‘We started our FY25 strong,’ says Electronic Arts CEO, despite reporting a decline in earnings and revenue

What you need to know

  • Electronic Arts (EA) has reported an earnings and revenue loss for the first quarter of the 2025 fiscal year.
  • EA blames the year-over-year losses on lackluster sales of full games and weakened revenue gains for live-service titles.

As a tech enthusiast with a deep-rooted passion for gaming and a keen eye for financial trends, I find myself both intrigued and slightly concerned by Electronic Arts’ (EA) recent earnings report. The 13.7% year-over-year revenue drop is certainly not a figure to boast about, especially when considering EA’s rich portfolio of popular games like Madden 2025, Apex Legends, and The Sims.


During a recent public investor meeting, Electronic Arts (EA) shared that their annual revenue decreased by 13.7% compared to the previous year. This gaming giant, famous for sports games such as Madden 2025 and action titles like Apex Legends from Respawn, attributed this dip to underperforming live service games and a shortage of new game releases.

In my professional capacity as an analyst, I can share that Electronic Arts (EA) has had a robust start to its fiscal year 2025. We surpassed our projected net bookings, and we’ve been consistently successful in various aspects of our business. Our sports games franchises, including Madden NFL, FIFA, and College Football, have witnessed an increase in player acquisition and engagement. Interestingly, EA Sports FC Mobile managed to break the first-quarter net bookings records. During a recent investors’ call, Andrew Wilson, CEO of Electronics Arts, expressed his satisfaction by stating, “We kicked off FY25 strongly. We exceeded our net bookings expectations, and we delivered on multiple fronts as we entertained and connected hundreds of millions of people globally.”

As an ardent fan, I’ve noticed a decline in the number of players for EA’s free-to-play battle royale, Apex Legends, despite a surge in their sports franchises’ player base. However, EA maintains that the game has performed roughly as anticipated and is committed to continuous evolution and learning to revitalize both its player numbers and revenue streams.

As a devoted admirer, I’m thrilled to share that, according to Wilson, the beloved Sims franchise has been thriving in Q1, fueled by the enthusiasm of its community. A significant part of this success is attributed to the recently released Lovestruck Pack expansion. Moreover, we can anticipate at least 15 updates throughout the upcoming year!

As a researcher, I recently analyzed the financial performance of Electronic Arts (EA) based on data from Zacks.com. The total revenue generated from full game sales for EA decreased by approximately 43.6% compared to the previous year, amounting to $250 million. This decline was also observed in full game download revenues, which dropped by 37% year-over-year to reach $190 million. Meanwhile, revenue from packaged goods saw a significant decrease of 58%, resulting in $60 million. Collectively, these figures account for around 15.1% of EA’s total revenue.

Stuart Canfield, EA’s Chief Financial Officer and executive vice president, expressed optimism about the company’s Q1 FY25 financial results, despite a significant drop in profits compared to the same period last year. Canfield emphasized that the company surpassed expectations by delivering content to larger audiences and announced the upcoming release of Dragon Age: The Veilguard in fall 2024, which has generated positive momentum. Last year, EA only released three full games, according to Canfield, which contributed to the lower earnings. Additionally, Canfield mentioned that EA received a $92 million one-time tax advantage last year, but will have to pay $65 million as a result of the staff reductions in February, affecting 670 employees.

In a discussion with investors, MoffetNathanson LLC analyst Clay Griffin asked EA’s executives if their use of free-to-play business models might have weakened the pricing power or gamers’ perception of value within the gaming industry. However, EA’s leadership, represented by Wilson, dismissed this notion, explaining that the free-to-play strategy has been popular in Asia for over 20 years.

When considering American football, Apex, Battlefield, and The Sims, it seems clear to us that if we aim to cater to a global audience of over 3 billion gamers, and we’re focused on creating communities centered around our most popular franchises with hundreds of millions of players, the potential for free-to-play models to expand our reach across console, PC, and mobile platforms is significant. By offering various monetization options, such as small transactions, Battle Passes, or full premium purchases, we believe this strategy could lead to substantial growth not only for the gaming industry but also for our company.

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2024-08-01 13:39