In the fiscal year 2025 (April 2024 to March 2025), gaming publisher Electronic Arts generated approximately 4.4 billion U.S. dollars in revenues from extra content sales with almost half of it being associated with the company's sports games Ultimate Team mode as well as extra content for the Apex Legends franchise. According to the company, extra content revenue has increased as players engage with games and services over longer periods of time, and purchase additional content designed to provide value to players and extend gameplay.
In the fiscal year 2021 (March 2020 to April 2021), gaming publisher Electronic Arts generated approximately 1.62 billion U.S. dollars in revenues from extra content sales for the Ultimate Team mode associated with its sports gaming franchises. Ultimate Team allows players to collect former and current professional players in order to build and compete as a personalized team, with FIFA Ultimate Team (FUT) being the top-grossing Ultimate mode. Revenues generated by Ultimate Team sales are categorized under the company's live service segment.
In 2022, social and casual gaming sector without advertising generated more revenue than the video game advertising sector. The mobile-heavy segment saw approximately 86 billion U.S. dollars in annual global revenues, while traditional gaming generated 56 billion U.S. dollars in annual sales. Digital revenue is dominating the gaming segment, as physical gaming sales are declining for a variety of reasons.
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European Union General Govt: Revenue: EA 19: Production and Import Tax data was reported at 1,504,935.500 EUR mn in 2018. This records an increase from the previous number of 1,450,007.600 EUR mn for 2017. European Union General Govt: Revenue: EA 19: Production and Import Tax data is updated yearly, averaging 1,143,408.300 EUR mn from Dec 1995 (Median) to 2018, with 24 observations. The data reached an all-time high of 1,504,935.500 EUR mn in 2018 and a record low of 694,386.200 EUR mn in 1995. European Union General Govt: Revenue: EA 19: Production and Import Tax data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F001: Eurostat: General Government Revenue and Expenditure: ESA 2010.
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Russia Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings data was reported at 3,560,700.000 RUB mn in Dec 2018. This records an increase from the previous number of 3,383,100.000 RUB mn for Sep 2018. Russia Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings data is updated quarterly, averaging 1,186,700.000 RUB mn from Dec 2006 (Median) to Dec 2018, with 49 observations. The data reached an all-time high of 3,560,700.000 RUB mn in Dec 2018 and a record low of 203,183.000 RUB mn in Dec 2006. Russia Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings data remains active status in CEIC and is reported by Sberbank of Russia. The data is categorized under Russia Premium Database’s Monetary and Banking Statistics – Table RU.KAK018: Sberbank: Balance Sheet: International Standards.
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European Union General Govt: Revenue: EA 19: Current Taxes on Income Wealth and Etc data was reported at 1,503,285.600 EUR mn in 2018. This records an increase from the previous number of 1,433,454.100 EUR mn for 2017. European Union General Govt: Revenue: EA 19: Current Taxes on Income Wealth and Etc data is updated yearly, averaging 1,067,114.250 EUR mn from Dec 1995 (Median) to 2018, with 24 observations. The data reached an all-time high of 1,503,285.600 EUR mn in 2018 and a record low of 642,408.600 EUR mn in 1995. European Union General Govt: Revenue: EA 19: Current Taxes on Income Wealth and Etc data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F001: Eurostat: General Government Revenue and Expenditure: ESA 2010.
In the fiscal quarter ending March 2022, Electronic Arts reported 150 million players reached by its various EA Sports gaming franchises. This is up from 140 million gamers who had accessed any of the company's sports games in the past 12 months as of June 2021.
As of November 2024, Electronic Arts was the biggest gaming company in the United States, with a market cap of 42.78 billion U.S. dollars. (Formerly) indie gaming company Roblox Corporation started trading publicly on March 10, 2021, and closed its first day of trading activity with a market cap of over 37 billion U.S. dollars, ahead of several well-established industry heavyweights. Former industry leader Activision Blizzard ceased trading at the end of 2023 when the company's acquisition by Microsoft was completed nearly two years after the original announcement.
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European Union SSC: Balance: EA 19 data was reported at 32,721.700 EUR mn in 2018. This records an increase from the previous number of 15,280.600 EUR mn for 2017. European Union SSC: Balance: EA 19 data is updated yearly, averaging 4,894.450 EUR mn from Dec 1995 (Median) to 2018, with 24 observations. The data reached an all-time high of 49,943.000 EUR mn in 2007 and a record low of -32,565.000 EUR mn in 2009. European Union SSC: Balance: EA 19 data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F005: Eurostat: Social Security Funds Revenue and Expenditure: ESA 2010.
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European Union General Govt: Balance: EA 19 data was reported at -466,553.700 EUR mn in 2024. This records an increase from the previous number of -514,918.800 EUR mn for 2023. European Union General Govt: Balance: EA 19 data is updated yearly, averaging -230,545.900 EUR mn from Dec 1995 (Median) to 2024, with 30 observations. The data reached an all-time high of -52,641.100 EUR mn in 2018 and a record low of -807,550.400 EUR mn in 2020. European Union General Govt: Balance: EA 19 data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F001: Eurostat: General Government Revenue and Expenditure: ESA 2010.
