within the application or charges
consumers a one-time fee to download the application. Our
distribution agreements establish the amounts that are retained by
the distributor and the amounts passed through to us. These
arrangements are typically terminable on short notice. The
agreements generally do not obligate the distributors to market or
distribute any of our applications.
Application storefront policies are determined unilaterally by the
distributors and are subject to change.
Publishing Partners in Asia.
We have entered into agreements whereby we partner with certain
companies, including Tencent Holdings Limited, Nexon Co., Ltd and
Garena Online Private Limited. or their respective affiliates,
pursuant to which these companies publish our mobile and PC
free-to-play games in certain countries, including China, Korea and
certain countries in Southeast Asia. Our players access games from
the publishers’ online storefronts and are charged for additional
content
purchased within our game environment. The agreements generally
establish the amounts that are retained by the publisher, and the
amounts passed through to us.
Competition
The market for interactive entertainment is intensely competitive
and changes rapidly as new products, business models and
distribution channels are introduced. We also face competition for
the right to use certain intellectual property included in our
products. In order to remain successful, we are required to
anticipate, sometimes years in advance, the ways in which our
products and services will compete in the market. We face
significant competition from companies that focus on developing
games and services available on consoles, PCs and/or mobile
devices. In addition, the convergence of the gaming,
technology/internet, social networking and entertainment industries
in recent years has brought us into more direct competition with
larger, well-funded technology companies. These companies have
strengthened their interactive entertainment capabilities, and we
expect them to continue to do so. Their greater financial and other
resources may provide larger budgets to develop and market tools,
technologies, products and services that gain consumer success and
shift player time and engagement away from our products and
services. We also continue to expect new entrants to
emerge.
More broadly, we compete against providers of different sources of
entertainment, such as movies, television, online casual
entertainment and music that our players could enjoy in their free
time. Important competitive factors in our industry include the
ability to attract creative and technical talent, game quality and
ease of use, innovation, compatibility of products with certain
consoles and other distribution channels, brand recognition,
reputation, reliability, security, creativity, price, marketing,
and quality of customer service.
In the past several years, our industry has undergone a period of
increased consolidation which increases competitive pressure on us
as interactive entertainment companies grow through acquisition or
as larger, well-funded technology companies strengthen their
interactive entertainment capabilities.
Risks related to competitive factors affecting our business are
described in Part I, Item 1A, Risk Factors.
Research and Development
Because the industries in which we compete are characterized by
rapid technological advances, our ability to compete successfully
is linked to our ability to deliver a flow of competitive products,
services and technologies to the marketplace. We have teams focused
on developing new technologies, such as self-learning artificial
intelligence for our games, to enhance existing products and
services and to expand the range of our offerings.
Intellectual Property and Technology
To establish and protect our intellectual property, we rely on a
combination of copyrights, trademarks, patents, patent
applications, trade secrets, know-how, license agreements,
confidentiality provisions and procedures and other contractual
provisions. We actively engage in enforcement and other activities
to protect our intellectual property, but the laws of some
countries in which we operate, particularly in Asia, either do not
protect our intellectual property to the same extent as the laws of
the United States or are poorly enforced. As our digital business
has grown, our games and services increasingly depend on the
reliability, availability and security of our technological
infrastructure. Our industry is prone to, and our systems and
networks are subject to actions by malfeasant actors, such as
cyber-attacks and other information security incidents, including
ransomware attacks. While we devote financial and operational
resources to implement systems, processes and technologies to guard
against cyber events and to help protect our intellectual property,
employee and consumer data and information technology systems
against intrusions or other security breaches, we have experienced
such events in the past and expect future events to occur. In
addition, we engage in activities designed to limit the impact of
abuse of our digital products and services, including monitoring
our games for evidence of exploitation and re-balancing our game
environments in the event that such abuse is
discovered.
Governmental Regulation
We are a global company subject to various and complex laws and
regulations domestically and internationally, including laws and
regulations related to gaming, user privacy, data collection and
retention, consumer protection, protection of minors, online
safety, content, advertising, localization, information security,
intellectual property, competition, sanctions, addressing climate
change, taxation, and employment, among others. Many of these laws
and regulations are continuously evolving and developing, and the
application to, and impact on, us is uncertain. Certain of our
business models are subject to new laws or regulations or evolving
interpretations and application of existing laws and regulations.
The growth and development of
electronic commerce, virtual items and virtual currency has
prompted calls for new laws and regulations and resulted in the
application of existing laws or regulations that have limited or
restricted the sale of our products and services in certain
territories.
Seasonality
We have historically experienced the highest percentage of our net
bookings in our third fiscal quarter due to seasonal holiday demand
and the launch timing of our games. While we expect this trend to
continue in fiscal year 2024, there is no assurance that it
will.
Human Capital
Our ability to attract and retain qualified employees is a critical
factor in the successful development of our products and services.
As of March 31, 2023, we employed approximately 13,400 people
globally, with 65 percent located internationally. Our Board and
its committees oversee our human capital management programs,
practices and strategies and additional information on how they
oversee these matters can be found in our annual Proxy Statement.
We’re committed to (1) integrating diversity, equity and inclusion
in our people practices to drive results, (2) a safe, healthy and
supportive culture that prioritizes engagement, listening and
action, and (3) inclusive talent practices to support the
development of our people and the growth of our
business.
Our most recently published Company-wide gender and racial/ethnic
representation, as well as our EEO-1 report (U.S. government
reporting), are available on our website.
Our commitments to diversity, equity and inclusion extend to
compensating our employees fairly based on the work that they
perform. We consider our pay equity philosophy at each stage at
which compensation decisions are made, including when hiring and
promoting employees and through our annual review cycle. In
addition, we annually partner with an independent outside firm to
review employees’ pay and promote fairness in our compensation
philosophy and practices.
We are committed to the development and growth of the next
generation of diverse talent through community outreach and STEAM
(Science, Technology, Engineering, Arts and Mathematics) education.
Substantially all of our hiring includes diverse candidates in the
initial pool, and we go further by setting aspirational targets for
the inclusion of candidates from underrepresented communities at
later stages of the recruiting process that we believe can lead to
better outcomes. We consistently hire underrepresented talent above
our current representation rates.
We aim to create a work environment and culture in which our people
can do their best work. We aim to build a reciprocal relationship
in which we engage, listen, respond, and work together to create a
culture that supports our people and delivers on our business
goals.
All regular, full-time employees are asked to complete an
Engagement Survey twice per year. 77 percent of employees
participated in our most recent Engagement Survey, conducted in
December 2022. We also conduct regular manager surveys. Results of
all employee surveys are evaluated and inform opportunities for
further improvement in our people practices.
We invest in developing and retaining employees through access to
professional growth resources, skills learning, and other
job-specific and general training.
We also build technical onboarding and job-specific programs to
help our employees onboard to technical roles and grow in their
specific domains.
We maintain resources, programs and services to support employees'
physical, mental, familial and financial health. We offer a wide
range of benefits, such as comprehensive health insurance and
time-off and leave programs, including specialized programs around
key life events.
We also design ways to collaborate across work models, whether
working virtually, on-site, or using a hybrid approach. We empower
leadership to determine the most appropriate workplace strategy for
their teams, intended to facilitate productivity and engagement and
deliver on business priorities.
Investor Information
Our website address is www.ea.com. Our annual reports on Form 10-K,
quarterly reports on Form 10-Q and current reports on Form 8-K, and
any amendments to those reports filed pursuant to Section 13(a) or
15(d) of the Securities Exchange Act, as amended, are available
free of charge on the Investor Relations section of our website at
http://ir.ea.com as soon as reasonably practicable after they are
electronically filed with or furnished to the Securities and
Exchange Commission (“SEC”). The SEC maintains a website at
www.sec.gov
that contains reports, proxy and information statements, and other
information regarding
issuers that file electronically with the SEC. We announce material
financial information and business updates through our SEC filings,
press releases, public conference calls and webcasts, the Investor
Relations section of our website at http://ir.ea.com, our blog at
https://www.ea.com/news and through our Twitter account @EA. Except
as expressly set forth in this Form 10-K annual report, the
contents of our website, 2022 Impact Report and/or social media
accounts are not incorporated into, or otherwise to be regarded as
part of this Form 10-K.
Company Information
We were incorporated originally in California in 1982. In September
1991, we were reincorporated under the laws of Delaware. Our
principal executive offices are located at 209 Redwood Shores
Parkway, Redwood City, California 94065 and our telephone number is
(650) 628-1500.
Information About Our Executive Officers
The following table sets forth information regarding our executive
officers as of May 24, 2023:
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Name |
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Age |
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Position |
Andrew Wilson |
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48 |
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Chief Executive Officer, Chair of the Board |
Christopher Suh
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52 |
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Chief Financial Officer
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Laura Miele |
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53 |
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Chief Operating Officer
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Mala Singh |
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52 |
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Chief People Officer |
Jacob Schatz |
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54 |
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Chief Legal Officer & Corporate Secretary
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Eric Kelly
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51 |
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Senior Vice President, Chief Accounting Officer
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Mr. Wilson
has served as EA’s Chief Executive Officer and as a director of EA
since September 2013 and was appointed Chair of the Board of
Directors in August 2021. Prior to his appointment as our Chief
Executive Officer, Mr. Wilson held several positions within the
Company since joining EA in May 2000, including Executive Vice
President, EA SPORTS from August 2011 to September 2013. Mr. Wilson
also serves as chairman of the board of the privately-held World
Surf League and is a member of the Board of Trustees of the Paley
Center for Media. Mr. Wilson has served on the board of directors
of Intel Corporation within the last five years.
Mr. Suh
has served as EA's Chief Financial Officer since March 2022. Prior
to joining EA, Mr. Suh had a 25-year career at Microsoft
Corporation, a technology company, serving most recently as
Corporate Vice President and Chief Financial Officer of its Cloud
& AI division from January 2018 to February 2022 and as General
Manager, Investor Relations from January 2013 to January
2018.
Mr. Suh received both his MBA and undergraduate degrees from the
University of Washington.
Mr. Suh also serves on the Board of Directors of Cardlytics,
Inc.
Ms. Miele
has served as EA's Chief Operating Officer since October 2021. Ms.
Miele joined the Company in March 1996 and has held several
positions at the Company, including Chief Studios Officer from
April 2018 to October 2021, Executive Vice President, Global
Publishing from April 2016 to April 2018, and several senior roles
in the Company's marketing organization.
Ms. Singh
has served as EA's Chief People Officer since October 2016. Ms.
Singh was previously employed by EA from 2009 to 2013, serving as
Vice President, Human Resources, EA Labels from 2011 to 2013. Prior
to rejoining EA, Ms. Singh served as the Chief People Officer of
Minted, LLC from January 2014 to October 2016. Ms. Singh earned
both her undergraduate and graduate degrees from Rutgers University
- New Brunswick. Ms. Singh also serves on the Board of Directors of
Sovos Brands.
Mr. Schatz,
EA’s Chief Legal Officer, has led EA's legal function and served as
Corporate Secretary since June 2014. Mr. Schatz joined EA in 1999,
holding several roles within EA's legal department until his
appointment as General Counsel in 2014. Mr. Schatz earned his J.D.
from Georgetown University Law Center, and received his
undergraduate degree from Pomona College. Mr. Schatz is a member of
the Bar of the State of California and is admitted to practice in
the United States Supreme Court, the Ninth Circuit Court of Appeals
and several United States District Courts.
Mr. Kelly
has served as EA's Chief Accounting Officer since August 2021.
Since joining EA in 2003, Mr. Kelly has held several positions
within EA's finance organization, including Vice President and
Worldwide Controller from January 2014 to August 2021 and finance
leadership roles such as CFO of Asia and European Financial
Controller.
Mr. Kelly holds a B.S. in Accounting from Villanova University and
is a licensed Certified Public Accountant.
Item 1A: Risk Factors
Our business is subject to many risks and uncertainties, which may
affect our future financial performance. In the past, we have
experienced certain of the events and circumstances described
below, which adversely impacted our business and financial
performance. If any of the events or circumstances described below
occur, our business or financial performance could be harmed, our
actual results could differ materially from our expectations and
the market value of our stock could decline. The risks and
uncertainties discussed below are not the only ones we face. There
may be additional risks and uncertainties not currently known to us
or that we currently do not believe could be material that may harm
our business or financial performance.
STRATEGIC RISKS
Our business is intensely competitive. We may not deliver
successful and engaging products and services, or consumers may
prefer our competitors’ products or services over our
own.
Competition in our business is intense. Many new products and
services are regularly introduced, but only a relatively small
number of products and associated services drive significant
engagement and account for a significant portion of total revenue.
Our competitors range from established interactive entertainment
companies to emerging start-ups. In addition, the gaming,
technology/internet, and entertainment industries have converged in
recent years and larger, well-funded technology companies have
strengthened their interactive entertainment capabilities resulting
in more direct competition with us. We expect them to continue to
pursue and strengthen these businesses. Their greater financial and
other resources may provide larger budgets to recruit our key
creative and technical talent, develop and market products and
services that gain consumer success and shift player time and
engagement away from our products and services, or otherwise
disrupt our operations. We also expect new competitors to continue
to emerge throughout the world. If our competitors develop more
successful and engaging products or services, offer competitive
products or services at lower price points, or if we do not
continue to develop consistently high-quality, well-received and
engaging products and services, or if our marketing strategies are
not innovative or fail to resonate with players, particularly
during key selling periods, our revenue, margins, and profitability
will decline.
We strive to create innovative and high-quality products and
services that allow us to grow the global online communities around
our key franchises and reach more players. However, innovative and
high-quality titles, even if highly-reviewed, may not meet our
expectations or the expectations of our players. Many financially
successful products and services within our industry are iterations
of prior titles with large established consumer bases and
significant brand recognition, which makes competing in certain
categories challenging. In addition, products or services of our
direct competitors or other entertainment companies may take a
larger portion of consumer spending or time than we anticipate,
which could cause our products and services to underperform
relative to our expectations. A significant portion of our revenue
historically has been derived from products and services based on a
few popular franchises, and the underperformance of a single major
title has had, and could in the future have, a material adverse
impact on our financial results. For example, we have historically
derived a significant portion of our net revenue from sales related
to our global football franchise, annualized versions of which are
consistently one of the best-selling games in the marketplace. Any
events or circumstances that negatively impact our global football
franchise, including
Ultimate Team,
such as product or service quality, our transition to a new EA
SPORTS FC brand, other products that take a portion of consumer
spending and time, the delay or cancellation of a product or
service launch, increased competition for key licenses, or real or
perceived security risks, could negatively impact our financial
results to a disproportionate extent.
We may not meet our product and live service development
schedules.
Our ability to meet product and live service development schedules
is affected by a number of factors both within and outside our
control, including feedback from our players, the creative
processes involved, the coordination of large and sometimes
geographically dispersed development teams, evolving work models,
the complexity of our products and the platforms for which they are
developed, the need to fine-tune our products prior to their
release, and, in certain cases, approvals from third parties. We
have experienced development delays for our products and services
in the past which caused us to delay or cancel release dates. Any
failure to meet anticipated production or release schedules likely
would result in a delay of revenue and/or possibly a significant
shortfall in our revenue, increase our development and/or marketing
expenses, harm our profitability, and cause our operating results
to be materially different than anticipated. If we miss key selling
periods for products or services, including product delays or
product cancellations our sales likely will suffer
significantly.
Our industry changes rapidly and we may fail to anticipate or
successfully implement new or evolving technologies, or adopt
successful business strategies, distribution methods or
services.
Rapid changes in our industry require us to anticipate, sometimes
years in advance, the ways in which our business can remain
competitive in the market. We have invested, and in the future may
invest, in new business and marketing strategies, tools and
technologies, distribution methods, products, and services. There
can be no assurance that these strategic investments will achieve
expected returns. No assurance can be given that the tools and
technology we choose to implement, the business and marketing
strategies we choose to adopt and the products, services and
platform strategies that we pursue will achieve financial results
that meet or exceed our expectations. We also may miss
opportunities or fail to respond quickly enough to industry change,
including the adoption of tools and technology or distribution
methods or develop products, services or new ways to engage with
our games that become popular with consumers, which could adversely
affect our financial results.
Stakeholders have high expectations for the quality and integrity
of our business, culture, products and services and we may be
unsuccessful in meeting these expectations.
Expectations regarding the quality, performance and integrity of
our business, brand, reputation, culture, products and services are
high. Players and other stakeholders have sometimes been critical
of our industry, brands, products, services, online communities,
business models and/or practices for a wide variety of reasons,
including perceptions about gameplay fun, fairness, game content,
features or services, or objections to certain of our practices.
These negative responses may not be foreseeable. We also may not
effectively manage our responses because of reasons within or
outside of our control. In addition, we have taken actions,
including delaying the release of our games and delaying or
discontinuing content, features and services for our games, after
taking into consideration, among other things, feedback from our
community or geopolitical events even if those decisions negatively
impacted our operating results in the short term. These actions
have had a negative impact on our financial results and may impact
our future development processes. We expect to continue to take
actions as appropriate, including actions that may result in
additional expenditures and the loss of revenue.
Certain of our games and features on our platforms support online
features that allow players and viewers to communicate with one
another and post content, in real time, that is visible to other
players and viewers. From time to time, this “user generated
content” may contain objectionable and offensive content that is
distributed and disseminated by third parties and our brands may be
negatively affected by such actions. If we fail to appropriately
respond to the dissemination of such content, we may be subject to
lawsuits and governmental regulation, our players may not engage
with our products and services and/or may lose confidence in our
brands and our financial results may be adversely
affected.
Additionally, our products and services are extremely complex
software programs and are difficult to develop and distribute. We
have quality controls in place to detect defects, bugs or other
errors in our products and services before they are released.
Nonetheless, these quality controls are subject to human error,
overriding, and resource or technical constraints. In addition, the
effectiveness of our quality controls and preventative measures may
be negatively affected by the distribution of our workforce
resulting from evolving work models. As such, these quality
controls and preventative measures may not be effective in
detecting all defects, bugs or errors in our products and services
before they have been released into the marketplace. In such an
event, the technological reliability and stability of our products
and services could be below our standards and the standards of our
players and our reputation, brand and sales could be adversely
affected. In addition, we could be required to, or may find it
necessary to, offer a refund for the product or service, suspend
the availability or sale of the product or service or expend
significant resources to cure the defect, bug or error each of
which could significantly harm our business and operating
results.
External game developers may not meet product development schedules
or otherwise honor their obligations.
We contract with external game developers to develop our games or
to publish or distribute their games. While we maintain contractual
protections, we have less control over the product development
schedules of games developed by external developers. We depend on
their ability to meet product development schedules which could be
negatively affected by, among other things, distributed workforce
models. If we have disputes with external developers or they cannot
meet product development schedules, acquire certain approvals or
are otherwise unable or unwilling to honor their obligations to us,
we may delay or cancel previously announced games, alter our launch
schedule or experience increased costs and expenses, which could
result in a delay or significant shortfall in anticipated revenue,
harm our profitability and reputation, and cause our financial
results to be materially affected.
Our business depends on the success and availability of consoles,
platforms and devices developed by third parties and our ability to
develop commercially successful products and services for those
consoles, platforms and devices.
The success of our business is driven in part by the commercial
success and adequate supply of third-party consoles, platforms and
devices for which we develop our products and services or through
which our products and services are distributed. Our success
depends in part on accurately predicting which consoles, platforms
and devices will be successful in the marketplace
and providing engaging and commercially successful games and
services for those consoles, platforms and devices. We must make
product development decisions and commit significant resources well
in advance of the commercial availability of new consoles,
platforms and devices, and we may incur significant expense to
adjust our product portfolio and development efforts in response to
changing consumer preferences. We may enter into certain exclusive
licensing arrangements that affect our ability to deliver or market
products or services on certain consoles, platforms or devices. A
console, platform or device for which we are developing products
and services may not succeed as expected and we may be unable to
fully recover the investments we have made in developing our
products and services; or new consoles, platforms or devices may
take market share away from those for which we have devoted
significant resources, causing us to not be able to reach our
intended audience and take advantage of meaningful revenue
opportunities.
