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Electronic Arts EA Reportable Segment — Cost of revenue

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Other financials

Income statement

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Revenue$2.1B+11.9%
Gross profit$1.8B+15.0%
Operating income$564.0M+42.8%
Net income$461.0M+81.5%
EPS (diluted)$1.83+84.8%

Balance sheet

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Cash & equivalents$2.9B+34.1%
Total debt$369.0M+10.5%
Total equity$6.8B+5.9%
Total assets$13.1B+6.2%

Cash flow

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Operating cash flow$580.0M+5.6%
CapEx$61.0M+13.0%
Free cash flow$519.0M+4.8%

Valuation

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Market cap$51.34B+2.5%
Enterprise value$48.84B
P/E57.9×
P/S6.8×

Profitability

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Gross margin79%-0.4pp
Operating margin15.4%-4.9pp
Net margin11.8%-3.2pp
FCF margin30.8%+5.9pp

Returns & leverage

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Return on equity13.5%-2.6pp
Debt / equity0.1×0.0×
Current ratio+0.1×

Where this comes from

Reported directly by Electronic Arts in its filing.

Tagged under the XBRL concept us-gaap:CostOfRevenue.

The official record: Electronic Arts’s 10-K, filed May 11, 2026, on SEC EDGAR. View the filing →

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Questions, answered.

What is Electronic Arts's reportable segment — cost of revenue?
Electronic Arts (EA) reported reportable segment — cost of revenue of $353M in Q1 2026.
How has Electronic Arts's reportable segment — cost of revenue changed year-over-year?
Electronic Arts's reportable segment — cost of revenue decreased by 0.6% year-over-year, from $355M to $353M.
What is the long-term trend for Electronic Arts's reportable segment — cost of revenue?
Over 3 years (2023 to 2026), Electronic Arts's reportable segment — cost of revenue has grown at a -2.7% compound annual growth rate (CAGR), from $1.67B to $1.54B.
What does reportable segment — cost of revenue mean?
Includes direct costs associated with delivering digital and physical gaming products, such as platform royalties, server hosting fees, and third-party licensing costs. It measures the variable expenses required to support the ongoing operation and distribution of the segment's products.