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Electronic Arts EA Reportable Segment — Marketing and sales

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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:SellingAndMarketingExpense.

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 — marketing and sales?
Electronic Arts (EA) reported reportable segment — marketing and sales of $240M in Q1 2026.
How has Electronic Arts's reportable segment — marketing and sales changed year-over-year?
Electronic Arts's reportable segment — marketing and sales increased by 9.1% year-over-year, from $220M to $240M.
What is the long-term trend for Electronic Arts's reportable segment — marketing and sales?
Over 3 years (2023 to 2026), Electronic Arts's reportable segment — marketing and sales has grown at a 5.2% compound annual growth rate (CAGR), from $919M to $1.07B.
What does reportable segment — marketing and sales mean?
Reflects the costs associated with advertising, user acquisition, promotional campaigns, and sales force operations for the segment's products. It measures the investment required to drive user engagement and market penetration for new and existing titles.