We may experience declines or fluctuations in the re-occurring
portion of our business.
Our business model includes revenue that we deem re-occurring in
nature, such as revenue from our live services, annualized sports
franchises (e.g., Madden NFL, global football), and our console, PC
and mobile catalog titles (i.e., titles that did not launch in the
current fiscal year). While we have been able to forecast the
revenue from these areas of our business with greater relative
confidence than for new games, services and business models, we
cannot provide assurances that consumer demand will remain
consistent, including in connection with circumstances outside of
our control. Furthermore, we may cease to offer games and services
that we previously had deemed to be re-occurring in nature. Any
decline or fluctuation in the re-occurring portion of our business
may have a negative impact on our financial and operating
results.
We could fail to successfully adopt new business
models.
From time to time we seek to establish and implement new business
models. Forecasting the success of any new business model is
inherently uncertain and depends on a number of factors both within
and outside of our control. Our actual revenue and profit for these
businesses may be significantly greater or less than our forecasts.
In addition, these new business models could fail, resulting in the
loss of our investment in the development and infrastructure needed
to support these new business models, as well as the opportunity
cost of diverting management and financial resources away from more
successful and established businesses. While we anticipate growth
in this area of our business, consumer demand is difficult to
predict. Any failure to successfully implement new business models
could materially impact our financial and operating
results.
Acquisitions, investments, divestitures and other strategic
transactions could result in operating difficulties and other
negative consequences.
We have made and may continue to make acquisitions or enter into
other strategic transactions including (1) acquisitions of
companies, businesses, intellectual properties, and other assets,
(2) investments in, or transactions with, strategic partners, and
(3) investments in new businesses as part of our long-term business
strategy. These acquisitions and other transactions involve
significant challenges and risks including that the transaction
does not advance our business strategy or strategic goals, that we
do not realize a satisfactory return on our investment or cannot
realize anticipated tax benefits, that we acquire liabilities
and/or litigation from acquired companies or liabilities and/or
litigation results from the transactions, that our due diligence
process does not identify significant issues, liabilities or other
challenges, diversion of management’s attention from our other
businesses, and the incurrence of debt, contingent liabilities or
amortization expenses, write-offs of goodwill, intangibles, or
acquired in-process technology, or other increased cash and
non-cash expenses. In addition, we may not integrate these
businesses successfully or achieve expected synergies.
We may fund strategic transactions with (1) cash, which would
reduce cash available for other corporate purposes, (2) debt, which
would increase our interest expense and leverage and/or (3) equity
which would dilute current shareholders’ percentage ownership and
also dilute our earnings per share. We also may divest or sell
assets or a business and we may have difficulty selling such assets
or business on acceptable terms in a timely manner. This could
result in a delay in the achievement of our strategic objectives,
cause us to incur additional expense, or the sale of such assets or
business at a price or on terms that are less favorable than we
anticipated.
We may be unable to maintain or acquire licenses to include
intellectual property owned by others in our games, or to maintain
or acquire the rights to publish or distribute games developed by
others.
Many of our products and services are based on or incorporate
intellectual property owned by others. For example, our EA Sports
products include rights licensed from major sports leagues, teams
and players’ associations and our Star Wars products include rights
licensed from Disney. Competition for these licenses and rights is
intense. If we are unable to maintain these licenses and rights or
obtain additional licenses or rights with significant commercial
value, our ability to develop successful and engaging products and
services may be adversely affected and our revenue, profitability
and cash flows may decline
significantly. Other competitors may assume certain licenses and
create competing products, impacting our sales. Competition for
these licenses has increased, and may continue to increase, the
amounts that we must pay to licensors and developers, through
higher minimum guarantees or royalty rates, which could
significantly increase our costs and reduce our
profitability.
Our business partners may not honor their obligations to us or
their actions may put us at risk.
We rely on various business partners, including platform partners,
third-party service providers, vendors, licensing partners,
development partners and licensees. Their actions may put our
business and our reputation and brand at risk. In many cases, our
business partners may be given access to sensitive and proprietary
information in order to provide services and support, and they may
misappropriate our information and engage in unauthorized use of
it. In addition, the failure of these third parties to provide
adequate services and technologies, or the failure of the third
parties to adequately maintain or update their services and
technologies, could result in a disruption to our business
operations. Further, disruptions in the financial markets, economic
downturns, poor business decisions, or reputational harm may
adversely affect our business partners and they may not be able to
continue honoring their obligations to us or we may cease our
arrangements with them. Alternative arrangements and services may
not be available to us on commercially reasonable terms or we may
experience business interruptions upon a transition to an
alternative partner or vendor.
OPERATIONAL RISKS
Events such as the COVID-19 pandemic and the various responses to
it have previously affected and may in the future affect how we are
operating our business.
We are subject to unforeseen events such as the COVID-19 pandemic,
which has significantly impacted, and may in the future impact, our
business and results of operations. The COVID-19 pandemic and the
various responses to it have affected how we and our partners are
operating our businesses. As we have re-opened our offices,
employees are offered more flexibility in the amount of time they
work in an office. Further, the increased availability of hybrid or
remote working arrangements has expanded the pool of companies that
can compete for our employees and employment candidates.
The long-term effects of the COVID-19 pandemic on the future of
work may present operational challenges and impact our ability to
attract and retain talent, and our teams’ ability to collaborate
creatively, each of which may adversely affect our
business.
Certain of our development teams have worked for an extended period
in a distributed environment, whereas these teams historically
collaborated in-person on the creative and technical process
required to develop high-quality products and services at scale.
This has disrupted, and may continue to disrupt, the productivity
of our workforce and the creative process to which our teams are
accustomed. Companies in our industry have experienced issues
related to game and service quality associated with the period
during which employees primarily worked-from-home, and we have
changed the launch date of key products in part because of
challenges associated with a distributed development environment.
The longer-term impact to our creative and technical development
processes associated with more distributed work models is unknown
and the associated risks, including with respect to game quality
and developmental delays, which may cause us to delay or cancel
additional release dates, may be heightened. If we are not able to
respond to and manage the impact of these and other currently
unknown impacts related to events such as the COVID-19 pandemic,
our business will be harmed.
Catastrophic events may disrupt our business.
Natural disasters, cyber-incidents, weather events, wildfires,
power disruptions, telecommunications failures, pandemics, health
crises and other public health events, failed upgrades of existing
systems or migrations to new systems, acts of terrorism or other
events could cause outages, disruptions and/or degradations of our
infrastructure (including our or our partners’ information
technology and network systems), a failure in our ability to
conduct normal business operations, or the closure of public spaces
in which players engage with our games and services all of which
could materially impact our reputation and brand, financial
condition and operating result. The health and safety of our
employees, players, third-party organizations with whom we partner,
or regulatory agencies on which we rely could be also affected, any
of which may prevent us from executing against our business
strategies and/or cause a decrease in consumer demand for our
products and services. We recognize the inherent physical risks
associated with climate change. Our business relies on the reliable
transmission of energy worldwide and is susceptible to
weather-related events that could stress the power grid. Natural
disasters and weather events, such as wildfires and hurricanes, are
increasing in size and scope and certain of our office locations
are located in areas that are vulnerable to these effects. System
redundancy may be ineffective, and our disaster recovery and
business continuity planning may not be sufficient for all
eventualities. In addition, our corporate headquarters and several
of our key studios also are located in seismically active regions.
These catastrophic events could disrupt our business and
operations, and/or the businesses and operations of our partners
and may cause us to incur additional costs to maintain or resume
operations.
We have and may continue to experience security breaches and cyber
threats.
The integrity of our and our partners’ information technology
networks and systems is critical to our ongoing operations,
products, and services. Our industry is prone to, and our systems
and networks are subject to actions by malfeasant actors, which may
include individuals or groups, including state-sponsored attackers.
These actions include cyber-attacks, including ransomware, and
other information security incidents that seek to exploit, disable,
damage, and/or disrupt our networks, business operations, products
and services and supporting technological infrastructure, or gain
access to consumer and employee personal information, our
intellectual property and other assets. In addition, our systems
and networks could be harmed or improperly accessed due to error by
employees or third parties that are authorized to access these
networks and systems. We also rely on technological infrastructure
provided by third-party business partners to support the online
functionality of our products and services, who are also subject to
these same cyber risks. Both our partners and we have expended, and
expect to continue to expend, financial and operational resources
to guard against cyber risks and to help protect our data and
systems. However, the techniques used by malfeasant actors change
frequently, continue to evolve in sophistication and volume, and
often are not detected for long periods of time.
Remote access to our networks and systems, and the networks and
systems of our partners, has increased substantially. While we and
our partners have taken steps to secure our networks and systems,
these networks and systems may be more vulnerable to a successful
cyber-attack or information security incident in a hybrid working
model. The costs to respond to, mitigate, and/or notify affected
parties of cyber-attacks and other security vulnerabilities are
significant. It may also be necessary for us to take additional
extraordinary measures and make additional expenditures to take
appropriate responsive and preventative steps. Consequences of such
events, responsive measures and preventative measures have
included, and could in the future include, the loss of proprietary
and personal data and interruptions or delays in our business
operations, exploitation of our data, as well as loss of player
confidence and damage to our brand and reputation, financial
expenses and financial loss. In addition, such events could cause
us to be non-compliant with applicable regulations, and subject us
to legal claims or penalties under laws protecting the privacy or
security of personal information or proprietary material
information. We have experienced such events in the past and expect
future events to occur.
In addition, the virtual economies that we have established in many
of our games are subject to abuse, exploitation and other forms of
fraudulent activity that can negatively impact our business.
Virtual economies involve the use of virtual currency and/or
virtual assets that can be used or redeemed by a player within a
particular game or service. The abuse or exploitation of our
virtual economies have included the illegitimate or unauthorized
generation and sale of virtual items, including in black markets.
Our online services have been impacted by in-game exploits and the
use of automated or other fraudulent processes designed to generate
virtual items or currency illegitimately or to execute account
takeover attacks against our players. We anticipate such activity
to continue. These abuses and exploits, and the steps that we take
to address these abuses and exploits may result in a loss of
anticipated revenue, increased costs to protect against or
remediate these issues, interfere with players’ enjoyment of a
balanced game environment or cause harm to our reputation and
brand.
We may experience outages, disruptions or degradations in our
services, products and/or technological
infrastructure.
The reliable performance of our products and services depends on
the continuing operation and availability of our information
technology systems and those of our external service providers,
including third-party “cloud” computing services. Our games and
services are complex software products and maintaining the
sophisticated internal and external technological infrastructure
required to reliably deliver these games and services is expensive
and complicated. The reliable delivery and stability of our
products and services has been, and could in the future be,
adversely impacted by outages, disruptions, failures or
degradations in our network and related infrastructure, as well as
in the online platforms or services of key business partners that
offer, support or host our products and services. The reliability
and stability of our products and services has been affected by
events outside of our control as well as by events within our
control, such as the migration of data among data centers and to
third-party hosted environments, the performance of upgrades and
maintenance on our systems, and online demand for our products and
services that exceeds the capabilities of our technological
infrastructure.
If we or our external business partners were to experience an event
that caused a significant system outage, disruption or degradation
or if a transition among data centers or service providers or an
upgrade or maintenance session encountered unexpected
interruptions, unforeseen complexity or unplanned disruptions, our
products and services may not be available to consumers or may not
be delivered reliably and stably. As a result, our reputation and
brand may be harmed, consumer engagement with our products and
services may be reduced, and our revenue and profitability could be
negatively impacted. We do not have redundancy for all our systems,
many of our critical applications reside in only one of our data
centers, and our disaster recovery planning may not account for all
eventualities.
As our digital business grows, we will require an increasing amount
of internal and external technical infrastructure, including
network capacity and computing power to continue to satisfy the
needs of our players. We are investing, and expect to continue to
invest, in our own technology, hardware and software and the
technology, hardware and software of external service providers to
support our business. It is possible that we may fail to scale
effectively and grow this technical infrastructure to accommodate
increased demands, which may adversely affect the reliable and
stable performance of our games and services, therefore negatively
impacting engagement, reputation, brand and revenue
growth.
Attracting, managing and retaining our talent is critical to our
success.
Our business depends on our ability to attract, train, motivate and
retain executive, technical, creative, marketing and other
personnel that are essential to the development, marketing and
support of our products and services. The market for highly-skilled
workers and leaders in our industry is extremely competitive,
particularly in the geographic locations in which many of our key
personnel are located and has recently intensified further due to
industry trends. In addition, our leading position within the
interactive entertainment industry makes us a prime target for
recruiting our executives, as well as key creative and technical
talent. If we cannot successfully recruit, train, motivate, attract
and retain qualified employees, develop and maintain a healthy
culture, or replace key employees following their departure, our
reputation, brand and culture may be negatively impacted and our
business will be impaired. Our global workforce is primarily
non-unionized, but we have unions and works councils outside of the
United States. In the U.S., there has been an increase in
prominence in certain sectors of workers exercising their right to
form or join a union. If significant employee populations were to
unionize, we could experience operational changes that may
materially impact our business.
We rely on the consoles, systems and devices of partners who have
significant influence over the products and services that we offer
in the marketplace.
A significant percentage of our digital net revenue is attributable
to sales of products and services through our significant partners,
including Sony, Microsoft, Apple and Google. The concentration of a
material portion of our digital sales in these partners exposes us
to risks associated with these businesses. Any deterioration in the
businesses of our significant partners could disrupt and harm our
business, including by limiting the methods through which our
digital products and services are offered and exposing us to
collection risks.
In addition, our license agreements typically provide these
partners with significant control over the approval and
distribution of the products and services that we develop for their
consoles, systems and devices. For products and services delivered
via digital channels, each respective partner has policies and
guidelines that control the promotion and distribution of these
titles and the features and functionalities that we are permitted
to offer through the channel. Our partners could choose to exclude
our products and services from, or de-emphasize the promotion of
our products and services within, some or all of their distribution
channels in order to promote their own products and services or
those of our competitors. In addition, we are dependent on these
partners to invest in, and upgrade, the capabilities of their
systems in a manner that corresponds to the preferences of
consumers. Failure by these partners to keep pace with consumer
preferences could have an adverse impact on the engagement with our
products and services and our ability to merchandise and
commercialize our products and services which could harm our
business and/or financial results.
Moreover, certain significant partners can determine and change
unilaterally certain key terms and conditions, including the
ability to change their user and developer policies and guidelines.
In many cases these partners also set the rates that we must pay to
provide our games and services through their online channels, and
retain flexibility to change their fee structures or adopt
different fee structures for their online channels, which could
adversely impact our costs, profitability and margins. These
partners also control the information technology systems through
which online sales of our products and service channels are
captured. If our partners establish terms that restrict our
offerings, significantly impact the financial terms on which these
products or services are offered to our customers, or their
information technology systems experience outages that impact our
players’ ability to access our games or purchase extra content or
cause an unanticipated delay in reporting, our business and/or
financial results could be materially affected.
A significant portion of our packaged goods sales are made to a
relatively small number of retail and distribution partners, and
these sales may be disrupted.
We derive a significant percentage of our net revenue attributable
to sales of our packaged goods products to our top retail and
distribution partners. The concentration of a significant
percentage of these sales through a few large partners could lead
to a short-term disruption to our business if certain of these
partners significantly reduced their purchases or ceased to offer
our products. The financial position of certain partners has
deteriorated and while we maintain protections such as monitoring
the credit extended to these partners, we could be vulnerable to
collection risk if one or more of these partners
experienced
continued deterioration of their business or declared bankruptcy.
Additionally, receivables from these partners generally increase in
our December fiscal quarter as sales of our products generally
increase in anticipation of the holiday season which exposes us to
heightened risk at that time of year. Having a significant portion
of our packaged goods sales concentrated in a few partners could
reduce our negotiating leverage with them. If one or more of these
partners experience deterioration in their business or become
unable to obtain sufficient financing to maintain their operations,
our business could be harmed.
LEGAL AND COMPLIANCE RISKS
Our business is subject to complex and prescriptive regulations
regarding consumer protection and data privacy practices, and could
be adversely affected if our consumer protection, data privacy and
security practices are not adequate, or perceived as being
inadequate.
We are subject to global data privacy, data protection, security
and consumer-protection laws and regulations worldwide. These laws
and regulations are emerging and evolving and the interpretation,
application and enforcement of these laws and regulations often are
uncertain, contradictory and changing. The failure to maintain data
practices that are compliant with applicable laws and regulations,
or evolving interpretations of applicable laws and regulations,
could result in inquiries from enforcement agencies or direct
consumer complaints, resulting in civil or criminal penalties, and
could adversely impact our reputation and brand. In addition, the
operational costs of compliance with these regulations is high and
will likely continue to increase. Even if we remain in compliance
with applicable laws and regulations, consumer sensitivity to the
collection and processing of their personal information continues
to increase. Any real or perceived failures in maintaining
acceptable data privacy practices, including allowing improper or
unauthorized access, acquisition or misuse and/or uninformed
disclosure of consumer, employee and other information, or a
perception that we do not adequately secure this information or
provide consumers with adequate notice about the information that
they authorize us to collect and disclose could result in brand,
reputational, or other harms to the business, result in costly
remedial measures, deter current and potential customers from using
our products and services and cause our financial results to be
materially affected.
Third party vendors and business partners receive access to certain
information that we collect. These vendors and business partners
may not prevent data security breaches with respect to the
information we provide them or fully enforce our policies,
contractual obligations and disclosures regarding the collection,
use, storage, transfer and retention of personal data. A data
security breach of one of our vendors or business partners could
cause reputational and financial harm to them and us, negatively
impact our ability to offer our products and services, and could
result in legal liability, costly remedial measures, governmental
and regulatory investigations, harm our profitability, reputation
and brand, and/or cause our financial results to be materially
affected.
Government regulations applicable to us may negatively impact our
business.
We are a global company subject to various and complex laws and
regulations domestically and internationally, including laws and
regulations related to consumer protection, protection of minors,
online safety, content, advertising, information security,
intellectual property, competition, sanctions, taxation, and
employment, among others. Many of these laws and regulations are
continuously evolving and developing, and the application to, and
impact on, us is uncertain. Enforcement of these laws could harm
our business by limiting the products and services we can offer
consumers or the manner in which we offer them. The costs of
compliance with these laws may increase in the future as a result
of changes in applicable laws or changes to interpretation. Any
failure on our part to comply with these laws or the application of
these laws in an unanticipated manner may harm our business and
result in penalties or significant legal liability.
Certain of our business models and features within our games and
services are subject to new laws or regulations or evolving
interpretations and application of existing laws and regulations.
The growth and development of electronic commerce, virtual items
and virtual currency has prompted calls for new laws and
regulations and resulted in the application of existing laws or
regulations that have limited or restricted the sale of our
products and services in certain territories. Additionally, in our
current phase of innovation, artificial intelligence capabilities
are rapidly advancing, and it is possible that we could become
subject to new regulations, or the interpretation of existing
regulations, aimed at how we incorporate artificial intelligence
into our games and development processes, that could negatively
impact our operation and results. We are also introducing features
into our games and services that allow players to create and share
user-generated content. Such content may be objectionable or
offensive and decrease engagement with our products and services,
cause a loss of confidence in our brands and expose us to liability
and regulatory oversight, particularly as applicable global laws
and regulations are introduced and evolve. New laws related to
these business models and features or the interpretation or
application of current laws could subject us to additional
regulation and oversight, cause us to further limit or restrict the
sale of our products and services or otherwise impact
our
products and services, lessen the engagement with, and growth of,
profitable business models, and expose us to increased compliance
costs, significant liability, fines, penalties and harm to our
reputation and brand.
We are subject to laws in certain foreign countries, and adhere to
industry standards in the United States, that mandate rating
requirements or set other restrictions on the advertisement,
publication or distribution of interactive entertainment software
based on content. In addition, certain foreign countries allow
government censorship of interactive entertainment software
products or require pre-approval processes of uncertain length
before our games and services can be offered. Adoption and
enforcement of ratings systems, censorship, restrictions on
publication or distribution, and changes to approval processes or
the status of any approvals could harm our business by limiting the
products we are able to offer to our consumers. In addition,
compliance with new and possibly inconsistent regulations for
different territories could be costly, delay or prevent the release
of our products in those territories.