As of March 2023, PlayStation Plus was the most popular gaming subscription service worldwide, with over 47.4 million subscribers worldwide. Second-ranked Nintendo Switch Online had 36 million global subscribers. Microsoft Game Pass has also been steadily gaining users and most recently reported 25 million subscribers. Cloud gaming and gaming subscriptions services have grown in popularity in recent years, headed by the almost obligatory use for console gamers as many experiences, such as online multiplayer, require such a subscription. PlayStation Plus is constantly evolving Currently, Sony’s PlayStation Plus subscription service exists as a paid-only membership service with three different tiers: Essential, Extra, and Premium. The key benefits of free monthly games, multiplayer access, discounts, and cloud storage are applied to all levels. However, the more expensive tiers also have free access to a gaming catalog of PS4 and PS5 games, as well as classic PS1 to PS3 games and cloud streaming access for select gaming titles.
According to PlayStation gamers in 2022, the main reason they subscribed to PlayStation Plus was the online multiplayer, followed by the monthly free games gifted to subscribers. In 2022, the retail value of video games offered for free to PlayStation Plus Essential subscribers amounted to over 1,300 U.S. dollars. Xbox Game Pass has been making moves Microsoft has been aggressively bulking up the offerings of its Xbox Game Pass. On January 18, 2022, the company announced plans to acquire gaming company Activision Blizzard and to begin integrating Activision's catalog of games into Game Pass. The acquisition has not been completed yet, as it is still under regulatory review in several countries. According to a gamer survey in the United States, it was found that the inclusion of certain Activision Blizzard gaming franchises was likely to make them subscribe to Xbox Game Pass. Particularly best-selling shooter Call of Duty was the title most likely to cause non-subscribing gamers to subscribe to the service.
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Slovakia Bank Deposits: New Business: EA: Non Profit Institutions Serving Households and Households (NH): Overnight data was reported at 21,364,319.000 EUR th in May 2018. This records a decrease from the previous number of 21,400,627.000 EUR th for Apr 2018. Slovakia Bank Deposits: New Business: EA: Non Profit Institutions Serving Households and Households (NH): Overnight data is updated monthly, averaging 11,157,256.000 EUR th from Jan 2009 (Median) to May 2018, with 113 observations. The data reached an all-time high of 21,400,627.000 EUR th in Apr 2018 and a record low of 8,309,463.000 EUR th in Jan 2009. Slovakia Bank Deposits: New Business: EA: Non Profit Institutions Serving Households and Households (NH): Overnight data remains active status in CEIC and is reported by National Bank of Slovakia. The data is categorized under Global Database’s Slovakia – Table SK.KB005: Bank Deposits: ESA 2010.
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European Union General Govt: Balance: EA 20 data was reported at -468,579.600 EUR mn in 2024. This records an increase from the previous number of -515,536.600 EUR mn for 2023. European Union General Govt: Balance: EA 20 data is updated yearly, averaging -232,073.150 EUR mn from Dec 1995 (Median) to 2024, with 30 observations. The data reached an all-time high of -52,663.800 EUR mn in 2018 and a record low of -811,218.700 EUR mn in 2020. European Union General Govt: Balance: EA 20 data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F001: Eurostat: General Government Revenue and Expenditure: ESA 2010.
In May 2025, the retail gaming revenue in the United States amounted to **** billion U.S. dollars. When examining specific segment revenues, accessories were the lowest-performing segment at retail overall, while video gaming content accounted for the majority of consumer spending. Video game spending habits in the United States More than four in ten U.S. gamers across all platforms were willing to spend a maximum of ** to ** U.S. dollars on a video game. A November 2022 survey found that more than four in ten PC and console gamers stated so, while over three in ten mobile-only gamers said they only played free games. Console gamers were most comfortable spending money on their hobby at this price point. In 2023, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a one percent increase from **** billion U.S. dollars in the preceding year. Game releases are planned around the holiday season What is very specific to the industry at large is that the highest monthly revenues occur around the holiday season in November and December of each year. The entire market revolves around maximizing sales during the season, and most new game releases of high-budget, high-profile titles (so-called AAA games) are planned shortly before the winter holidays. Many of these annual blockbuster releases see releases from late Q3 onwards: EA Sports FC usually releases in late September, and new games in Activision Blizzard’s Call of Duty series are launched between late October and early November.For the holiday season 2023, blockbusters Baldur’s Gate 3 and Starfield had already started the season of major video game releases. Other AAA titles that are also taking advantage of the Christmas shopping release window are the Cyberpunk 2077: Phantom Liberty DLC, Assassin’s Creed Mirage, Marvel's Spider-Man 2 as well as the Nintendo Switch release of Hogwarts Legacy and the PS5 port of mobile gaming title Honkai Star Rail by Genshin Impact publisher MiHoYo.
