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Electronic Arts (EA) net revenue 2016-2020, by composition

In the fiscal year 2020 spanning between April 2019 to March 2020, Electronic Arts (EA) generated 4.3 billion U.S. dollars in digital revenues, the majority of which were via the 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 Electronic Arts' fastest-growing revenue segment, reporting a 27 percent year-on-year-growth compared to 2019. 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 20 and 19 were the top revenue drivers for 2020.

Sports games drive user engagement

Madden NFL and FIFA are Electronic Art’s flagship franchises with new versions published every year. New FIFA series releases sell millions of copies within the first month of release: FIFA 21 sold 1.5 million digital copies within its first 30 days as of November 2020. User engagement with sports games goes beyond being the player – FIFA regularly ranks among the most popular games on the streaming platform Twitch, too. In January 2021, FIFA 21 events on Twitch were watched by an average of 74.5 thousand viewers.

Net revenue of Electronic Arts from fiscal 2016 to 2020, by composition

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Release date

May 2020



Survey time period

April 2015 to March 2020

Supplementary notes

Digital net revenue includes full game downloads, live services, and mobile revenue. Full game downloads includes revenue from digital sales of full games on console and PC. Live services includes revenue from sales of extra content for console, PC, browser games, game software licensed to our third-party publishing partners who distribute our games digitally, subscriptions, and advertising. Mobile includes revenue from the sale of full games and extra content on mobile phones and tablets. Packaged goods net revenue 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) our software licensing revenue from third parties (for example, makers of console platforms, personal computers or computer accessories) who include certain of our products for sale with their products (for example, OEM bundles). Other revenue includes our non-software licensing revenue.
EA's fiscal year starts April 1.

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