We may be subject to claims of infringement of third-party
intellectual property rights.
From time to time, third parties may claim that we have infringed
their intellectual property rights. Although we take steps to avoid
knowingly violating the intellectual property rights of others, it
is possible that third parties still may claim infringement.
Existing or future infringement claims against us may be expensive
to defend and divert the attention of our employees from business
operations. Such claims or litigation could require us to pay
damages and other costs. We also could be required to stop selling,
distributing or supporting products, features or services which
incorporate the affected intellectual property rights, redesign
products, features or services to avoid infringement, or obtain a
license, all of which could be costly and harm our
business.
In addition, many patents have been issued that may apply to
potential new modes of delivering, playing or monetizing products
and services such as those that we produce or would like to offer
in the future. We may discover that future opportunities to provide
new and innovative modes of game play and game delivery may be
precluded by existing patents that we are unable to acquire or
license on reasonable terms.
From time to time we may become involved in other legal
proceedings.
We are currently, and from time to time in the future may become,
subject to legal proceedings, claims, litigation and government
investigations or inquiries, which could be expensive, lengthy,
disruptive to normal business operations and occupy a significant
amount of our employees’ time and attention. In addition, the
outcome of any legal proceedings, claims, litigation,
investigations or inquiries may be difficult to predict and could
have a material adverse effect on our business, reputation,
operating results, or financial condition.
Our products and brands are subject to intellectual property
infringement, including in jurisdictions that do not adequately
protect our products and intellectual property rights.
We regard our products, brands and intellectual property as
proprietary and take measures to protect our assets from
infringement. We are aware that some unauthorized copying of our
products and brands occurs, and if a significantly greater amount
were to occur, it could negatively impact our business. Further,
our products and services are available worldwide and the laws of
some countries, particularly in Asia, either do not protect our
products, brands and intellectual property to the same extent as
the laws of the United States or are poorly enforced. Legal
protection of our rights may be ineffective in countries with
weaker intellectual property enforcement mechanisms. In addition,
certain third parties have registered our intellectual property
rights without authorization in foreign countries. Successfully
registering such intellectual property rights could limit or
restrict our ability to offer products and services based on such
rights in those countries. Although we take steps to enforce and
police our rights, our practices and methodologies may not be
effective against all eventualities.
FINANCIAL RISKS
Our financial results are subject to currency and interest rate
fluctuations.
International sales are a fundamental part of our business. For our
fiscal year ended March 31, 2023, international net revenue
comprised 58 percent of our total net revenue, and we expect our
international business to continue to account for a significant
portion of our total net revenue. As a result of our international
sales, and also the denomination of our foreign investments and our
cash and cash equivalents in foreign currencies, we are exposed to
the effects of fluctuations in foreign currency exchange rates, and
volatility in foreign currency exchange rates remains elevated as
compared to historic levels. Strengthening of the U.S. dollar,
particularly relative to the Euro and British pound sterling, has a
negative impact on our reported international net revenue but a
positive impact on our reported international operating expenses
because these amounts are translated at lower
rates. We use foreign currency hedging contracts to mitigate some
foreign currency risk. However, these activities are limited in the
protection they provide us from foreign currency fluctuations and
can themselves result in losses. In addition, interest rate
volatility can decrease the amount of interest earned on our cash,
cash equivalents and short-term investment portfolio.
We utilize debt financing and such indebtedness could adversely
impact our business and financial condition.
We have senior unsecured notes outstanding, as well as an unsecured
revolving credit facility. While the facility is currently undrawn,
we may use the proceeds of any future borrowings for general
corporate purposes. We may also enter into other financial
instruments in the future. This indebtedness and any indebtedness
that we may incur in the future could affect our financial
condition and future financial results by, among other things,
requiring the dedication of a substantial portion of any cash flow
from operations to the repayment of indebtedness and increasing our
vulnerability to downturns in our business or adverse changes in
general economic and industry conditions.
The agreements governing our indebtedness impose restrictions on us
and require us to maintain compliance with specified covenants. In
particular, the revolving credit facility requires us to maintain
compliance with a debt to EBITDA ratio. Our ability to comply with
these covenants may be affected by events beyond our control. If we
breach any of these covenants and do not obtain a waiver from the
lenders or noteholders, then, subject to applicable cure periods,
our outstanding indebtedness may be declared immediately due and
payable. There can be no assurance that any refinancing or
additional financing would be available on terms that are favorable
or acceptable to us, if at all. In addition, changes by any rating
agency to our credit rating may negatively impact the value and
liquidity of both our debt and equity securities, as well as the
potential costs associated with any potential refinancing of our
indebtedness. Downgrades in our credit rating could also restrict
our ability to obtain additional financing in the future and could
affect the terms of any such financing.
Changes in our tax rates or exposure to additional tax liabilities,
and changes to tax laws and interpretations of tax laws could
adversely affect our earnings and financial condition.
We are subject to taxes in the United States and in various foreign
jurisdictions. Significant judgment is required in determining our
worldwide income tax provision, tax assets, and accruals for other
taxes, and the ultimate tax determination is uncertain for many
transactions. Our effective income tax rate is based in part on our
corporate operating structure and how we operate our business and
develop, value, and use our intellectual property. Taxing
authorities in jurisdictions in which we operate have challenged
and audited, and may continue to, challenge and audit our
methodologies for calculating our income taxes, which could
increase our effective income tax rate. In addition, our provision
for income taxes is materially affected by our profit levels,
changes in our business, changes in our geographic mix of earnings,
changes in the elections we make, changes in our corporate
structure, or changes in applicable accounting rules, as well as
other factors.
Changes to enacted U.S. federal, state or international tax laws,
as well as changes to interpretations of existing tax laws,
particularly in Switzerland, where our international business is
headquartered, and actions we have taken in our business with
respect to such laws, have affected, and could continue to affect,
our effective tax rates and cash taxes, and could cause us to
change the way in which we structure our business and result in
other costs. In particular, recent changes to tax law and
regulations in the United States and among other countries in the
Organization for Economic Co-operation and Development could
materially impact our provision for income taxes and cash taxes.
Our effective tax rate also could be adversely affected by changes
in the measurement of our deferred income taxes, including the need
for valuation allowances against deferred tax assets. Our valuation
allowances, in turn, are impacted by several factors with respect
to our business, industry, and the macroeconomic environment,
including rising interest rates. Significant judgment is involved
in determining the amount of valuation allowances, and actual
financial results also may differ materially from our current
estimates and could have a material impact on our
assessments.
We are required to pay taxes other than income taxes, such as
payroll, sales, use, value-added, net worth, property, transfer,
and goods and services taxes, in both the United States and foreign
jurisdictions. Several foreign jurisdictions have introduced new
digital services taxes on revenue of companies that provide certain
digital services or expanded their interpretation of existing tax
laws with regard to other non-income taxes. There is limited
guidance about the applicability of these new taxes or changing
interpretations to our business and significant uncertainty as to
what will be deemed in scope. If these foreign taxes are applied to
us, it could have an adverse and material impact on our business
and financial performance.
GENERAL RISKS
Our business is subject to economic, market, public health and
geopolitical conditions.
Our business is subject to economic, market, public health and
geopolitical conditions, which are beyond our control. The United
States and other international economies have experienced cyclical
downturns from time to time. Worsening economic conditions,
political instability, and adverse political developments in or
around any of the countries in which we do business, particularly
conditions that negatively impact discretionary consumer spending
and consumer demand or increase our operating costs, including
conflicts, inflation, slower growth, recession and other
macroeconomic conditions have had, and could continue to have, a
material adverse impact on our business and operating results. In
addition, relations between the United States and countries in
which we have operations and sales have been impacted by events
such as the adoption or expansion of trade restrictions, including
economic sanctions, that have had a negative impact on our
financial results and development processes.
We are particularly susceptible to market conditions and risks
associated with the entertainment industry, which, in addition to
general macroeconomic downturns, also include the popularity, price
and timing of our games, changes in consumer demographics, the
availability and popularity of other forms of entertainment, and
critical reviews and public tastes and preferences, which may
change rapidly and cannot necessarily be predicted.
Our stock price has been volatile and may continue to fluctuate
significantly.
The market price of our common stock historically has been, and we
expect will continue to be, subject to significant fluctuations.
These fluctuations may be due to our operating results or factors
specific to our operating results (including those discussed in the
risk factors above), changes in securities analysts’ estimates of
our future financial performance, ratings or recommendations, our
results or future financial guidance falling below our expectations
and analysts’ and investors’ expectations, the failure of our
capital return programs to meet analysts’ and investors’
expectations, the announcement and integration of any acquisitions
we may make, departure of key personnel, cyberattacks, or factors
largely outside of our control including, those affecting
interactive gaming, entertainment, and/or technology companies
generally, national or international economic conditions, investor
sentiment or other factors related or unrelated to our operating
performance. In particular, economic downturns may contribute to
the public stock markets experiencing extreme price and trading
volume volatility. These fluctuations could adversely affect the
price of our common stock.
Item 1B: Unresolved
Staff Comments
None.
Item 2: Properties
Not applicable.
Item 3: Legal
Proceedings
Refer to
Note
14
of the Notes to the Consolidated Financial Statements included in
Item 8 of this Annual Report on Form 10-K for disclosures regarding
our legal proceedings.
Item 4: Mine
Safety Disclosures
Not applicable.
PART II
Item 5:
Market for Registrant’s Common Equity,
Related Stockholder Matters and Issuer Purchases of Equity
Securities
Holders
There were approximately 642 holders of record of our common
stock as of May 22, 2023. In addition, a significant number of
beneficial owners of our common stock hold their shares in street
name. Our common stock is traded on the Nasdaq Global Select Market
under the symbol “EA”.
Dividends
Our quarterly cash dividend was $0.19 per share of common stock in
fiscal year 2023. We paid aggregate cash dividends of $210 million
during the fiscal year ended March 31, 2023. We currently
expect to continue to pay comparable cash dividends on a quarterly
basis in the future; however, future declarations of dividends and
the establishment of future record dates and payment dates are
subject to the final determination of our Board of Directors or a
designated Committee of our Board of Directors.
Issuer Purchases of Equity Securities
In August 2022, our Board of Directors authorized a program to
repurchase up to $2.6 billion of our common stock. This stock
repurchase program expires on
November 4, 2024.
Under this program, we may purchase stock in the open market or
through privately negotiated transactions in accordance with
applicable securities laws, including pursuant to pre-arranged
stock trading plans. The timing and actual amount of the stock
repurchases will depend on several factors including price, capital
availability, regulatory requirements, alternative investment
opportunities and other market conditions. We are not obligated to
repurchase a specific number of shares under this program and it
may be modified, suspended or discontinued at any time. We
repurchased approximately 5.3 million shares for approximately $645
million under this program during the fiscal year ended March 31,
2023. We are actively repurchasing shares under this
program.
The following table summarizes the number of shares repurchased in
the fourth quarter of the fiscal year ended March 31,
2023:
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Fiscal Month |
|
Total Number of Shares Purchased |
|
Average Price Paid per Share |
|
Total Number of Shares Purchased as part of Publicly Announced
Programs |
|
Maximum Dollar Value that May Still Be Purchased Under the
Programs
(in millions) |
January 1, 2023 - January 28, 2023 |
|
756,877 |
|
|
$ |
124.67 |
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|
756,877 |
|
|
$ |
2,185 |
|
January 29, 2023 - February 25, 2023 |
|
859,389 |
|
|
$ |
115.90 |
|
|
859,389 |
|
|
$ |
2,086 |
|
February 26, 2023 - April 1, 2023 |
|
1,158,552 |
|
|
$ |
113.11 |
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1,158,552 |
|
|
$ |
1,955 |
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|
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2,774,818 |
|
|
$ |
117.13 |
|
|
2,774,818 |
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Stock Performance Graph
The following information shall not be deemed to be “filed” with
the SEC nor shall this information be incorporated by reference
into any future filing under the Securities Act of 1933, as
amended, or the Exchange Act, as amended, except to the extent that
we specifically incorporate it by reference into a
filing.
The following graph shows a five-year comparison of cumulative
total returns during the period from March 31, 2018 through
March 31, 2023, for our common stock, the S&P 500 Index
(to which EA was added in July 2002), the Nasdaq Composite Index,
and the RDG Technology Composite Index, each of which assumes an
initial value of $100. Each measurement point is as of the end of
each fiscal year. The performance of our stock depicted in the
following graph is not necessarily indicative of the future
performance of our stock.
COMPARISON OF 5 YEAR CUMULATIVE TOTAL RETURN*
Among Electronic Arts Inc., the S&P 500 Index, the Nasdaq
Composite Index,
and the RDG Technology Composite Index
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* |
Based on $100 invested on March 31, 2018 in stock or index,
including reinvestment of dividends. |
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March 31, |
|
2018 |
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2019 |
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2020 |
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2021 |
|
2022 |
|
2023 |
Electronic Arts Inc. |
$ |
100 |
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$ |
84 |
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$ |
83 |
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$ |
112 |
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$ |
105 |
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$ |
101 |
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S&P 500 Index |
100 |
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110 |
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102 |
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159 |
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184 |
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170 |
|
Nasdaq Composite Index |
100 |
|
|
111 |
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|
111 |
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193 |
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|
209 |
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|
181 |
|
RDG Technology Composite Index |
100 |
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|
113 |
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124 |
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211 |
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227 |
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205 |
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Item 6: [Reserved]
Item 7: Management’s
Discussion and Analysis of Financial Condition and Results of
Operations
OVERVIEW
The following overview is a high-level discussion of our operating
results, as well as some of the trends and drivers that affect our
business. Management believes that an understanding of these trends
and drivers provides important context for our results for the
fiscal year ended March 31, 2023, as well as our future
prospects. This summary is not intended to be exhaustive, nor is it
intended to be a substitute for the detailed discussion and
analysis provided elsewhere in this Form 10-K, including in the
“Business” section and the “Risk Factors” above, the remainder of
“Management’s Discussion and Analysis of Financial Condition and
Results of Operations (“MD&A”)” or the Consolidated Financial
Statements and related Notes.
About Electronic Arts
Electronic Arts is a global leader in digital interactive
entertainment. We develop, market, publish and deliver games,
content and services that can be experienced on game consoles, PCs,
mobile phones and tablets.
At our core is a portfolio of intellectual property from which we
create innovative games and experiences that deliver high-quality
entertainment and drive engagement across our network of hundreds
of millions of unique active accounts. Our portfolio includes
brands that we either wholly own (such as
Apex Legends,
Battlefield, and The Sims) or license from others (such as Madden
NFL, Star Wars, and the 300+ licenses within our global football
ecosystem). Through our live services offerings, we offer our
players high-quality experiences designed to provide value to
players, and extend and enhance gameplay. These live services
include extra content, subscription offerings and other revenue
generated in addition to the sale of our base games. We are
focusing on building games and experiences that grow the global
online communities around our key franchises; reaching more players
through connecting interactive storytelling to key intellectual
property; and building re-occurring revenue from our annualized
sports franchises, our console, PC and mobile catalog titles, and
our live services.
Financial Results
Our key financial results for our fiscal year ended March 31,
2023 were as follows:
•Total
net revenue was $7,426 million, up 6 percent
year-over-year.
•Live
services and other net revenue was $5,489 million, up 10 percent
year-over-year.
•Gross
margin was 75.9 percent, up 2.5 percentage points
year-over-year.
•Operating
expenses were $4,302 million, up 7 percent
year-over-year.
•Operating
income was $1,332 million, up 18 percent
year-over-year.
•Net
income was $802 million, up 2 percent year-over-year.
•Diluted
earnings per share was $2.88, up 4 percent
year-over-year.
•Operating
cash flow was $1,550 million, down 18 percent
year-over-year.
•Total
cash, cash equivalents and short-term investments were $2,767
million.
•We
repurchased 10.4 million shares of our common stock for $1,295
million.
•We
paid cash dividends of $210 million during the fiscal year ended
March 31, 2023.
Trends in Our Business
Live Services Business.
We offer our players high-quality experiences designed to provide
value to players and to extend and enhance gameplay. These live
services include extra content, subscription offerings and other
revenue generated in addition to the sale of our base games and
free-to-play games. Our net revenue attributable to live services
and other was $5,489 million, $4,998 million, and $4,016 million
for fiscal years 2023, 2022, and 2021, respectively, and we expect
that live services net revenue will continue to be material to our
business. Within live services and other, net revenue attributable
to extra content was $4,277 million, $3,910 million, and $3,068
million for fiscal years 2023, 2022, and 2021, respectively. Extra
content net revenue has increased as more players engage with our
games and services, and purchase additional content designed to
provide value to players and extend and enhance gameplay. Our most
popular live services are the extra content purchased for
the
Ultimate Team
mode associated with our sports franchises and extra content
purchased for our
Apex Legends
franchise.
Ultimate Team
allows players to collect current and former professional players
in order to build and compete as a personalized team. Live services
net revenue generated from extra content purchased within
the
Ultimate Team
mode associated with our sports franchises, a substantial portion
of which was derived from
FIFA Ultimate Team,
and from our
Apex Legends
franchise, is material to our business.
Digital Delivery of Games.
In our industry, players increasingly purchase games digitally as
opposed to purchasing physical discs. While this trend, as applied
to our business, may not be linear due to a mix of products during
a fiscal year, consumer buying patterns and other factors, over
time we expect players to purchase an increasingly higher
proportion of our games digitally. As a result, we expect net
revenue attributable to digital full game downloads to increase
over time and net revenue attributable to sales of packaged goods
to decrease.
Our net revenue attributable to digital full game downloads was
$1,262 million, $1,282 million, and $918 million during fiscal
years 2023, 2022, and 2021, respectively; while our net revenue
attributable to packaged goods sales was $675 million, $711
million, and $695 million in fiscal year 2023, 2022, and 2021,
respectively. In addition, as measured based on total units sold on
Microsoft’s Xbox One and Xbox Series X and Sony’s PlayStation 4 and
5 rather than by net revenue, we estimate that 68 percent, 65
percent, and 62 percent of our total units sold during fiscal years
2023, 2022, and 2021 were sold digitally. Digital full game units
are based on sales information provided by Microsoft and Sony;
packaged goods units sold through are estimated by obtaining data
from significant retail partners in North America, Europe and Asia,
and applying internal sales estimates with respect to retail
partners from which we do not obtain data. We believe that these
percentages are reasonable estimates of the proportion of our games
that are digitally downloaded in relation to our total number of
units sold for the applicable period of measurement.
Increases in consumer adoption of digital purchase of games
combined with increases in our live services revenue generally
results in expansion of our gross margin, as costs associated with
selling a game digitally is generally less than selling the same
game through traditional retail and distribution
channels.
Increased Competition.
Competition in our business is intense. Our competitors range from
established interactive entertainment companies to emerging
start-ups. In addition, the gaming, technology/internet, and
entertainment industries have converged in recent years and larger,
well-funded technology companies have strengthened their
interactive entertainment capabilities resulting in more direct
competition with us. Their greater financial or other resources may
provide larger budgets to develop and market tools, technologies,
products and services that gain consumer success and shift player
time and engagement away from our products and services. In
addition, our leading position within the interactive entertainment
industry makes us a prime target for recruiting our executives, as
well as key creative and technical talent, resulting in retention
challenges and increased cost to retain and incentivize our key
people.
In the past several years, our industry has undergone a period of
increased consolidation which increases competitive pressure on us
as interactive entertainment companies grow through acquisition or
as larger, well-funded technology companies strengthen their
interactive entertainment capabilities.
Concentration of Sales Among the Most Popular
Games.
