In the fiscal year 2021 spanning between April 2019 to March 2021, Electronic Arts (EA) generated 4.02 billion U.S. dollars in revenues via its live service segment. These live services include extra content, subscription offerings and other revenue generated outside of the sale of the company's base games.
Live services – new monetization streams
Live services are one of Electronic Arts' fastest-growing revenue segment, reporting a ten percent year-on-year-growth compared to 2020. This is hardly surprising, as gaming companies aim for players to engage with their games and services over longer periods of time, and purchase additional content designed to provide value top layers and extend and enhance gameplay. EA’s most popular live service is the extra content purchased for the Ultimate Team mode associated with its sports franchises Madden NFL and FIFA. The company stated that FIFA 21 and 20 were the top revenue drivers for 2021.
*According to the source: "As our business has evolved and management focuses less on the differentiation between our packaged goods business and our digital business and more on our full game sales and live services that extend and enhance gameplay, we have updated our presentation of net revenue by composition to align with this management view." Values for 2020 have been restated.
Full game net revenue includes full game downloads and packaged goods. Full game downloads includes revenue from digital sales of full games on console, PC, and mobile phones and tablets. Packaged goods includes revenue from software that is sold physically. This includes (1) net revenue from game software sold physically through traditional channels such as brick and mortar retailers, and (2) software licensing revenue from third parties (for example, makers of console platforms, personal computers or computer accessories) who include certain of our full games for sale with their products (for example, OEM bundles).
Live services and other net revenue includes revenue from sales of extra content for console, PC and mobile games, licensing revenue from third-party publishing partners who distribute our games digitally, subscriptions, advertising, and non-software licensing.
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Electronic Arts. (May 26, 2021). Net revenue generated by Electronic Arts from fiscal 2016 to 2021, by composition (in million U.S. dollars) [Graph]. In Statista. Retrieved May 23, 2022, from https://www.statista.com/statistics/269698/revenue-of-electronic-arts-by-composition/
Electronic Arts. "Net revenue generated by Electronic Arts from fiscal 2016 to 2021, by composition (in million U.S. dollars)." Chart. May 26, 2021. Statista. Accessed May 23, 2022. https://www.statista.com/statistics/269698/revenue-of-electronic-arts-by-composition/
Electronic Arts. (2021). Net revenue generated by Electronic Arts from fiscal 2016 to 2021, by composition (in million U.S. dollars). Statista. Statista Inc.. Accessed: May 23, 2022. https://www.statista.com/statistics/269698/revenue-of-electronic-arts-by-composition/
Electronic Arts. "Net Revenue Generated by Electronic Arts from Fiscal 2016 to 2021, by Composition (in Million U.S. Dollars)." Statista, Statista Inc., 26 May 2021, https://www.statista.com/statistics/269698/revenue-of-electronic-arts-by-composition/
Electronic Arts, Net revenue generated by Electronic Arts from fiscal 2016 to 2021, by composition (in million U.S. dollars) Statista, https://www.statista.com/statistics/269698/revenue-of-electronic-arts-by-composition/ (last visited May 23, 2022)