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European Union Local Govt: Balance: EA 20 data was reported at -37,616.400 EUR mn in 2024. This records a decrease from the previous number of -22,439.900 EUR mn for 2023. European Union Local Govt: Balance: EA 20 data is updated yearly, averaging -5,512.700 EUR mn from Dec 1995 (Median) to 2024, with 30 observations. The data reached an all-time high of 24,735.900 EUR mn in 2018 and a record low of -38,530.400 EUR mn in 2010. European Union Local Govt: Balance: EA 20 data remains active status in CEIC and is reported by Eurostat. The data is categorized under Global Database’s European Union – Table EU.F004: Eurostat: Local Government Revenue and Expenditure: ESA 2010.
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一般政府:收入:欧元区19国:生产和进口税在12-01-2018达1,504,935.500百万欧元,相较于12-01-2017的1,450,007.600百万欧元有所增长。一般政府:收入:欧元区19国:生产和进口税数据按年更新,12-01-1995至12-01-2018期间平均值为1,143,408.300百万欧元,共24份观测结果。该数据的历史最高值出现于12-01-2018,达1,504,935.500百万欧元,而历史最低值则出现于12-01-1995,为694,386.200百万欧元。CEIC提供的一般政府:收入:欧元区19国:生产和进口税数据处于定期更新的状态,数据来源于Eurostat,数据归类于全球数据库的欧盟 – 表 EU.F001:欧盟统计局:一般政府收入和支出:2010年欧洲账户体系(ESA 2010)。
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Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings在2018-12达3,560,700.000 RUB mn,相较于2018-09的3,383,100.000 RUB mn有所增长。Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings数据按季度更新,2006-12至2018-12期间平均值为1,186,700.000 RUB mn,共49份观测结果。该数据的历史最高值出现于2018-12,达3,560,700.000 RUB mn,而历史最低值则出现于2006-12,为203,183.000 RUB mn。CEIC提供的Sberbank: IFRS Balance: LE: Equity: EA: Retained Earnings数据处于定期更新的状态,数据来源于Sberbank of Russia,数据归类于Russia Premium Database的Monetary and Banking Statistics – Table RU.KAK018: Sberbank: Balance Sheet: International Standards。
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India Private Corporate: RBI: Sales: INR5000m to INR10000m: Tax Provisions to Earnings Before Tax (EBT) data was reported at 21.000 % in Dec 2018. This records an increase from the previous number of 13.700 % for Sep 2018. India Private Corporate: RBI: Sales: INR5000m to INR10000m: Tax Provisions to Earnings Before Tax (EBT) data is updated quarterly, averaging 25.200 % from Dec 2011 (Median) to Dec 2018, with 29 observations. The data reached an all-time high of 60.300 % in Mar 2014 and a record low of 13.700 % in Sep 2018. India Private Corporate: RBI: Sales: INR5000m to INR10000m: Tax Provisions to Earnings Before Tax (EBT) data remains active status in CEIC and is reported by Reserve Bank of India. The data is categorized under India Premium Database’s Investment – Table IN.OD015: Private Corporate: Reserve Bank of India: Growth: Sales: INR 5000 Million to INR 10000 Million.
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一般政府:支出:欧元区19国:资本转移在12-01-2018达123,173.500百万欧元,相较于12-01-2017的133,355.900百万欧元有所下降。一般政府:支出:欧元区19国:资本转移数据按年更新,12-01-1995至12-01-2018期间平均值为116,870.750百万欧元,共24份观测结果。该数据的历史最高值出现于12-01-1995,达236,577.700百万欧元,而历史最低值则出现于12-01-1997,为75,570.200百万欧元。CEIC提供的一般政府:支出:欧元区19国:资本转移数据处于定期更新的状态,数据来源于Eurostat,数据归类于全球数据库的欧盟 – 表 EU.F001:欧盟统计局:一般政府收入和支出:2010年欧洲账户体系(ESA 2010)。
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SSC:结余:欧元区19国在12-01-2018达32,721.700百万欧元,相较于12-01-2017的15,280.600百万欧元有所增长。SSC:结余:欧元区19国数据按年更新,12-01-1995至12-01-2018期间平均值为4,894.450百万欧元,共24份观测结果。该数据的历史最高值出现于12-01-2007,达49,943.000百万欧元,而历史最低值则出现于12-01-2009,为-32,565.000百万欧元。CEIC提供的SSC:结余:欧元区19国数据处于定期更新的状态,数据来源于Eurostat,数据归类于全球数据库的欧盟 – 表 EU.F005:欧盟统计局:社会保障基金收入和支出:2010年欧洲账户体系(ESA 2010)。
In the fiscal year 2025 (April 2024 to March 2025), gaming publisher Electronic Arts generated approximately 4.4 billion U.S. dollars in revenues from extra content sales with almost half of it being associated with the company's sports games Ultimate Team mode as well as extra content for the Apex Legends franchise. According to the company, extra content revenue has increased as players engage with games and services over longer periods of time, and purchase additional content designed to provide value to players and extend gameplay.