In all major segments of our industry, we see a large portion of
games sales concentrated on the most popular titles. Similarly, a
significant portion of our revenue historically has been derived
from games based on a few popular franchises, several of which we
have released on an annual or bi-annual basis. In particular, we
have historically derived a significant portion of our net revenue
from our global football franchise, the annualized version of which
is consistently one of the best-selling games in the marketplace.
We have invested in over 300 individual partnerships and licenses
to create our global football ecosystem and starting in fiscal year
2024, our global football franchise will transition to a new EA
SPORTS FC brand. Our vision for the future of interactive football
with EA SPORTS FC is to create the largest football club in the
world, and we believe this is the right opportunity for us so that
we can continue delivering innovation and growing to connect more
fans on a global scale.
Re-occurring Revenue Sources.
Our business model includes revenue that we deem re-occurring in
nature, such as revenue from our live services, annualized sports
franchises (e.g., global football, Madden NFL), and our console, PC
and mobile catalog titles (i.e., titles that did not launch in the
current fiscal year). We have been able to forecast revenue from
these areas of our business with greater relative confidence than
for new games, services and business models. As we continue to
incorporate new business models and modalities of play into our
games, our goal is to continue to look for opportunities to expand
the re-occurring portion of our business.
Free-to-Play and Free-to-Enter Games.
We offer games in some of our largest franchises, including the PC
version of our global football franchise,
The Sims 4,
and
Apex Legends,
through business models that allow consumers to access games with
no-upfront cost. These games are then monetized through a live
service associated with the game, particularly extra content sales.
These business models are dominant in the mobile gaming industry
and are becoming increasingly accepted in the online PC and console
market. We expect to continue offering games through these business
models across console, PC and mobile and expect extra content
revenue generated through these business models to continue to be
an important part of our business.
Restructuring.
In March 2023, our Board of Directors approved a restructuring plan
(the "2023 Restructuring Plan" or the “Plan”) focused on
prioritizing investments to the Company's growth opportunities and
optimizing its real estate portfolio. The Plan includes actions
driven by portfolio rationalization, including intellectual
property impairment charges and headcount reductions, in addition
to office space reductions.
The actions associated with the Plan are expected to be
substantially complete by September 30, 2023.
Net Bookings.
In order to improve transparency into our business, we disclose an
operating performance metric, net bookings. Net bookings is defined
as the net amount of products and services sold digitally or
sold-in physically in the period. Net bookings is calculated by
adding total net revenue to the change in deferred net revenue for
online-enabled games.
The following is a calculation of our total net bookings for the
periods presented:
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Year Ended March 31, |
(In millions) |
2023 |
|
2022 |
Total net revenue |
$ |
7,426 |
|
|
$ |
6,991 |
|
Change in deferred net revenue (online-enabled games) |
(85) |
|
|
524 |
|
Net bookings
|
$ |
7,341 |
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$ |
7,515 |
|
Net bookings were $7,341 million for fiscal year 2023 primarily
driven by sales related to our FIFA and Madden franchises,
Apex Legends,
and
The Sims 4.
Net bookings decreased $174 million or 2 percent as compared to
fiscal year 2022 primarily due to the prior year release of
Battlefield 2042,
and a $244 million impact related to fluctuations in foreign
exchange rates, net of hedging activities, partially offset by
strength in our FIFA franchise.
Live services and other net bookings were $5,530 million for fiscal
year 2023, and increased $160 million or 3 percent as compared to
fiscal year 2022. The increase in live services and other net
bookings was due primarily to strength in our FIFA franchise across
all platforms (console, PC, and mobile), and the addition of
Golf Clash.
This strength was partially offset by fluctuations in foreign
exchange rates, net of hedging activities, and softness in sales of
extra content within the rest of our mobile catalog portfolio. Full
game net bookings were $1,811 million for fiscal year 2023, and
decreased $334 million or 16 percent as compared to fiscal year
2022 primarily due to
the prior year releases of
Battlefield 2042
and
Mass Effect Trilogy Remaster,
partially offset by the release of
Dead Space Remake
and sales related to our FIFA franchise.
CRITICAL ACCOUNTING POLICIES AND ESTIMATES
Our Consolidated Financial Statements have been prepared in
accordance with accounting principles generally accepted in the
United States (“U.S. GAAP”). The preparation of these Consolidated
Financial Statements requires management to make estimates and
assumptions that affect the reported amounts of assets and
liabilities, contingent assets and liabilities, and revenue and
expenses during the reporting periods. The policies discussed below
are considered by management to be critical because they are not
only important to the portrayal of our financial condition and
results of operations, but also because application and
interpretation of these policies requires both management judgment
and estimates of matters that are inherently uncertain and unknown.
As a result, actual results may differ materially from our
estimates.
Revenue Recognition
We derive revenue principally from sales of our games, and related
extra content and services that can be experienced on game
consoles, PCs, mobile phones and tablets. Our product and service
offerings include, but are not limited to, the
following:
•full
games with both online and offline functionality (“Games with
Services”), which generally includes (1) the initial game delivered
digitally or via physical disc at the time of sale and typically
provide access to offline core game content (“software license”);
(2) updates on a when-and-if-available basis, such as software
patches or updates, and/or additional free content to be delivered
in the future (“future update rights”); and (3) a hosted connection
for online playability (“online hosting”);
•full
games with online-only functionality which require an Internet
connection to access all gameplay and functionality (“Online-Hosted
Service Games”);
•extra
content related to Games with Services and Online-Hosted Service
Games which provides access to additional in-game
content;
•subscriptions,
such as EA Play and EA Play Pro, that generally offer access to a
selection of full games, in-game content, online services and other
benefits typically for a recurring monthly or annual fee;
and
•licensing
to third parties to distribute and host our games and
content.
We evaluate and recognize revenue by:
•identifying
the contract(s) with the customer;
•identifying
the performance obligations in the contract;
•determining
the transaction price;
•allocating
the transaction price to performance obligations in the contract;
and
•recognizing
revenue as each performance obligation is satisfied through the
transfer of a promised good or service to a customer (i.e.,
“transfer of control”).
Certain of our full game and/or extra content are sold to resellers
with a contingency that the full game and/or extra content cannot
be resold prior to a specific date (“Street Date Contingency”). We
recognize revenue for transactions that have a Street Date
Contingency when the Street Date Contingency is removed and the
full game and/or extra content can be resold by the reseller. For
digital full game and/or extra content downloads sold to customers,
we recognize revenue when the full game and/or extra content is
made available for download to the customer.
Online-Enabled Games
Games with Services.
Our sales of Games with Services are evaluated to determine whether
the software license, future update rights and the online hosting
are distinct and separable. Sales of Games with Services are
generally determined to have three distinct performance
obligations: software license, future update rights, and the online
hosting.
Since we do not sell the performance obligations on a stand-alone
basis, we consider market conditions and other observable inputs to
estimate the stand-alone selling price for each performance
obligation. For Games with Services, generally 75 percent of the
sales price is allocated to the software license performance
obligation and recognized at a point in time when control of the
license has been transferred to the customer. The remaining 25
percent is allocated to the future update rights and the online
hosting performance obligations and recognized ratably as the
service is provided (over the Estimated Offering
Period).
Online-Hosted Service Games.
Sales of our Online-Hosted Service Games are determined to have one
distinct performance obligation: the online hosting. We recognize
revenue from these arrangements as the service is
provided.
Extra Content.
Revenue received from sales of downloadable content are derived
primarily from the sale of virtual currencies and digital in-game
content that are designed to extend and enhance players’ game
experience. Sales of extra content are accounted for in a manner
consistent with the treatment for our Games with Services and
Online-Hosted Service Games as discussed above, depending upon
whether or not the extra content has offline functionality. That
is, if the extra content has offline functionality, then the extra
content is accounted for similarly to Games with Services
(generally determined to have three distinct performance
obligations: software license, future update rights, and the online
hosting). If the extra content does not have offline functionality,
then the extra content is determined to have one distinct
performance obligation: the online-hosted service.
Subscriptions
Sales of our subscriptions are deemed to be one performance
obligation and we recognize revenue from these arrangements ratably
over the subscription term as the performance obligation is
satisfied.
Licensing Revenue
We utilize third-party licensees to distribute and host our games
and content in accordance with license agreements, for which the
licensees typically pay us a fixed minimum guarantee and/or
sales-based royalties. These arrangements typically include
multiple performance obligations, such as a time-based license of
software and future update rights. We recognize as revenue a
portion of the minimum guarantee when we transfer control of the
license of software (generally upon commercial launch) and the
remaining portion ratably over the contractual term in which we
provide the licensee with future update rights. Any sales-based
royalties are generally recognized as the related sales occur by
the licensee.
Significant Judgments around Revenue Arrangements
Identifying performance obligations.
Performance obligations promised in a contract are identified based
on the goods and services that will be transferred to the customer
that are both capable of being distinct, (i.e., the customer can
benefit from the goods or services either on its own or together
with other resources that are readily available), and are distinct
in the context of the contract (i.e., it is separately identifiable
from other goods or services in the contract). To the extent a
contract includes multiple promises, we must apply judgment to
determine whether those promises are separate and distinct
performance obligations. If these criteria are not met, the
promises are accounted for as a combined performance
obligation.
Determining the transaction price.
The transaction price is determined based on the consideration that
we will be entitled to receive in exchange for transferring our
goods and services to the customer. Determining the transaction
price often requires judgment, based on an assessment of
contractual terms and business practices. It further includes
review of variable consideration such as discounts, sales returns,
price protection, and rebates, which is estimated at the time of
the transaction. In addition, the transaction price does not
include an estimate of the variable consideration related to
sales-based royalties. Sales-based royalties are recognized as the
sales occur.
Allocating the transaction price.
Allocating the transaction price requires that we determine an
estimate of the relative stand-alone selling price for each
distinct performance obligation. Determining the relative
stand-alone selling price is inherently subjective, especially in
situations where we do not sell the performance obligation on a
stand-alone basis (which occurs in the majority of our
transactions). In those situations, we determine the relative
stand-alone selling price based on various observable inputs using
all information that is reasonably available. Examples of
observable inputs and information include: historical internal
pricing data, cost plus margin analysis, pre-release versus
post-release costs, and pricing data from competitors to the extent
the data is available. The results of our analysis resulted in a
specific percentage of the transaction price being allocated to
each performance obligation.
Determining the Estimated Offering Period.
The offering period is the period in which we offer to provide the
future update rights and/or online hosting for the game and related
extra content sold. Because the offering period is not an
explicitly defined period, we must make an estimate of the offering
period for the service-related performance obligations (i.e.,
future update rights and online hosting). Determining the Estimated
Offering Period is inherently subjective and is subject to regular
revision. Generally, we consider the average period of time
customers are online when estimating the offering period. We also
consider the estimated period of time between the date a game unit
is sold to a reseller and the date the reseller sells the game unit
to the customer (i.e., time in channel). Based on these two
factors, we then consider the method of distribution. For example,
games and extra content sold at retail would have a composite
offering period equal to the online gameplay period plus time in
channel as opposed to digitally-distributed games and extra content
which are delivered immediately via digital download and therefore,
the offering period is estimated to be only the online gameplay
period.
Additionally, we consider results from prior analyses, known and
expected online gameplay trends, as well as disclosed service
periods for competitors’ games in determining the Estimated
Offering Period for future sales.
We believe this provides a reasonable depiction of the transfer of
future update rights and online hosting to our customers, as it is
the best representation of the time period during which our games
and extra content are experienced. We recognize revenue for future
update rights and online hosting performance obligations ratably on
a straight-line basis over this period as there is a consistent
pattern of delivery for these performance obligations. Revenue for
service-related performance obligations for games and extra content
sold through retail is recognized over an estimated ten-month
period beginning in the month of sale, revenue for service-related
performance obligations for digitally-distributed games and extra
content is recognized over an estimated eight-month period
beginning in the month of sale.
During the three months ended September 30, 2021, we completed our
annual evaluation of the Estimated Offering Period and noted
consumers are playing certain of our Online Hosted Service Games,
such as PC and console free-to-play games, for longer periods of
time than in previous years. This extended consumer gameplay is due
to players engaging with services we provide that are designed to
enhance and extend gameplay, and as such, concluded that the
Estimated Offering Period for such games should be lengthened. As a
result, for all new sales after July 1, 2021, the revenue that we
recognize for service-related performance obligations related to
our PC and console free-to-play games is recognized generally over
a twelve-month period. The fiscal year 2022 change in Estimated
Offering Period did not impact the amount of net bookings or the
operating cash flows that we report. During the fiscal year ended
March 31, 2023, this increase to our Estimated Offering Period
resulted in increases in net revenue of $103 million, net income of
$79 million, and diluted earnings per share of $0.28. During the
fiscal year ended March 31, 2022, this increase to our Estimated
Offering Period resulted in decreases in net revenue of $131
million, net income of $100 million, and diluted earnings per share
of $0.35.
Principal Agent Considerations
We evaluate sales to end customers of our full games and related
content via third-party storefronts, including digital storefronts
such as Microsoft’s Xbox Store, Sony’s PlayStation Store, Apple App
Store, and Google Play Store, in order to determine whether or not
we are acting as the principal in the sale to the end customer,
which we consider in determining if revenue should be reported
gross or net of fees retained by the third-party storefront. An
entity is the principal if it controls a good or service before it
is transferred to the end customer. Key indicators that we evaluate
in determining gross versus net treatment include but are not
limited to the following:
•the
underlying contract terms and conditions between the various
parties to the transaction;
•which
party is primarily responsible for fulfilling the promise to
provide the specified good or service to the end
customer;
•which
party has discretion in establishing the price for the specified
good or service; and
•which
party has inventory risk before the specified good or service has
been transferred to the end customer.
Based on an evaluation of the above indicators, except as discussed
below, we have determined that generally the third party is
considered the principal to end customers for the sale of our full
games and related content. We therefore report revenue related to
these arrangements net of the fees retained by the storefront.
However, for sales arrangements via Apple App Store and Google Play
Store, EA is considered the principal to the end customer and thus,
we report revenue on a gross basis and mobile platform fees are
reported within cost of revenue.
Income Taxes
We recognize deferred tax assets and liabilities for both (1) the
expected impact of differences between the financial statement
amount and the tax basis of assets and liabilities and (2) the
expected future tax benefit to be derived from tax losses and tax
credit carryforwards. We do not recognize any deferred taxes
related to the U.S. taxes on foreign earnings as we recognize these
taxes as a period cost.
We record a valuation allowance against deferred tax assets when it
is considered more likely than not that all or a portion of our
deferred tax assets will not be realized. In making this
determination, we are required to give significant weight to
evidence that can be objectively verified. It is generally
difficult to conclude that a valuation allowance is not needed when
there is significant negative evidence, such as cumulative losses
in recent years. Forecasts of future taxable income are considered
to be less objective than past results. Therefore, cumulative
losses weigh heavily in the overall assessment.
In addition to considering forecasts of future taxable income, we
are also required to evaluate and quantify other possible sources
of taxable income in order to assess the realization of our
deferred tax assets, namely the reversal of existing deferred tax
liabilities, the carryback of losses and credits as allowed under
current tax law, and the implementation of tax planning strategies.
Evaluating and quantifying these amounts involves significant
judgments. Each source of income must be evaluated based on all
positive and negative evidence and this evaluation may involve
assumptions about future activity. Certain taxable temporary
differences that are not expected to reverse during the carry
forward periods permitted by tax law cannot be considered as a
source of future taxable income that may be available to realize
the benefit of deferred tax assets.
Every quarter, we perform a realizability analysis to evaluate
whether it is more likely than not that all or a portion of our
deferred tax assets will not be realized. Our Swiss deferred tax
asset realizability analysis relies upon future Swiss taxable
income as the primary source of taxable income but considers all
available sources of Swiss income based on the positive and
negative evidence. We give more weight to evidence that can be
objectively verified. However, estimating future Swiss taxable
income requires judgment, specifically related to assumptions about
expected growth rates of future Swiss taxable income, which are
based primarily on third party market and industry growth data.
Actual results that differ materially from those estimates could
have a material impact on our valuation allowance assessment. Swiss
interest rates have an impact on the valuation allowance and are
based on published Swiss guidance, which generally occurs in the
fourth quarter of our fiscal year. Any significant changes to such
interest rates could result in a material impact to the valuation
allowance and to our Consolidated Financial Statements. We have
adjusted our valuation allowance for changes in the published
interest rates in the past and it is probable that we will do so
again based on current global interest rate trends. Switzerland has
a seven-year carryforward period and does not permit the carry back
of losses. Actions we take in connection with acquisitions could
also impact the utilization of our Swiss deferred tax
asset.
As part of the process of preparing our Consolidated Financial
Statements, we are required to estimate our income taxes in each
jurisdiction in which we operate prior to the completion and filing
of tax returns for such periods. This process requires
estimating both our geographic mix of income and our uncertain tax
positions in each jurisdiction where we operate. These estimates
require us to make judgments about the likely application of the
tax law to our situation, as well as with respect to other matters,
such as anticipating the positions that we will take on tax returns
prior to our preparing the returns and the outcomes of disputes
with tax authorities. The ultimate resolution of these issues may
take extended periods of time due to examinations by tax
authorities and statutes of limitations. In addition, changes in
our business, including acquisitions, changes in our international
corporate structure, changes in the geographic location of business
functions or assets, changes in the geographic mix and amount of
income, as well as changes in our agreements with tax authorities,
valuation allowances, applicable accounting rules, applicable tax
laws and regulations, rulings and interpretations thereof,
developments in tax audit and other matters, and variations in the
estimated and actual level of annual pre-tax income can affect the
overall effective tax rate.
IMPACT OF RECENTLY ISSUED ACCOUNTING STANDARDS
RESULTS OF OPERATIONS
Our fiscal year is reported on a 52- or 53-week period that ends on
the Saturday nearest March 31. Our results of operations for
the fiscal year ended March 31, 2023 contained 52 weeks and
ended on April 1, 2023. Our results of operations for the fiscal
year ended March 31, 2022 contained 52 weeks and ended on
April 2, 2022. For simplicity of disclosure, all fiscal periods are
referred to as ending on a calendar month end.
Net Revenue
Net revenue consists of sales generated from (1) full games sold as
digital downloads or as packaged goods and designed for play on
game consoles, PCs and mobile phones and tablets (2) live services
associated with these games, such as extra-content, (3)
subscriptions that generally offer access to a selection of full
games, in-game content, online services and other benefits, and (4)
licensing our games to third parties to distribute and host our
games.
Comparison of Fiscal Year 2023 to Fiscal Year 2022
Net Revenue
Net revenue for fiscal year 2023 was $7,426 million, primarily
driven by sales related to
FIFA 23, FIFA 22, Apex Legends, The Sims 4,
and
Madden NFL 23.
Net revenue for fiscal year 2023 increased $435 million, as
compared to fiscal year 2022. This increase was driven by an $868
million increase in net revenue primarily driven by year-over-year
growth in the FIFA franchise and sales of extra content for
Apex Legends,
and the addition of
Golf Clash,
partially offset by a $433 million decrease in net revenue
primarily due to the prior year release of
Mass Effect Trilogy Remaster,
the Star Wars franchise, and
The Sims 4.
Net Revenue by Composition
Our net revenue by composition for fiscal years 2023 and 2022 was
as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
|
2023 |
|
2022 |
|
$ Change |
|
% Change |
Net revenue: |
|
|
|
|
|
|
|
Full game downloads |
$ |
1,262 |
|
|
$ |
1,282 |
|
|
$ |
(20) |
|
|
(2) |
% |
Packaged goods |
675 |
|
|
711 |
|
|
(36) |
|
|
(5) |
% |
Full game |
$ |
1,937 |
|
|
$ |
1,993 |
|
|
$ |
(56) |
|
|
(3) |
% |
|
|
|
|
|
|
|
|
Live services and other |
$ |
5,489 |
|
|
$ |
4,998 |
|
|
$ |
491 |
|
|
10 |
% |
Total net revenue |
$ |
7,426 |
|
|
$ |
6,991 |
|
|
$ |
435 |
|
|
6 |
% |
Full Game Net Revenue
Full game net revenue includes full game downloads and packaged
goods. Full game downloads primarily includes revenue from digital
sales of full games on console, PC, mobile phones and tablets.
Packaged goods primarily includes revenue from software that is
sold physically through traditional channels such as brick and
mortar retailers and certain licensing revenue.
Full game net revenue for fiscal year 2023 was $1,937 million,
primarily driven by
FIFA 23, Madden NFL 23, Battlefield 2042,
and
FIFA 22.
Full game net revenue for fiscal year 2023 decreased $56 million,
or 3 percent, as compared to fiscal year 2022.
This decrease was primarily due to the prior year releases
of
Mass Effect Trilogy Remaster
and
It Takes Two,
and
The Sims 4,
partially offset by the release of
Dead Space Remake
and growth in the FIFA franchise.
Live Services and Other Net Revenue
Live services and other net revenue primarily includes revenue from
sales of extra content for console, PC, and mobile games, certain
licensing revenue, subscriptions, and advertising.
Live services and other net revenue for fiscal year 2023 was $5,489
million, primarily driven by sales of extra content for
FIFA Ultimate Team, Apex Legends, The Sims 4,
and
Madden Ultimate Team.
Live services and other net revenue for fiscal year 2023 increased
$491 million, or 10 percent, as compared to fiscal year
2022.
This increase was primarily driven by sales of
extra content for
Apex Legends,
extra content and licensing for our FIFA franchise, and the
addition of
Golf Clash,
partially offset by the Star Wars franchise.
Cost of Revenue
Cost of revenue consists of (1) certain royalty expenses for
celebrities, professional sports leagues, movie studios and other
organizations, and independent software developers, (2) mobile
platform fees associated with our mobile revenue (for transactions
in which we are acting as the principal in the sale to the end
customer), (3) data center, bandwidth and server costs associated
with hosting our online games and websites, (4) inventory costs,
including manufacturing royalties, (5) payment processing fees, (6)
amortization and impairment of certain intangible assets, (7)
personnel-related costs, and (8) warehousing and distribution
costs.
Cost of revenue for fiscal years 2023 and 2022 was as follows (in
millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2023 |
|
% of Net
Revenue |
|
March 31,
2022 |
|
% of Net
Revenue |
|
% Change |
|
Change as a % of Net Revenue |
$ |
1,792 |
|
|
24 |
% |
|
$ |
1,859 |
|
|
27 |
% |
|
(4) |
% |
|
(3) |
% |
Cost of revenue decreased by $67 million during fiscal year 2023,
as compared to fiscal year 2022. The decrease was primarily due to
a decrease in inventory costs driven by the prior year releases
of
Battlefield 2042
and
Mass Effect Trilogy Remaster
and the FIFA franchise, and lower royalty costs due to the mix in
sales from royalty bearing titles, partially offset by an increase
in platform and hosting fees.
Cost of revenue as a percentage of total net revenue decreased by 3
percent during fiscal year 2023, as compared to fiscal year 2022.
This decrease was primarily due to a decrease in inventory costs
driven by the prior year releases of
Battlefield 2042
and Mass
Effect Trilogy Remaster,
lower royalty costs due to the mix in sales form royalty bearing
titles, and a decrease in the proportion of sales derived from
packaged goods, partially offset by an increase in platform and
hosting fees.
Research and Development
Research and development expenses consist of expenses incurred by
our production studios for personnel-related costs, related
overhead costs, external third-party development costs, contracted
services, and depreciation. Research and development expenses for
our online products include expenses incurred by our studios
consisting of direct development and related overhead costs in
connection with the development and production of our online games.
Research and development expenses also include expenses associated
with our digital platform, software licenses and maintenance, and
management overhead.
Research and development expenses for fiscal years 2023 and 2022
were as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2023 |
|
% of Net
Revenue |
|
March 31,
2022 |
|
% of Net
Revenue |
|
$ Change |
|
% Change |
$ |
2,328 |
|
|
31 |
% |
|
$ |
2,186 |
|
|
31 |
% |
|
$ |
142 |
|
|
6 |
% |
Research and development expenses increased by $142 million, or 6
percent, in fiscal year 2023, as compared to fiscal year 2022. This
increase was primarily due to a net $56 million increase in
personnel-related costs primarily resulting from continued
investment in our studios, offset by decreased variable
compensation and related costs, a $30 million increase due to
hedging activities, and a $14 million increase in studio related
contracted services.
Marketing and Sales
Marketing and sales expenses consist of advertising, marketing and
promotional expenses, personnel-related costs, and related overhead
costs, net of qualified advertising cost reimbursements from third
parties.
Marketing and sales expenses for fiscal years 2023 and 2022 were as
follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2023 |
|
% of Net
Revenue |
|
March 31,
2022 |
|
% of Net
Revenue |
|
$ Change |
|
% Change |
$ |
978 |
|
|
13 |
% |
|
$ |
961 |
|
|
14 |
% |
|
$ |
17 |
|
|
2 |
% |
Marketing and sales expenses increased by $17 million, or 2
percent, in fiscal year 2023, as compared to fiscal year 2022. This
increase was primarily due to an increase in advertising and
promotional spending related to the release of our
Apex Legends Mobile
title in the first quarter of fiscal year 2023 and our FIFA
franchise, partially offset by a decrease in advertising and
promotional spending primarily related to our mobile portfolio,
and
Battlefield 2042, Mass Effect Trilogy Remaster
and
It Takes Two,
which were released in prior fiscal years.
General and Administrative
General and administrative expenses consist of personnel and
related expenses of executive and administrative staff, corporate
functions such as finance, legal, human resources, and information
technology (“IT”), related overhead costs, fees for professional
services such as legal and accounting, and allowances for doubtful
accounts.
General and administrative expenses for fiscal years 2023 and 2022
were as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2023 |
|
% of Net
Revenue |
|
March 31,
2022 |
|
% of Net
Revenue |
|
$ Change |
|
% Change |
$ |
727 |
|
|
10 |
% |
|
$ |
673 |
|
|
10 |
% |
|
$ |
54 |
|
|
8 |
% |
General and administrative expenses increased by $54 million, or 8
percent, in fiscal year 2023, as compared to fiscal year 2022. This
increase was primarily due to $44 million of accelerated
amortization and depreciation associated with office space
reductions related to our fiscal 2023 Restructuring Plan, a $14
million increase in personnel-related costs primarily resulting
from an increase in headcount, offset by a $36 million decrease in
contracted services driven by prior year acquisition-related
transaction and integration costs.
Restructuring
Restructuring expenses for fiscal years 2023 and 2022 were as
follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2023 |
|
% of Net
Revenue |
|
March 31,
2022 |
|
% of Net
Revenue |
|
$ Change |
|
% Change |
$ |
111 |
|
|
1 |
% |
|
$ |
— |
|
|
— |
% |
|
$ |
111 |
|
|
— |
% |
Restructuring expenses of $111 million were incurred in fiscal year
2023 related to our fiscal 2023 Restructuring Plan, of which, $68
million related to impairment charges associated with
acquisition-related intangible assets and other charges, and $43
million related to employee severance and employee-related
costs.
Income Taxes
Provision for income taxes for fiscal years 2023 and 2022 was as
follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31, 2023 |
|
Effective Tax Rate |
|
March 31, 2022 |
|
Effective Tax Rate |
$ |
524 |
|
|
39.5 |
% |
|
$ |
292 |
|
|
27.0 |
% |
Our effective tax rate for the fiscal year ended March 31,
2023 was 39.5 percent as compared to 27.0 percent for the same
period in fiscal year 2022.
During the fiscal year ended March 31, 2023, we recognized a $118
million tax charge to increase the valuation allowance on Swiss
deferred tax assets, primarily as a result of an increase in Swiss
interest rates. The change in valuation allowance had the effect of
increasing our effective tax rate for the fiscal year ended March
31, 2023 by 8.9 percentage points.
During the fiscal year ended March 31, 2022, we completed
intra-entity sales of intellectual property rights related to
recent acquisitions to our U.S. and Swiss intellectual property
owners (the “Acquired IP intra-entity sales”). The transactions
resulted in overall taxable gains. Under U.S. GAAP, any profit
resulting from the Acquired IP intra-entity sales was eliminated
upon consolidation. However, the transactions resulted in a step-up
of the U.S. and Swiss tax-deductible basis in the transferred
intellectual property rights and, accordingly, created a temporary
difference between the book basis and the tax basis of such
intellectual property rights. As a result, we recognized a $64
million net tax benefit for the current and deferred tax impacts of
the sales.
In addition, during the fiscal year ended March 31, 2022, we
recognized a $29 million tax charge to increase the valuation
allowance on Swiss deferred tax assets that are not more likely
than not to be realized. The Acquired IP intra-entity sales and the
change in valuation allowance had the effect of reducing our
effective tax rate for the fiscal year ended March 31, 2022 by 3.2
percentage points.
Our effective tax rates for future periods will continue to depend
on a variety of factors, including changes in our business, such as
acquisitions and intercompany transactions, our corporate
structure, the geographic location of business functions or assets,
the geographic mix of income, our agreements with tax authorities,
applicable accounting rules, applicable tax laws and regulations,
rulings and interpretations thereof, developments in tax audit and
other matters, and variations in our annual pre-tax income or loss.
We anticipate that the impact of excess tax benefits, tax
deficiencies, and changes in valuation allowances may result in
significant fluctuations to our effective tax rate in the
future.
Comparison of Fiscal Year 2022 to Fiscal Year 2021
LIQUIDITY AND CAPITAL RESOURCES
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31, |
|
|
(In millions) |
2023 |
|
2022 |
|
Increase/(Decrease) |
Cash and cash equivalents |
$ |
2,424 |
|
|
$ |
2,732 |
|
|
$ |
(308) |
|
Short-term investments |
343 |
|
|
330 |
|
|
13 |
|
Total |
$ |
2,767 |
|
|
$ |
3,062 |
|
|
$ |
(295) |
|
Percentage of total assets |
21 |
% |
|
22 |
% |
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
|
|
(In millions) |
2023 |
|
2022 |
|
Change |
Net cash provided by operating activities |
$ |
1,550 |
|
|
$ |
1,899 |
|
|
$ |
(349) |
|
Net cash used in investing activities |
(217) |
|
|
(2,804) |
|
|
2,587 |
|
Net cash used in financing activities |
(1,600) |
|
|
(1,620) |
|
|
20 |
|
Effect of foreign exchange on cash and cash equivalents |
(41) |
|
|
(3) |
|
|
(38) |
|
Net increase (decrease) in cash and cash equivalents |
$ |
(308) |
|
|
$ |
(2,528) |
|
|
$ |
2,220 |
|
Changes in Cash Flow
Operating Activities.
Net cash provided by operating activities decreased by $349 million
during fiscal year 2023, as compared to fiscal year 2022, primarily
driven by lower cash receipts and higher personnel-related payments
primarily from continued investment in our studios, partially
offset by cash inflows from hedging activities and a decrease in
prepayments for contracted services.
Investing Activities.
Net cash used in investing activities decreased by $2,587 million
during fiscal year 2023, as compared to fiscal year 2022, primarily
driven by payments of $3,391 million in connection with
acquisitions completed in prior year, and a $149 million decrease
in the purchase of short-term investments, partially offset by a
$934 million increase in proceeds from maturities and sales of
short-term investments.
Financing Activities.
Net cash used in financing activities decreased by $20 million
during fiscal year 2023, as compared to fiscal year 2022, primarily
due to a $29 million reduction in cash paid to taxing authorities
in connection with withholding taxes for stock-based compensation,
partially offset by a $17 million increase in cash dividend
payments.
Short-term Investments
Due to our mix of fixed and variable rate securities, our
short-term investment portfolio is susceptible to changes in
short-term interest rates. As of March 31, 2023, our
short-term investments had gross unrealized losses of
$1 million or less than 1 percent of total short-term
investments. From time to time, we may liquidate some or all of our
short-term investments to fund operational needs or other
activities, such as capital expenditures, business acquisitions or
stock repurchase programs.
Senior Notes
In February 2021, we issued $750 million aggregate principal amount
of the 2031 Notes and $750 million aggregate principal amount of
the 2051 Notes. The effective interest rate is 1.98% for the 2031
Notes and 3.04% for the 2051 Notes. Interest is payable
semiannually in arrears, on February 15 and August 15 of each
year.
In February 2016, we issued $400 million aggregate principal amount
of the 2026 Notes. The effective interest rate is 4.97% for the
2026 Notes. Interest is payable semiannually in arrears, on March 1
and September 1 of each year.
See
Note
12 — Financing Arrangements
to the Consolidated Financial Statements in this Form 10-K as it
relates to our Senior Notes, which is incorporated by reference
into this Item 7.
Credit Facility
On March 22, 2023, we entered into a $500 million unsecured
revolving credit facility (the "Credit Facility") with a syndicate
of banks. The Credit Facility terminates on March 22, 2028 unless
the maturity is extended in accordance with its terms. As of March
31, 2023, no amounts were outstanding. The Credit Facility contains
an option to arrange with existing lenders and/or new lenders to
provide up to an aggregate of $500 million in additional
commitments for revolving loans. Proceeds of loans made under the
Credit Facility may be used for general corporate purposes.
See
Note
12 — Financing Arrangements
to the Consolidated Financial Statements in this Form 10-K as it
relates to our Credit Facility, which is incorporated by reference
into this Item 7.
Financial Condition
Our material cash requirements, including commitments for capital
expenditure, as of March 31, 2023 are set forth in our
Note
14 — Commitments and Contingencies
to the Consolidated Financial Statements in this Form 10-K, which
is incorporated by reference into this Item 7. We expect capital
expenditures to be approximately $275 million in fiscal year 2024
primarily due to facility buildouts. We believe that our cash, cash
equivalents, short-term investments, cash generated from operations
and available financing facilities will be sufficient to meet these
material cash requirements, which include licensing intellectual
property from professional sports organizations and players
associations used in our EA SPORTS titles (e.g., the 300+ licenses
within our global football ecosystem, NFL Properties LLC, NFL
Players Association and NFL Players Inc.) and third-party content
and celebrities (e.g., Disney Interactive), debt repayment
obligations of $1.9 billion, and to fund our operating requirements
for the next 12 months and beyond. Our operating requirements
include working capital requirements, capital expenditures, the
remaining portion of our $2.6 billion share repurchase program,
quarterly cash dividend, which is currently $0.19 per share,
subject to declaration by our Board of Directors or a designated
Committee of the Board of Directors, and potentially, future
acquisitions or strategic investments. We may choose at any time to
raise additional capital to repay debt, strengthen our financial
position, facilitate expansion, repurchase our stock, pursue
strategic acquisitions and investments, and/or to take advantage of
business opportunities as they arise. There can be no assurance,
however, that such additional capital will be available to us on
favorable terms, if at all, or that it will not result in
substantial dilution to our existing stockholders.
During fiscal year 2023, we returned $1,505 million to stockholders
through our capital return programs, repurchasing 10.4 million
shares for approximately $1,295 million and returning $210 million
through our quarterly cash dividend program which was initiated in
November 2020.
Our foreign subsidiaries are generally subject to U.S. tax, and to
the extent earnings from these subsidiaries can be repatriated
without a material tax cost, such earnings will not be indefinitely
reinvested. As of March 31, 2023, approximately $925 million
of our cash and cash equivalents were domiciled in foreign tax
jurisdictions. All of our foreign cash is available for
repatriation without a material tax cost.
We have a “shelf” registration statement on Form S-3 on file with
the SEC. This shelf registration statement, which includes a base
prospectus, allows us at any time to offer any combination of
securities described in the prospectus in one or more offerings.
Unless otherwise specified in a prospectus supplement accompanying
the base prospectus, we would use the net proceeds from the sale of
any securities offered pursuant to the shelf registration statement
for general corporate purposes, which may include funding for
working capital, financing capital expenditures, research and
development, marketing and distribution efforts, and if
opportunities arise, for acquisitions or strategic alliances.
Pending such uses, we may invest the net proceeds in
interest-bearing securities. In addition, we may conduct concurrent
or other financings at any time.
Our ability to maintain sufficient liquidity could be affected by
various risks and uncertainties including, but not limited to,
customer demand and acceptance of our products, our ability to
collect our accounts receivable as they become due, successfully
achieving our product release schedules and attaining our
forecasted sales objectives, economic conditions in the United
States and abroad, the impact of acquisitions and other strategic
transactions in which we may engage, the impact of competition, the
seasonal and cyclical nature of our business and operating results,
and the other risks described in the “Risk
Factors”
section, included in Part I, Item 1A of this
report.
As of March 31, 2023, we did not have any off-balance sheet
arrangements.
Item 7A: Quantitative
and Qualitative Disclosures About Market Risk
MARKET RISK
We are exposed to various market risks, including changes in
foreign currency exchange rates, interest rates and market prices,
which have experienced significant volatility. Market risk is the
potential loss arising from changes in market rates and market
prices. We employ established policies and practices to manage
these risks. Foreign currency forward contracts are used to hedge
anticipated exposures or mitigate some existing exposures subject
to foreign exchange risk as discussed below. While we do not hedge
our short-term investment portfolio, we protect our short-term
investment portfolio against different market risks, including
interest rate risk as discussed below. Our cash and cash
equivalents portfolio consists of highly liquid investments with
insignificant interest rate risk and original or remaining
maturities of three months or less at the time of purchase. We do
not enter into derivatives or other financial instruments for
speculative trading purposes and do not hedge our market price risk
relating to marketable equity securities, if any.
Foreign Currency Exchange Risk
Foreign Currency Exchange Rates.
International sales are a fundamental part of our business, and the
strengthening of the U.S. dollar (particularly relative to the
Euro, British pound sterling, Australian dollar, Japanese yen,
Chinese yuan, South Korean won and Polish zloty) has a negative
impact on our reported international net revenue, but a positive
impact on our reported international operating expenses
(particularly the Swedish krona and the Canadian dollar) because
these amounts are translated at lower rates as compared to periods
in which the U.S. dollar is weaker. While we use foreign currency
hedging contracts to mitigate some foreign currency exchange risk,
these activities are limited in the protection that they provide us
and can themselves result in losses.
Cash Flow Hedging Activities.
We hedge a portion of our foreign currency risk related to
forecasted foreign currency-denominated sales and expense
transactions by purchasing foreign currency forward contracts that
generally have maturities of 18 months or less. These transactions
are designated and qualify as cash flow hedges. Our hedging
programs are designed to reduce, but do not entirely eliminate, the
impact of currency exchange rate movements in net revenue and
research and development expenses.
Balance Sheet Hedging Activities.
We use foreign currency forward contracts to mitigate foreign
currency exchange risk associated with foreign currency-denominated
monetary assets and liabilities, primarily intercompany receivables
and payables. These foreign currency forward contracts generally
have a contractual term of three months or less and are transacted
near month-end.
We believe the counterparties to our foreign currency forward
contracts are creditworthy multinational commercial banks. While we
believe the risk of counterparty nonperformance is not material, a
sustained decline in the financial stability of financial
institutions as a result of disruption in the financial markets
could affect our ability to secure creditworthy counterparties for
our foreign currency hedging programs.
Notwithstanding our efforts to mitigate some foreign currency
exchange risks, there can be no assurance that our hedging
activities will adequately protect us against the risks associated
with foreign currency fluctuations. As of March 31, 2023, a
hypothetical adverse foreign currency exchange rate movement of 10
percent or 20 percent would have resulted in potential declines in
the fair value on our foreign currency forward contracts used in
cash flow hedging of $262 million or $523 million, respectively. As
of March 31, 2023, a hypothetical adverse foreign currency
exchange rate movement of 10 percent or 20 percent would have
resulted in potential losses in the Consolidated Statements of
Operations on our foreign currency forward contracts used in
balance sheet hedging of $100 million or $199 million,
respectively. This sensitivity analysis assumes an adverse shift of
all foreign currency exchange rates; however, all foreign currency
exchange rates do not always move in the same manner and actual
results may differ materially. See
Note
5 — Derivative Financial Instruments
to the Consolidated Financial Statements in this Form 10-K as it
relates to our derivative financial instruments, which is
incorporated by reference into this Item 7A.
Interest Rate Risk
Our exposure to market risk for changes in interest rates relates
primarily to our short-term investment portfolio. We manage our
interest rate risk by maintaining an investment portfolio generally
consisting of debt instruments of high credit quality and
relatively short maturities. However, because short-term
investments mature relatively quickly and, if reinvested, are
invested at the then-current market rates, interest income on a
portfolio consisting of short-term investments is subject to market
fluctuations to a greater extent than a portfolio of longer term
investments. Additionally, the contractual terms of the investments
do not permit the issuer to call, prepay or otherwise settle the
investments at prices less than the stated par value. Our
investments are held for purposes other than trading. We do not use
derivative financial instruments in our short-term investment
portfolio.
As of March 31, 2023, our short-term investments were
classified as available-for-sale securities and, consequently, were
recorded at fair value with changes in fair value, including
unrealized gains and unrealized losses not related to credit
losses, reported as a separate component of accumulated other
comprehensive income (loss), net of tax, in stockholders’
equity.
Notwithstanding our efforts to manage interest rate risks, there
can be no assurance that we will be adequately protected against
risks associated with interest rate fluctuations. Changes in
interest rates affect the fair value of our short-term investment
portfolio. To provide a meaningful assessment of the interest rate
risk associated with our short-term investment portfolio, we
performed a sensitivity analysis to determine the impact a change
in interest rates would have on the value of the portfolio assuming
a 150 basis point parallel shift in the yield curve. As of
March 31, 2023, a hypothetical 150 basis point increase in
interest rates would have resulted in a $3 million, or 1% decrease
in the fair market value of our short-term
investments.
Item 8: Financial
Statements and Supplementary Data
Index to Consolidated Financial Statements
|
|
|
|
|
|
|
Page |
Consolidated Financial Statements of Electronic Arts Inc. and
Subsidiaries: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONSOLIDATED BALANCE SHEETS
|
|
|
|
|
|
|
|
|
|
|
|
(In millions, except par value data) |
March 31, 2023 |
|
March 31, 2022 |
ASSETS |
|
|
|
Current assets: |
|
|
|
Cash and cash equivalents |
$ |
2,424 |
|
|
$ |
2,732 |
|
Short-term investments |
343 |
|
|
330 |
|
Receivables, net |
684 |
|
|
650 |
|
Other current assets |
518 |
|
|
439 |
|
Total current assets |
3,969 |
|
|
4,151 |
|
Property and equipment, net |
549 |
|
|
550 |
|
Goodwill |
5,380 |
|
|
5,387 |
|
Acquisition-related intangibles, net |
618 |
|
|
962 |
|
Deferred income taxes, net |
2,462 |
|
|
2,243 |
|
Other assets |
481 |
|
|
507 |
|
TOTAL ASSETS |
$ |
13,459 |
|
|
$ |
13,800 |
|
|
|
|
|
LIABILITIES AND STOCKHOLDERS’ EQUITY |
|
|
|
Current liabilities: |
|
|
|
Accounts payable |
$ |
99 |
|
|
$ |
101 |
|
Accrued and other current liabilities |
1,285 |
|
|
1,388 |
|
Deferred net revenue (online-enabled games) |
1,901 |
|
|
2,024 |
|
Total current liabilities |
3,285 |
|
|
3,513 |
|
Senior notes, net |
1,880 |
|
|
1,878 |
|
Income tax obligations |
607 |
|
|
386 |
|
Deferred income taxes, net |
1 |
|
|
1 |
|
Other liabilities |
393 |
|
|
397 |
|
Total liabilities |
6,166 |
|
|
6,175 |
|
Commitments and contingencies (See
Note
14)
|
|
|
|
Stockholders’ equity: |
|
|
|
Preferred stock, $0.01 par value. 10 shares authorized
|
— |
|
|
— |
|
Common stock, $0.01 par value. 1,000 shares authorized; 273 and 280
shares issued and outstanding, respectively
|
3 |
|
|
3 |
|
Additional paid-in capital |
— |
|
|
— |
|
Retained earnings |
7,357 |
|
|
7,607 |
|
Accumulated other comprehensive income (loss) |
(67) |
|
|
15 |
|
Total stockholders’ equity |
7,293 |
|
|
7,625 |
|
TOTAL LIABILITIES AND STOCKHOLDERS’ EQUITY |
$ |
13,459 |
|
|
$ |
13,800 |
|
See accompanying Notes to Consolidated Financial
Statements.
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONSOLIDATED STATEMENTS OF OPERATIONS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
(In millions, except per share data) |
2023 |
|
2022 |
|
2021 |
Net revenue |
$ |
7,426 |
|
|
$ |
6,991 |
|
|
$ |
5,629 |
|
Cost of revenue |
1,792 |
|
|
1,859 |
|
|
1,494 |
|
Gross profit |
5,634 |
|
|
5,132 |
|
|
4,135 |
|
Operating expenses: |
|
|
|
|
|
Research and development |
2,328 |
|
|
2,186 |
|
|
1,778 |
|
Marketing and sales |
978 |
|
|
961 |
|
|
689 |
|
General and administrative |
727 |
|
|
673 |
|
|
592 |
|
|
|
|
|
|
|
Amortization and impairment of intangibles |
158 |
|
|
183 |
|
|
30 |
|
|
111 |
|
|
— |
|
|
— |
|
Total operating expenses |
4,302 |
|
|
4,003 |
|
|
3,089 |
|
Operating income |
1,332 |
|
|
1,129 |
|
|
1,046 |
|
Interest and other income (expense), net |
(6) |
|
|
(48) |
|
|
(29) |
|
Income before provision for income taxes |
1,326 |
|
|
1,081 |
|
|
1,017 |
|
Provision for income taxes |
524 |
|
|
292 |
|
|
180 |
|
Net income |
$ |
802 |
|
|
$ |
789 |
|
|
$ |
837 |
|
Earnings per share: |
|
|
|
|
|
Basic |
$ |
2.90 |
|
|
$ |
2.78 |
|
|
$ |
2.90 |
|
Diluted |
$ |
2.88 |
|
|
$ |
2.76 |
|
|
$ |
2.87 |
|
Number of shares used in computation: |
|
|
|
|
|
Basic |
277 |
|
|
284 |
|
|
289 |
|
Diluted |
278 |
|
|
286 |
|
|
292 |
|
See accompanying Notes to Consolidated Financial
Statements.
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONSOLIDATED STATEMENTS OF COMPREHENSIVE INCOME
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
(In millions) |
2023 |
|
2022 |
|
2021 |
Net income |
$ |
802 |
|
|
$ |
789 |
|
|
$ |
837 |
|
Other comprehensive income (loss), net of tax: |
|
|
|
|
|
Net gains (losses) on available-for-sale securities |
2 |
|
|
(3) |
|
|
4 |
|
Net gains (losses) on derivative instruments |
(34) |
|
|
76 |
|
|
(68) |
|
Foreign currency translation adjustments |
(50) |
|
|
(8) |
|
|
64 |
|
Total other comprehensive income (loss), net of tax |
(82) |
|
|
65 |
|
|
— |
|
Total comprehensive income |
$ |
720 |
|
|
$ |
854 |
|
|
$ |
837 |
|
See accompanying Notes to Consolidated Financial
Statements.
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONSOLIDATED STATEMENTS OF STOCKHOLDERS’ EQUITY
(In millions, except share data in thousands)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Common Stock |
|
Additional Paid-in
Capital |
|
Retained
Earnings |
|
Accumulated
Other
Comprehensive
Income (Loss) |
|
Total
Stockholders’
Equity |
Shares |
|
Amount |
|
Balances as of March 31, 2020 |
288,413 |
|
|
$ |
3 |
|
|
$ |
— |
|
|
$ |
7,508 |
|
|
$ |
(50) |
|
|
$ |
7,461 |
|
Total comprehensive income (loss) |
— |
|
|
— |
|
|
— |
|
|
837 |
|
|
— |
|
|
837 |
|
Stock-based compensation |
— |
|
|
— |
|
|
435 |
|
|
— |
|
|
— |
|
|
435 |
|
Issuance of common stock |
3,685 |
|
|
— |
|
|
(66) |
|
|
— |
|
|
— |
|
|
(66) |
|
Repurchase and retirement of common stock |
(5,633) |
|
|
— |
|
|
(369) |
|
|
(360) |
|
|
— |
|
|
(729) |
|
Cash dividends declared ($0.34 per common share)
|
— |
|
|
— |
|
|
— |
|
|
(98) |
|
|
— |
|
|
(98) |
|
Balances as of March 31, 2021 |
286,465 |
|
|
$ |
3 |
|
|
$ |
— |
|
|
$ |
7,887 |
|
|
$ |
(50) |
|
|
$ |
7,840 |
|
Total comprehensive income (loss) |
— |
|
|
— |
|
|
— |
|
|
789 |
|
|
65 |
|
|
854 |
|
Stock-based compensation |
— |
|
|
— |
|
|
528 |
|
|
— |
|
|
— |
|
|
528 |
|
Awards assumed upon acquisition |
— |
|
|
— |
|
|
23 |
|
|
— |
|
|
— |
|
|
23 |
|
Issuance of common stock |
3,108 |
|
|
— |
|
|
(127) |
|
|
— |
|
|
— |
|
|
(127) |
|
Repurchase and retirement of common stock |
(9,522) |
|
|
— |
|
|
(424) |
|
|
(876) |
|
|
— |
|
|
(1,300) |
|
Cash dividends declared ($0.68 per common share)
|
— |
|
|
— |
|
|
— |
|
|
(193) |
|
|
— |
|
|
(193) |
|
Balances as of March 31, 2022 |
280,051 |
|
|
$ |
3 |
|
|
$ |
— |
|
|
$ |
7,607 |
|
|
$ |
15 |
|
|
$ |
7,625 |
|
Total comprehensive income (loss) |
— |
|
|
— |
|
|
— |
|
|
802 |
|
|
(82) |
|
|
720 |
|
Stock-based compensation |
— |
|
|
— |
|
|
548 |
|
|
— |
|
|
— |
|
|
548 |
|
Issuance of common stock |
3,311 |
|
|
— |
|
|
(95) |
|
|
— |
|
|
— |
|
|
(95) |
|
Repurchase and retirement of common stock |
(10,448) |
|
|
— |
|
|
(453) |
|
|
(842) |
|
|
— |
|
|
(1,295) |
|
Cash dividends declared ($0.76 per common share)
|
— |
|
|
— |
|
|
— |
|
|
(210) |
|
|
— |
|
|
(210) |
|
Balances as of March 31, 2023 |
272,914 |
|
|
$ |
3 |
|
|
$ |
— |
|
|
$ |
7,357 |
|
|
$ |
(67) |
|
|
$ |
7,293 |
|
See accompanying Notes to Consolidated Financial
Statements.
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONSOLIDATED STATEMENTS OF CASH FLOWS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
(In millions) |
2023 |
|
2022 |
|
2021 |
OPERATING ACTIVITIES |
|
|
|
|
|
Net income |
$ |
802 |
|
|
$ |
789 |
|
|
$ |
837 |
|
Adjustments to reconcile net income to net cash provided by
operating activities: |
|
|
|
|
|
Depreciation, amortization, accretion and impairment |
536 |
|
|
486 |
|
|
181 |
|
|
|
|
|
|
|
Stock-based compensation |
548 |
|
|
528 |
|
|
435 |
|
Change in assets and liabilities: |
|
|
|
|
|
Receivables, net |
(34) |
|
|
(77) |
|
|
(41) |
|
Other assets |
(103) |
|
|
(157) |
|
|
(70) |
|
Accounts payable |
10 |
|
|
(7) |
|
|
18 |
|
Accrued and other liabilities |
134 |
|
|
169 |
|
|
136 |
|
Deferred income taxes, net |
(221) |
|
|
(329) |
|
|
(143) |
|
Deferred net revenue (online-enabled games) |
(122) |
|
|
497 |
|
|
581 |
|
Net cash provided by operating activities |
1,550 |
|
|
1,899 |
|
|
1,934 |
|
INVESTING ACTIVITIES |
|
|
|
|
|
Capital expenditures |
(207) |
|
|
(188) |
|
|
(124) |
|
Proceeds from maturities and sales of short-term
investments |
395 |
|
|
1,329 |
|
|
3,686 |
|
Purchase of short-term investments |
(405) |
|
|
(554) |
|
|
(2,828) |
|
Acquisitions, net of cash acquired |
— |
|
|
(3,391) |
|
|
(1,239) |
|
Net cash used in investing activities |
(217) |
|
|
(2,804) |
|
|
(505) |
|
FINANCING ACTIVITIES |
|
|
|
|
|
Proceeds from issuance of senior notes, net of issuance
costs |
— |
|
|
— |
|
|
1,478 |
|
Payment of senior notes |
— |
|
|
— |
|
|
(600) |
|
Proceeds from issuance of common stock |
80 |
|
|
77 |
|
|
86 |
|
Cash dividends paid |
(210) |
|
|
(193) |
|
|
(98) |
|
Cash paid to taxing authorities for shares withheld from
employees |
(175) |
|
|
(204) |
|
|
(152) |
|
Repurchase and retirement of common stock |
(1,295) |
|
|
(1,300) |
|
|
(729) |
|
|
|
|
|
|
|
Net cash used in financing activities |
(1,600) |
|
|
(1,620) |
|
|
(15) |
|
Effect of foreign exchange on cash and cash equivalents |
(41) |
|
|
(3) |
|
|
78 |
|
Increase (decrease) in cash and cash equivalents |
(308) |
|
|
(2,528) |
|
|
1,492 |
|
Beginning cash and cash equivalents |
2,732 |
|
|
5,260 |
|
|
3,768 |
|
Ending cash and cash equivalents |
$ |
2,424 |
|
|
$ |
2,732 |
|
|
$ |
5,260 |
|
Supplemental cash flow information: |
|
|
|
|
|
Cash paid during the year for income taxes, net |
$ |
583 |
|
|
$ |
629 |
|
|
$ |
340 |
|
Cash paid during the year for interest |
56 |
|
|
56 |
|
|
$ |
40 |
|
Non-cash investing activities: |
|
|
|
|
|
Change in accrued capital expenditures |
$ |
(3) |
|
|
$ |
19 |
|
|
$ |
17 |
|
See accompanying Notes to Consolidated Financial
Statements.
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONSOLIDATED FINANCIAL STATEMENTS
(1) DESCRIPTION OF BUSINESS AND BASIS OF
PRESENTATION
Electronic Arts is a global leader in digital interactive
entertainment. We develop, market, publish and deliver games,
content and services that can be experienced on game consoles, PCs,
mobile phones and tablets.
At our core is a portfolio of intellectual property from which we
create innovative games and experiences that deliver high-quality
entertainment and drive engagement across our network of hundreds
of millions of unique active accounts. Our portfolio includes
brands that we either wholly own (such as
Apex Legends,
Battlefield, and The Sims) or license from others (such as Madden
NFL, Star Wars, and the 300+ licenses within our global football
ecosystem). Through our live services offerings, we offer our
players high-quality experiences designed to provide value to
players, and extend and enhance gameplay. These live services
include extra content, subscription offerings and other revenue
generated in addition to the sale of our base games. We are
focusing on building games and experiences that grow the global
online communities around our key franchises; reaching more players
through connecting interactive storytelling to key intellectual
property; and building re-occurring revenue from our annualized
sports franchises, our console, PC and mobile catalog titles, and
our live services.
Consolidation
The accompanying Consolidated Financial Statements include the
accounts of Electronic Arts Inc. and its wholly-owned subsidiaries.
Intercompany balances and transactions have been eliminated in
consolidation.
Fiscal Year
Our fiscal year is reported on a 52- or 53-week period that ends on
the Saturday nearest March 31. Our results of operations for
the fiscal year ended March 31, 2023 contained 52 weeks and
ended on April 1, 2023. Our results of operations for the fiscal
years ended March 31, 2022 and 2021 contained 52 and 53 weeks and
ended on April 2, 2022 and April 3, 2021, respectively. For
simplicity of disclosure, all fiscal periods are referred to as
ending on a calendar month end.
Use of Estimates
The preparation of consolidated financial statements in conformity
with accounting principles generally accepted in the United States
(“U.S. GAAP”) requires us to make estimates and assumptions that
affect the amounts reported in our consolidated financial
statements and the accompanying notes. Such estimates include
offering periods for deferred net revenue, sales returns and
allowances, provisions for doubtful accounts, accrued liabilities,
relative stand-alone selling price for identified performance
obligations in our revenue transactions, losses on royalty
commitments, estimates regarding the recoverability of prepaid
royalties, inventories, long-lived assets, discount rates used in
the measurement and recognition of lease liabilities, assets
acquired and liabilities assumed in business combinations, certain
estimates related to the measurement and recognition of costs
resulting from our stock-based payment awards, unrecognized tax
benefits, deferred income tax assets and associated valuation
allowances, as well as estimates used in our goodwill, intangibles
and short-term investment impairment tests. These estimates require
us to make judgments, involve analysis of historical and future
trends, can require extended periods of time to resolve, and are
subject to change from period to period. In all cases, actual
results could differ materially from our estimates.
Recently Adopted Accounting Standards
In October 2021, the FASB issued ASU 2021-08,
Business Combinations: Accounting for Contract Assets and Contract
Liabilities from Contracts with Customers
(Topic 805). The amendments in this update require that an acquirer
recognize and measure contract assets and contract liabilities
acquired in a business combination in accordance with Topic 606.
For business combinations prior to fiscal year 2023, we recorded
deferred net revenue related to contracts from acquired entities at
fair value on the date of acquisition. As a result, we did not
recognize certain revenues related to these contracts that the
acquired entities would have otherwise recorded as an independent
entity. We adopted ASU 2021-08 in the fourth quarter of fiscal year
2023, and the amendments apply retrospectively to all business
combinations with an acquisition date in the fiscal year of
adoption. The adoption did not have an impact on our Consolidated
Financial Statements and related disclosures, since we did not have
any acquisitions in fiscal year 2023.
In November 2021, the FASB issued ASU 2021-10,
Disclosures by Business Entities about Government Assistance
(Topic 832). The amendments in this update establish Topic 832 and
require additional disclosures regarding government grants and
money contributions when entities accounted for transactions with a
government by analogizing to a grant or contribution accounting
model. We adopted ASU 2021-10 in the first quarter of fiscal year
2023 and elected to apply the amendments prospectively to all
transactions within the scope of the amendment that are reflected
in the financial statements at the date of adoption. The adoption
did not have a material impact on our Consolidated Financial
Statements and related disclosures.
(2) SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
Cash, Cash Equivalents, and Short-Term Investments
Cash equivalents consist of highly liquid investments with
insignificant interest rate risk and original or remaining
maturities of three months or less at the time of
purchase.
Short-term investments consist of debt securities with original or
remaining maturities of greater than three months at the time of
purchase and less than a year, and are accounted for as
available-for-sale securities and are recorded at fair value. Cash,
cash equivalents and short-term investments are available for use
in current operations or other activities such as capital
expenditures, business combinations and share
repurchases.
Unrealized gains and losses on our short-term investments are
recorded as a component of accumulated other comprehensive income
(loss) in stockholders’ equity, net of tax, until either (1) the
security is sold, (2) the security has matured, (3) we determine
that the fair value of the security has declined below its adjusted
cost basis and the decline is due to an expected credit loss, or
(4) we intend to, or more likely than not would be required to,
sell a security in an unrealized loss position before the recovery
of its amortized cost basis. Realized gains and losses on our
short-term investments are calculated based on the specific
identification method and are reclassified from accumulated other
comprehensive income (loss) to interest and other income (expense),
net. Determining whether a decline in fair value is due to an
expected credit loss requires management judgment based on the
specific facts and circumstances of each security. The ultimate
value realized on these securities is subject to market price
volatility until they are sold.
Our short-term investments are evaluated for allowances and
impairment quarterly. For investments in an unrealized loss
position, we consider various factors in determining whether we
should recognize an allowance for expected credit losses or an
impairment charge, including the credit quality of the issuer,
changes to the rating of the security by rating agencies, the
extent to which fair value is less than amortized cost, reason for
the decline in value and potential recovery period, the financial
condition and near-term prospects of the investees, our intent to
sell and ability to hold the investment for a period of time
sufficient to allow for any anticipated recovery in market value,
and any contractual terms impacting the prepayment or settlement
process, among other factors. We recognize an allowance for credit
losses, up to the amount of unrealized loss when appropriate, and
write down the amortized cost basis of the investment if we intend
to, or it is more likely than not we will be required to, sell the
investment before the recovery of its amortized cost basis.
Allowances for credit losses and write-downs are recognized in our
Consolidated Statements of Operations, and unrealized losses not
related to credit losses are recognized in other comprehensive
income (loss). Based on our evaluation, we did not recognize an
allowance for credit losses, nor did we recognize any impairments,
as of March 31, 2023 and 2022.
Property and Equipment, Net
Property and equipment, net, are stated at cost. Depreciation is
calculated using the straight-line method over the following useful
lives:
|
|
|
|
|
|
|
|
|
Buildings |
|
20 to 25 years
|
Computer equipment and software |
|
2 to 6 years
|
Equipment, furniture and fixtures, and other |
|
3 to 5 years
|
Leasehold improvements |
|
Lesser of the lease term or the estimated useful lives of the
improvements, generally 1 to 15 years
|
We capitalize costs associated with internal-use software
development once a project has reached the application development
stage. Such capitalized costs include external direct costs
utilized in developing or obtaining the software, and payroll and
payroll-related expenses for employees who are directly associated
with the development of the software. Capitalization of such costs
begins when the preliminary project stage is complete and ceases at
the point in which the project is substantially complete and is
ready for its intended purpose. Once internal-use software is ready
for its intended use, the assets are depreciated on a straight-line
basis over each asset’s estimated useful life, which is generally
three years. We also capitalize costs associated with the purchase
of possessable internal-use software licenses. The net book value
of capitalized costs associated with internal-use software was $90
million and $86 million as of March 31, 2023 and 2022,
respectively.
Acquisition-Related Intangibles and Other Long-Lived
Assets
We recognize acquisition-related intangible assets, such as
acquired developed and core technology, in connection with business
combinations. We amortize the cost of acquisition-related
intangible assets that have finite useful lives generally on a
straight-line basis over the lesser of their estimated useful lives
or the agreement terms, currently from
two to
seven years. We evaluate acquisition-related intangibles and
other long-lived assets for impairment whenever events or changes
in circumstances indicate that the carrying amount of an asset may
not be recoverable. Recoverability of assets is measured by a
comparison of the carrying amount of an asset to future
undiscounted net cash flows expected to be generated by the asset
group. This includes assumptions about future prospects for the
business that the asset relates to and typically involves
computations of the estimated future cash flows to be generated by
these businesses. Based on these judgments and assumptions, we
determine whether we need to take an impairment charge to reduce
the value of the asset stated on our Consolidated Balance Sheets to
reflect its estimated fair value. When we consider such assets to
be impaired, the amount of impairment we recognize is measured by
the amount by which the carrying amount of the asset exceeds its
fair value.
Goodwill Impairment
In assessing impairment on our goodwill, we first analyze
qualitative factors to determine whether it is more likely than not
that the fair value of a reporting unit is less than its carrying
amount as a basis for determining whether it is necessary to
perform a goodwill impairment test. The qualitative factors we
assess include long-term prospects of our performance, share price
trends and market capitalization, and Company specific events. If
we conclude it is more likely than not that the fair value of a
reporting unit exceeds its carrying amount, we do not need to
perform an impairment test. If based on that assessment, we believe
it is more likely than not that the fair value of the reporting
unit is less than its carrying value we will measure goodwill for
impairment by applying fair value-based tests at the reporting unit
level. Reporting units are determined by the components of
operating segments that constitute a business for which (1)
discrete financial information is available, (2) segment management
regularly reviews the operating results of that component, and (3)
whether the component has dissimilar economic characteristics to
other components. As of March 31, 2023, we have only one
reportable segment, which represents our only operating
segment.
Revenue Recognition
We derive revenue principally from sales of our games, and related
extra content and services that can be experienced on game
consoles, PCs, mobile phones and tablets. Our product and service
offerings include, but are not limited to, the
following:
•full
games with both online and offline functionality (“Games with
Services”), which generally includes (1) the initial game delivered
digitally or via physical disc at the time of sale and typically
provide access to offline core game content (“software license”);
(2) updates on a when-and-if-available basis, such as software
patches or updates, and/or additional free content to be delivered
in the future (“future update rights”); and (3) a hosted connection
for online playability (“online hosting”);
•full
games with online-only functionality which require an Internet
connection to access all gameplay and functionality (“Online-Hosted
Service Games”);
•extra
content related to Games with Services and Online-Hosted Service
Games which provides access to additional in-game
content;
•subscriptions,
such as EA Play and EA Play Pro, that generally offer access to a
selection of full games, in-game content, online services and other
benefits typically for a recurring monthly or annual fee;
and
•licensing
to third parties to distribute and host our games and
content.
We evaluate and recognize revenue by:
•identifying
the contract(s) with the customer;
•identifying
the performance obligations in the contract;
•determining
the transaction price;
•allocating
the transaction price to performance obligations in the contract;
and
•recognizing
revenue as each performance obligation is satisfied through the
transfer of a promised good or service to a customer (i.e.,
“transfer of control”).
Certain of our full game and/or extra content are sold to resellers
with a contingency that the full game and/or extra content cannot
be resold prior to a specific date (“Street Date Contingency”). We
recognize revenue for transactions that have a Street Date
Contingency when the Street Date Contingency is removed and the
full game and/or extra content can be resold by the reseller. For
digital full game and/or extra content downloads sold to customers,
we recognize revenue when the full game and/or extra content is
made available for download to the customer.
Online-Enabled Games
Games with Services.
Our sales of Games with Services are evaluated to determine whether
the software license, future update rights and the online hosting
are distinct and separable. Sales of Games with Services are
generally determined to have three distinct performance
obligations: software license, future update rights, and the online
hosting.
Since we do not sell the performance obligations on a stand-alone
basis, we consider market conditions and other observable inputs to
estimate the stand-alone selling price for each performance
obligation. For Games with Services, generally 75 percent of the
sales price is allocated to the software license performance
obligation and recognized at a point in time when control of the
license has been transferred to the customer. The remaining 25
percent is allocated to the future update rights and the online
hosting performance obligations and recognized ratably as the
service is provided (over the Estimated Offering
Period).
Online-Hosted Service Games.
Sales of our Online-Hosted Service Games are determined to have one
distinct performance obligation: the online hosting. We recognize
revenue from these arrangements as the service is
provided.
Extra Content.
Revenue received from sales of downloadable content are derived
primarily from the sale of virtual currencies and digital in-game
content that are designed to extend and enhance players’ game
experience. Sales of extra content are accounted for in a manner
consistent with the treatment for our Games with Services and
Online-Hosted Service Games as discussed above, depending upon
whether or not the extra content has offline functionality. That
is, if the extra content has offline functionality, then the extra
content is accounted for similarly to Games with Services
(generally determined to have three distinct performance
obligations: software license, future update rights, and the online
hosting). If the extra content does not have offline functionality,
then the extra content is determined to have one distinct
performance obligation: the online-hosted service.
Subscriptions
Sales of our subscriptions are deemed to be one performance
obligation and we recognize revenue from these arrangements ratably
over the subscription term as the performance obligation is
satisfied.
Licensing Revenue
We utilize third-party licensees to distribute and host our games
and content in accordance with license agreements, for which the
licensees typically pay us a fixed minimum guarantee and/or
sales-based royalties. These arrangements typically include
multiple performance obligations, such as a time-based license of
software and future update rights. We recognize as revenue a
portion of the minimum guarantee when we transfer control of the
license of software (generally upon commercial launch) and the
remaining portion ratably over the contractual term in which we
provide the licensee with future update rights. Any sales-based
royalties are generally recognized as the related sales occur by
the licensee.
Significant Judgments around Revenue Arrangements
Identifying performance obligations.
Performance obligations promised in a contract are identified based
on the goods and services that will be transferred to the customer
that are both capable of being distinct, (i.e., the customer can
benefit from the goods or services either on its own or together
with other resources that are readily available), and are distinct
in the context of the contract (i.e., it is separately identifiable
from other goods or services in the contract). To the extent a
contract includes multiple promises, we must apply judgment to
determine whether those promises are separate and distinct
performance obligations. If these criteria are not met, the
promises are accounted for as a combined performance
obligation.
Determining the transaction price.
The transaction price is determined based on the consideration that
we will be entitled to receive in exchange for transferring our
goods and services to the customer. Determining the transaction
price often requires judgment, based on an assessment of
contractual terms and business practices. It further includes
review of variable consideration such as discounts, sales returns,
price protection, and rebates, which is estimated at the time of
the transaction. In addition, the transaction price does not
include an estimate of the variable consideration related to
sales-based royalties. Sales-based royalties are recognized as the
sales occur.
Allocating the transaction price.
Allocating the transaction price requires that we determine an
estimate of the relative stand-alone selling price for each
distinct performance obligation. Determining the relative
stand-alone selling price is inherently subjective, especially in
situations where we do not sell the performance obligation on a
stand-alone basis (which occurs in the majority of our
transactions). In those situations, we determine the relative
stand-alone selling price based on various observable inputs using
all information that is reasonably available. Examples of
observable inputs and information include: historical internal
pricing data, cost plus margin analysis, pre-release versus
post-release costs, and pricing data from competitors to the extent
the data is available. The results of our analysis resulted in a
specific percentage of the transaction price being allocated to
each performance obligation.
Determining the Estimated Offering Period.
The offering period is the period in which we offer to provide the
future update rights and/or online hosting for the game and related
extra content sold. Because the offering period is not an
explicitly defined period, we must make an estimate of the offering
period for the service-related performance obligations (i.e.,
future update rights and online hosting). Determining the Estimated
Offering Period is inherently subjective and is subject to regular
revision. Generally, we consider the average period of time
customers are online when estimating the offering period. We also
consider the estimated period of time between the date a game unit
is sold to a reseller and the date the reseller sells the game unit
to the customer (i.e., time in channel). Based on these two
factors, we then consider the method of distribution. For example,
games and extra content sold at retail would have a composite
offering period equal to the online gameplay period plus time in
channel as opposed to digitally-distributed games and extra content
which are delivered immediately via digital download and therefore,
the offering period is estimated to be only the online gameplay
period.
Additionally, we consider results from prior analyses, known and
expected online gameplay trends, as well as disclosed service
periods for competitors’ games in determining the Estimated
Offering Period for future sales.
We believe this provides a reasonable depiction of the transfer of
future update rights and online hosting to our customers, as it is
the best representation of the time period during which our games
and extra content are experienced. We recognize revenue for future
update rights and online hosting performance obligations ratably on
a straight-line basis over this period as there is a consistent
pattern of delivery for these performance obligations. Revenue for
service-related performance obligations for games and extra content
sold through retail is recognized over an estimated ten-month
period beginning in the month of sale, revenue for service-related
performance obligations for digitally-distributed games and extra
content is recognized over an estimated eight-month period
beginning in the month of sale.
During the three months ended September 30, 2021, we completed our
annual evaluation of the Estimated Offering Period and noted
consumers are playing certain of our Online Hosted Service Games,
such as PC and console free-to-play games, for longer periods of
time than in previous years. This extended consumer gameplay is due
to players engaging with services we provide that are designed to
enhance and extend gameplay, and as such, concluded that the
Estimated Offering Period for such games should be lengthened. As a
result, for all new sales after July 1, 2021, the revenue that we
recognize for service-related performance obligations related to
our PC and console free-to-play games is recognized generally over
a twelve-month period. During the fiscal year ended March 31, 2023,
this increase to our Estimated Offering Period resulted in
increases in net revenue of $103 million, net income of
$79 million, and diluted earnings per share of $0.28. During
the fiscal year ended March 31, 2022, this increase to our
Estimated Offering Period resulted in decreases in net revenue of
$131 million, net income of $100 million, and diluted
earnings per share of $0.35.
Deferred Net Revenue
Because the majority of our sales transactions include future
update rights and online hosting performance obligations, which are
subject to deferral and recognized over the Estimated Offering
Period, our deferred net revenue balance is material. This balance
increases from period to period by revenue being deferred for
current sales with these service obligations and is reduced by the
recognition of revenue from prior sales that were previously
deferred. Generally, revenue is recognized as the services are
provided.
Principal Agent Considerations
We evaluate sales to end customers of our full games and related
content via third-party storefronts, including digital storefronts
such as Microsoft’s Xbox Store, Sony’s PlayStation Store, Apple App
Store, and Google Play Store, in order to determine whether or not
we are acting as the principal in the sale to the end customer,
which we consider in determining if revenue should be reported
gross or net of fees retained by the third-party storefront. An
entity is the principal if it controls a good or service before it
is transferred to the end customer. Key indicators that we evaluate
in determining gross versus net treatment include but are not
limited to the following:
•the
underlying contract terms and conditions between the various
parties to the transaction;
•which
party is primarily responsible for fulfilling the promise to
provide the specified good or service to the end
customer;
•which
party has discretion in establishing the price for the specified
good or service; and
•which
party has inventory risk before the specified good or service has
been transferred to the end customer.
Based on an evaluation of the above indicators, except as discussed
below, we have determined that generally the third party is
considered the principal to end customers for the sale of our full
games and related content. We therefore report revenue related to
these arrangements net of the fees retained by the storefront.
However, for sales arrangements via Apple App Store and Google Play
Store, EA is considered the principal to the end customer and thus,
we report revenue on a gross basis and mobile platform fees are
reported within cost of revenue.
Payment Terms
Substantially all of our transactions have payment terms, whether
customary or on an extended basis, of less than one year;
therefore, we generally do not adjust the transaction price for the
effects of any potential financing components that may
exist.
Sales and Value-Added Taxes
Revenue is recorded net of taxes assessed by governmental
authorities that are imposed at the time of the specific
revenue-producing transaction between us and our customer, such as
sales and value-added taxes.
Sales Returns and Price Protection Reserves
Sales returns and price protection are considered variable
consideration under ASC 606. We reduce revenue for estimated future
returns and price protection which may occur with our distributors
and retailers (“channel partners”). Price protection represents our
practice to provide our channel partners with a credit allowance to
lower their wholesale price on a particular game unit that they
have not resold to customers. The amount of the price protection
for permanent markdowns is the difference between the old wholesale
price and the new reduced wholesale price. Credits are also given
for short-term promotions that temporarily reduce the wholesale
price. In certain countries we also have a practice for allowing
channel partners to return older products in the channel in
exchange for a credit allowance.
When evaluating the adequacy of sales returns and price protection
reserves, we analyze the following: historical credit allowances,
current sell-through of our channel partners’ inventory of our
products, current trends in retail and the video game industry,
changes in customer demand, acceptance of our products, and other
related factors. In addition, we monitor the volume of sales to our
channel partners and their inventories, as substantial overstocking
in the distribution channel could result in high returns or higher
price protection in subsequent periods.
Taxes Collected from Customers and Remitted to Governmental
Authorities
Taxes assessed by a government authority that are both imposed on
and concurrent with specific revenue transactions between us and
our customers are presented on a net basis in our Consolidated
Statements of Operations.
Concentration of Credit Risk and Significant Customers
We extend credit to various customers. Collection of trade
receivables may be affected by changes in economic or other
industry conditions and may, accordingly, impact our overall credit
risk. Although we generally do not require collateral, we perform
ongoing credit evaluations of our customers and maintain reserves
for potential credit losses. Invoices are aged based on contractual
terms with our customers. The provision for doubtful accounts is
recorded as a charge to general and administrative expense when a
potential loss is identified. Losses are written off against the
allowance when the receivable is determined to be uncollectible. At
March 31, 2023, we had two customers who accounted for
approximately 32 percent and 30 percent of our consolidated gross
receivables, respectively. At March 31, 2022, we had two
customers who accounted for approximately 32 percent and 29 percent
of our consolidated gross receivables, respectively.
A majority of our sales are made via digital resellers, channel and
platform partners. During the fiscal years 2023, 2022, and
2021, approximately 81 percent, 77 percent, and 78 percent,
respectively, of our net revenue was derived from our top ten
customers and/or platform partners.
Currently, a majority of our revenue is derived through sales of
products and services playable on hardware consoles from Sony and
Microsoft. For the fiscal years ended March 31, 2023, 2022,
and 2021, our net revenue for products and services on Sony’s
PlayStation 3, 4 and 5, and Microsoft’s Xbox 360, One and Series X
consoles (combined across all six platforms) was approximately 58
percent, 60 percent, and 64 percent, respectively. These
platform partners have significant influence over the products and
services that we offer on their platforms.
Short-term investments are placed with high quality financial
institutions or in short-duration, investment-grade securities. We
limit the amount of credit exposure in any one financial
institution or type of investment instrument.
Royalties and Licenses
Royalty-based obligations with content licensors and distribution
affiliates are either paid in advance and capitalized as prepaid
royalties or are accrued as incurred and subsequently paid. These
royalty-based obligations are generally expensed to cost of revenue
at the greater of the contractual rate or an effective royalty rate
based on the total projected net revenue for contracts with
guaranteed minimums. Prepayments made to thinly capitalized
independent software developers and co-publishing affiliates are
generally made in connection with the development of a particular
product, and therefore, we are subject to development risk prior to
the release of the product. Accordingly, payments that are due
prior to completion of a product are generally expensed to research
and development over the development period as the services are
incurred. Payments due after completion of the product (primarily
royalty-based in nature) are generally expensed as cost of
revenue.
Our contracts with some licensors include minimum guaranteed
royalty payments, which are initially recorded as an asset and as a
liability at the contractual amount when no performance remains
with the licensor. When performance remains with the licensor, we
record guarantee payments as an asset when actually paid and as a
liability when incurred, rather than recording the asset and
liability upon execution of the contract.
Each quarter, we also evaluate the expected future realization of
our royalty-based assets, as well as any unrecognized minimum
commitments not yet paid to determine amounts we deem unlikely to
be realized through future revenue. Any impairments or losses
determined before the launch of a product are generally charged to
research and development expense. Impairments or losses determined
post-launch are charged to cost of revenue. We evaluate long-lived
royalty-based assets for impairment using undiscounted cash flows
when impairment indicators exist. If an impairment exists, then the
related assets are written down to fair value. Unrecognized minimum
royalty-based commitments are accounted for as executory contracts,
and therefore, any losses on these commitments are recognized when
the underlying intellectual property is abandoned (i.e., cease use)
or the contractual rights to use the intellectual property are
terminated.
Advertising Costs
We generally expense advertising costs as incurred, except for
production costs associated with media campaigns, which are
recognized as prepaid assets (to the extent paid in advance) and
expensed at the first run of the advertisement. Cooperative
advertising costs are recognized when incurred and are classified
as marketing and sales expense if there is a separate identifiable
benefit for which we can reasonably estimate the fair value of the
benefit identified. Otherwise, they are classified as a reduction
of revenue and are generally accrued when revenue is recognized. We
then reimburse the channel partner when qualifying claims are
submitted.
We are also reimbursed by our vendors for certain advertising costs
incurred by us that benefit our vendors. Such amounts are
recognized as a reduction of marketing and sales expense if the
advertising (1) is specific to the vendor, (2) represents
an identifiable benefit to us, and (3) represents an
incremental cost to us. Otherwise, vendor reimbursements are
recognized as a reduction of the cost incurred with the same
vendor. Vendor reimbursements of advertising costs of $37 million,
$37 million, and $22 million reduced marketing and sales expense
for the fiscal years ended March 31, 2023, 2022, and 2021,
respectively. For the fiscal years ended March 31, 2023, 2022,
and 2021, advertising expense, net of vendor reimbursements,
totaled approximately $348 million, $396 million, and $222 million,
respectively.
Software Development Costs
Research and development costs, which consist primarily of software
development costs, are expensed as incurred. We are required to
capitalize software development costs incurred for computer
software to be sold, leased or otherwise marketed after
technological feasibility of the software is established or for
development costs that have alternative future uses. Under our
current practice of developing new games, the technological
feasibility of the underlying software is not established until
substantially all product development and testing is complete,
which generally includes the development of a working model.
Software development costs that have been capitalized to date have
been insignificant.
Foreign Currency Translation
Generally, the functional currency for our foreign operating
subsidiaries is its local currency. Assets and liabilities of
foreign operations are translated into U.S. dollars using month-end
exchange rates, and revenue and expenses are translated into U.S.
dollars using average exchange rates. The effects of foreign
currency translation adjustments are included as a component of
accumulated other comprehensive income (loss) in stockholders’
equity.
Foreign currency transaction gains and losses are a result of the
effect of exchange rate changes on transactions denominated in
currencies other than the functional currency. Net gains (losses)
on foreign currency transactions of $31 million, $(22) million, and
$9 million for the fiscal years ended March 31, 2023, 2022,
and 2021, respectively, are included in interest and other income
(expense), net, in our Consolidated Statements of Operations. These
net gains (losses) on foreign currency transactions are partially
offset by net gains (losses) on our foreign currency forward
contracts of $(29) million, $21 million, and $(19) million for the
fiscal years ended March 31, 2023, 2022, and 2021,
respectively. See
Note
5
for additional information on our foreign currency forward
contracts.
Income Taxes
We recognize deferred tax assets and liabilities for both the
expected impact of differences between the financial statement
amount and the tax basis of assets and liabilities and for the
expected future tax benefit to be derived from tax losses and tax
credit carryforwards. We do not recognize any deferred taxes
related to the U.S. taxes on foreign earnings as we recognize these
taxes as a period cost.
Every quarter, we perform a realizability analysis to evaluate
whether it is more likely than not that all or a portion of our
deferred tax assets will not be realized. Our Swiss deferred tax
asset realizability analysis relies upon future Swiss taxable
income as the primary source of taxable income but considers all
available sources of Swiss income based on the positive and
negative evidence. We give more weight to evidence that can be
objectively verified. However, estimating future Swiss taxable
income requires judgment, specifically related to assumptions about
expected growth rates of future Swiss taxable income, which are
based primarily on third party market and industry growth data.
Actual results that differ materially from those estimates could
have a material impact on our valuation allowance assessment.
Although objectively verifiable, Swiss interest rates have an
impact on the valuation allowance and are based on published Swiss
guidance. Any significant changes to such interest rates could
result in a material impact to the valuation allowance. Switzerland
has a seven-year carryforward period and does not permit the carry
back of losses. Actions we take in connection with acquisitions
could also impact the utilization of our Swiss deferred tax
asset.
Share Repurchases
Shares of our common stock repurchased pursuant to our repurchase
program, if any, are retired. The purchase price of such
repurchased shares of common stock is recorded as a reduction to
additional paid-in capital. If the balance in additional paid-in
capital is exhausted, the excess is recorded as a reduction to
retained earnings.
Restructuring
We generally recognize employee severance costs when payments are
probable and amounts are estimable or when notification occurs,
depending on the region in which an employee works. Costs related
to non-lease contracts without future benefit or contract
termination are recognized at the earlier of the contract
termination or the cease-use dates. Other exit-related costs are
recognized as incurred.
(3) FAIR VALUE MEASUREMENTS
There are various valuation techniques used to estimate fair value,
the primary one being the price that would be received from selling
an asset or paid to transfer a liability in an orderly transaction
between market participants at the measurement date. When
determining fair value, we consider the principal or most
advantageous market in which we would transact and consider
assumptions that market participants would use when pricing the
asset or liability. We measure certain financial and nonfinancial
assets and liabilities at fair value on a recurring and
nonrecurring basis.
Fair Value Hierarchy
The three levels of inputs that may be used to measure fair value
are as follows:
•Level
1.
Quoted prices in active markets for identical assets or
liabilities.
•Level
2.
Observable inputs other than quoted prices included within Level 1,
such as quoted prices for similar assets or liabilities, quoted
prices in markets with insufficient volume or infrequent
transactions (less active markets), or model-derived valuations in
which all significant inputs are observable or can be derived
principally from or corroborated with observable market data for
substantially the full term of the assets or
liabilities.
•Level
3.
Unobservable inputs to the valuation methodology that are
significant to the measurement of the fair value of assets or
liabilities.
Assets and Liabilities Measured at Fair Value on a Recurring
Basis
As of March 31, 2023 and 2022, our assets and liabilities that
were measured and recorded at fair value on a recurring basis were
as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fair Value Measurements at Reporting
Date Using |
|
|
|
As of
March 31, 2023
|
|
Quoted Prices in
Active Markets for Identical
Financial Instruments |
|
Significant
Other
Observable
Inputs |
|
Significant
Unobservable
Inputs |
|
|
|
(Level 1) |
|
(Level 2) |
|
(Level 3) |
|
Balance Sheet Classification |
Assets |
|
|
|
|
|
|
|
|
|
Bank and time deposits |
$ |
56 |
|
|
$ |
56 |
|
|
$ |
— |
|
|
$ |
— |
|
|
Cash equivalents |
Money market funds |
956 |
|
|
956 |
|
|
— |
|
|
— |
|
|
Cash equivalents |
Available-for-sale securities: |
|
|
|
|
|
|
|
|
|
Corporate bonds |
113 |
|
|
— |
|
|
113 |
|
|
— |
|
|
Short-term investments |
U.S. Treasury securities |
80 |
|
|
80 |
|
|
— |
|
|
— |
|
|
Short-term investments |
U.S. agency securities |
28 |
|
|
— |
|
|
28 |
|
|
— |
|
|
Short-term investments and cash equivalents |
Commercial paper |
66 |
|
|
— |
|
|
66 |
|
|
— |
|
|
Short-term investments and cash equivalents |
Foreign government securities |
11 |
|
|
— |
|
|
11 |
|
|
— |
|
|
Short-term investments |
Asset-backed securities |
37 |
|
|
— |
|
|
37 |
|
|
— |
|
|
Short-term investments |
Certificates of deposit |
14 |
|
|
— |
|
|
14 |
|
|
— |
|
|
Short-term investments |
Foreign currency derivatives |
29 |
|
|
— |
|
|
29 |
|
|
— |
|
|
Other current assets and other assets |
Deferred compensation plan assets
(a)
|
23 |
|
|
23 |
|
|
— |
|
|
— |
|
|
Other assets |
Total assets at fair value |
$ |
1,413 |
|
|
$ |
1,115 |
|
|
$ |
298 |
|
|
$ |
— |
|
|
|
Liabilities |
|
|
|
|
|
|
|
|
|
Foreign currency derivatives |
$ |
65 |
|
|
$ |
— |
|
|
$ |
65 |
|
|
$ |
— |
|
|
Accrued and other current liabilities and other
liabilities |
Deferred compensation plan liabilities
(a)
|
24 |
|
|
24 |
|
|
— |
|
|
— |
|
|
Other liabilities |
Total liabilities at fair value |
$ |
89 |
|
|
$ |
24 |
|
|
$ |
65 |
|
|
$ |
— |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fair Value Measurements at Reporting
Date Using |
|
|
|
As of
March 31,
2022 |
|
Quoted Prices in
Active Markets for Identical
Financial Instruments |
|
Significant
Other
Observable
Inputs |
|
Significant
Unobservable
Inputs |
|
|
|
(Level 1) |
|
(Level 2) |
|
(Level 3) |
|
Balance Sheet Classification |
Assets |
|
|
|
|
|
|
|
|
|
Bank and time deposits |
$ |
55 |
|
|
$ |
55 |
|
|
$ |
— |
|
|
$ |
— |
|
|
Cash equivalents |
Money market funds |
257 |
|
|
257 |
|
|
— |
|
|
— |
|
|
Cash equivalents |
Available-for-sale securities: |
|
|
|
|
|
|
|
|
|
Corporate bonds |
116 |
|
|
— |
|
|
116 |
|
|
— |
|
|
Short-term investments and cash equivalents |
U.S. Treasury securities |
104 |
|
|
104 |
|
|
— |
|
|
— |
|
|
Short-term investments and cash equivalents |
|
|
|
|
|
|
|
|
|
|
Commercial paper |
51 |
|
|
— |
|
|
51 |
|
|
— |
|
|
Short-term investments and cash equivalents |
Foreign government securities |
17 |
|
|
— |
|
|
17 |
|
|
— |
|
|
Short-term investments |
Asset-backed securities |
38 |
|
|
— |
|
|
38 |
|
|
— |
|
|
Short-term investments |
Certificates of deposit |
18 |
|
|
— |
|
|
18 |
|
|
— |
|
|
Short-term investments |
Foreign currency derivatives |
63 |
|
|
— |
|
|
63 |
|
|
— |
|
|
Other current assets and other assets |
Deferred compensation plan assets
(a)
|
21 |
|
|
21 |
|
|
— |
|
|
— |
|
|
Other assets |
Total assets at fair value |
$ |
740 |
|
|
$ |
437 |
|
|
$ |
303 |
|
|
$ |
— |
|
|
|
Liabilities |
|
|
|
|
|
|
|
|
|
Foreign currency derivatives |
$ |
14 |
|
|
$ |
— |
|
|
$ |
14 |
|
|
$ |
— |
|
|
Accrued and other current liabilities and other
liabilities |
Deferred compensation plan liabilities
(a)
|
22 |
|
|
22 |
|
|
— |
|
|
— |
|
|
Other liabilities |
Total liabilities at fair value |
$ |
36 |
|
|
$ |
22 |
|
|
$ |
14 |
|
|
$ |
— |
|
|
|
(a)The
Deferred Compensation Plan consists of various mutual funds.
See
Note
15
for additional information regarding our Deferred Compensation
Plan.
(4) FINANCIAL INSTRUMENTS
Cash and Cash Equivalents
As of March 31, 2023 and 2022, our cash and cash equivalents
were $2,424 million and $2,732 million, respectively. Cash
equivalents were valued using quoted market prices or other readily
available market information.
Short-Term Investments
Short-term investments consisted of the following as of
March 31, 2023 and 2022 (in millions):
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31, 2023
|
|
As of March 31, 2022
|
|
Cost or
Amortized
Cost |
|
Gross Unrealized |
|
Fair
Value |
|
Cost or
Amortized
Cost |
|
Gross Unrealized |
|
Fair
Value |
|
Gains |
|
Losses |
|
Gains |
|
Losses |
|
Corporate bonds |
$ |
114 |
|
|
$ |
— |
|
|
$ |
(1) |
|
|
$ |
113 |
|
|
$ |
117 |
|
|
$ |
— |
|
|
$ |
(1) |
|
|
$ |
116 |
|
U.S. Treasury securities |
80 |
|
|
— |
|
|
— |
|
|
80 |
|
|
103 |
|
|
— |
|
|
(1) |
|
|
102 |
|
U.S. agency securities |
25 |
|
|
— |
|
|
— |
|
|
25 |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
Commercial paper |
63 |
|
|
— |
|
|
— |
|
|
63 |
|
|
39 |
|
|
— |
|
|
— |
|
|
39 |
|
Foreign government securities |
11 |
|
|
— |
|
|
— |
|
|
11 |
|
|
17 |
|
|
— |
|
|
— |
|
|
17 |
|
Asset-backed securities |
37 |
|
|
— |
|
|
— |
|
|
37 |
|
|
38 |
|
|
— |
|
|
— |
|
|
38 |
|
Certificates of deposit |
14 |
|
|
— |
|
|
— |
|
|
14 |
|
|
18 |
|
|
— |
|
|
— |
|
|
18 |
|
Short-term investments |
$ |
344 |
|
|
$ |
— |
|
|
$ |
(1) |
|
|
$ |
343 |
|
|
$ |
332 |
|
|
$ |
— |
|
|
$ |
(2) |
|
|
$ |
330 |
|
The following table summarizes the amortized cost and fair value of
our short-term investments, classified by stated maturity as of
March 31, 2023 and 2022 (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31, 2023
|
|
As of March 31, 2022
|
|
Amortized
Cost |
|
Fair
Value |
|
Amortized
Cost |
|
Fair
Value |
Short-term investments |
|
|
|
|
|
|
|
Due within 1 year |
$ |
267 |
|
|
$ |
266 |
|
|
$ |
250 |
|
|
$ |
249 |
|
Due 1 year through 5 years |
72 |
|
|
72 |
|
|
77 |
|
|
76 |
|
Due after 5 years |
5 |
|
|
5 |
|
|
5 |
|
|
5 |
|
Short-term investments |
$ |
344 |
|
|
$ |
343 |
|
|
$ |
332 |
|
|
$ |
330 |
|
(5) DERIVATIVE FINANCIAL INSTRUMENTS
Assets or liabilities associated with our derivative instruments
and hedging activities are recorded at fair value in other current
assets/other assets, or accrued and other current liabilities/other
liabilities, respectively, on our Consolidated Balance Sheets. As
discussed below, the accounting for gains and losses resulting from
changes in fair value depends on the use of the derivative
instrument and whether it is designated and qualifies for hedge
accounting.
We transact business in various foreign currencies and have
significant international sales and expenses denominated in foreign
currencies, subjecting us to foreign currency risk. We purchase
foreign currency forward contracts, generally with maturities of 18
months or less, to reduce the volatility of cash flows primarily
related to forecasted revenue and expenses denominated in certain
foreign currencies. Our cash flow risks are primarily related to
fluctuations in the Euro, British pound sterling, Canadian dollar,
Swedish krona, Australian dollar, Japanese yen, Chinese yuan, South
Korean won and Polish zloty. In addition, we utilize foreign
currency forward contracts to mitigate foreign currency exchange
risk associated with foreign-currency-denominated monetary assets
and liabilities, primarily intercompany receivables and payables.
The foreign currency forward contracts not designated as hedging
instruments generally have a contractual term of approximately
three months or less and are transacted near month-end. We do not
use foreign currency forward contracts for speculative trading
purposes.
Cash Flow Hedging Activities
Certain of our forward contracts are designated and qualify as cash
flow hedges. To qualify for hedge accounting treatment, all hedging
relationships are formally documented at the inception of the
hedges and must be highly effective in offsetting changes to future
cash flows on hedged transactions. The derivative assets or
liabilities associated with our hedging activities are recorded at
fair value in other current assets/other assets, or accrued and
other current liabilities/other liabilities, respectively, on our
Consolidated Balance Sheets. The gains or losses resulting from
changes in the fair value of these hedges is initially reported,
net of tax, as a component of accumulated other comprehensive
income (loss) in stockholders’ equity. The gains or losses
resulting from changes in the fair value of these hedges are
subsequently reclassified into net revenue or research and
development expenses, as appropriate, in the period when the
forecasted transaction is recognized in our Consolidated Statements
of Operations. In the event that the underlying forecasted
transactions do not occur, or it becomes remote that they will
occur within the defined hedge period, the gains or losses on the
related cash flow hedges are reclassified from accumulated other
comprehensive income (loss) to net revenue or research and
development expenses, in our Consolidated Statements of
Operations.
Total gross notional amounts and fair values for currency
derivatives with cash flow hedge accounting designation are as
follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31, 2023
|
|
As of March 31, 2022
|
|
Notional Amount |
|
Fair Value |
|
Notional Amount |
|
Fair Value |
|
|
Asset |
|
Liability |
|
|
Asset |
|
Liability |
|
|
|
|
|
|
|
|
|
|
|
|
Forward contracts to purchase |
$ |
371 |
|
|
$ |
2 |
|
|
$ |
9 |
|
|
$ |
375 |
|
|
$ |
4 |
|
|
$ |
3 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Forward contracts to sell |
$ |
2,255 |
|
|
$ |
23 |
|
|
$ |
46 |
|
|
$ |
1,829 |
|
|
$ |
52 |
|
|
$ |
6 |
|
|
|
|
|
|
|
|
|
|
|
|
|
The effects of cash flow hedge accounting in our Consolidated
Statements of Operations for the fiscal years ended March 31,
2023, 2022 and 2021 are as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
|
2023 |
|
2022 |
|
2021 |
|
Net revenue |
|
Research and development |
|
Net revenue |
|
Research and development |
|
Net revenue |
|
Research and development |
Total amounts presented in our Consolidated Statements of
Operations in which the effects of cash flow hedges are
recorded |
$ |
7,426 |
|
|
$ |
2,328 |
|
|
$ |
6,991 |
|
|
$ |
2,186 |
|
|
$ |
5,629 |
|
|
$ |
1,778 |
|
Gains (losses) on foreign currency forward contracts designated as
cash flow hedges |
$ |
185 |
|
|
$ |
(18) |
|
|
$ |
(14) |
|
|
$ |
12 |
|
|
$ |
(30) |
|
|
$ |
4 |
|
Balance Sheet Hedging Activities
Our foreign currency forward contracts that are not designated as
hedging instruments are accounted for as derivatives whereby the
fair value of the contracts are reported as other current assets or
accrued and other current liabilities on our Consolidated Balance
Sheets, and gains and losses resulting from changes in the fair
value are reported in interest and other income (expense), net, in
our Consolidated Statements of Operations. The gains and losses on
these foreign currency forward contracts generally offset the gains
and losses in the underlying foreign-currency-denominated monetary
assets and liabilities, which are also reported in interest and
other income (expense), net, in our Consolidated Statements of
Operations.
Total gross notional amounts and fair values for currency
derivatives that are not designated as hedging instruments are
accounted for as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of March 31, 2023
|
|
As of March 31, 2022
|
|
Notional Amount |
|
Fair Value |
|
Notional Amount |
|
Fair Value |
|
|
Asset |
|
Liability |
|
|
Asset |
|
Liability |
Forward contracts to purchase |
$ |
504 |
|
|
$ |
4 |
|
|
$ |
— |
|
|
$ |
496 |
|
|
$ |
6 |
|
|
$ |
— |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Forward contracts to sell |
$ |
587 |
|
|
$ |
— |
|
|
$ |
10 |
|
|
$ |
400 |
|
|
$ |
1 |
|
|
$ |
5 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The effect of foreign currency forward contracts not designated as
hedging instruments in our Consolidated Statements of Operations
for the fiscal years ended March 31, 2023, 2022 and 2021, was
as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31, |
|
2023 |
|
2022 |
|
2021 |
|
|
Interest and other income
(expense), net |
Total amounts presented in our Consolidated Statements of
Operations in which the effects of balance sheet hedges are
recorded |
|
$ |
(6) |
|
|
$ |
(48) |
|
|
$ |
(29) |
|
Gains (losses) on foreign currency forward contracts not designated
as hedging instruments |
|
$ |
(29) |
|
|
$ |
21 |
|
|
$ |
(19) |
|
(6) ACCUMULATED OTHER COMPREHENSIVE INCOME (LOSS)
The changes in accumulated other comprehensive income (loss) by
component, net of tax, for the fiscal years ended March 31,
2023, 2022 and 2021 are as follows (in millions):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Unrealized Net Gains (Losses) on Available-for-Sale
Securities |
|
Unrealized Net Gains (Losses) on Derivative Instruments |
|
Foreign Currency Translation Adjustments |
|
Total |
Balances as of March 31, 2020 |
$ |
(4) |
|
|
$ |
39 |
|
|
$ |
(85) |
|
|
$ |
(50) |
|
Other comprehensive income (loss) before
reclassifications |
5 |
|
|
(94) |
|
|
64 |
|
|
(25) |
|
Amounts reclassified from accumulated other comprehensive income
(loss) |
(1) |
|
|
26 |
|
|
— |
|
|
25 |
|
Total other comprehensive income (loss), net of tax |
4 |
|
|
(68) |
|
|
64 |
|
|
— |
|
Balances as of March 31, 2021 |
$ |
— |
|
|
$ |
(29) |
|
|
$ |
(21) |
|
|
$ |
(50) |
|
Other |