What is Electronic Arts?
Global video game publisher and live-services company behind EA Sports, The Sims, Battlefield, Apex Legends, and mobile titles.
- Category
- Video games and live services
- Headquarters
- Redwood City, CA
- Founded
- 1982
- Employees
- About 13,000
- Total funding
- Public company; no current VC funding
- Status
- Nasdaq: EA public company
What is Electronic Arts?
Electronic Arts is is a global interactive entertainment company publishing sports, action, simulation, shooter, racing, and mobile games with a large live-services business.
Electronic Arts is a Redwood City-based public game company built around EA Sports FC, Madden NFL, College Football, The Sims, Battlefield, Apex Legends, mobile games, and digital live services. Its current scale signal is Fiscal 2026 net revenue of $7.53B; live services and other revenue of $5.38B; the company reports about About 13,000 employees and operates from Redwood City, CA. The core customer or audience base spans players, console and PC users, mobile users, platform partners, sports leagues, licensors, advertisers, and game communities, and the business matters because it combines durable brands, data, software, creative talent, content, or marketplace distribution at public-company scale.
The operating model centers on full-game sales, live services, extra content, Ultimate Team modes, subscriptions, mobile in-app purchases, licensing, advertising, and digital distribution. That gives Electronic Arts multiple buying centers: corporate technology and data, finance, procurement, security, marketing or audience growth, product engineering, and business-unit owners closest to revenue. For sellers, the highest-quality entry point is a business case tied to measurable growth, margin, workflow speed, customer experience, safety, rights management, or risk reduction.
As of June 2026, this profile should be read as a public-company account dossier rather than a startup page. Figures are drawn from recent investor releases, annual reports, official leadership pages, SEC filings or company materials, and public technology signals from careers, engineering content, BuiltWith, StackShare, or equivalent public sources.
What does Electronic Arts offer?
Electronic Arts offers EA Sports FC, Madden NFL, College Football, The Sims, Battlefield, Apex Legends, Need for Speed, EA Play, and mobile games.
- EA Sports FC· Sports
- Madden NFL· Sports
- College Football· Sports
- The Sims· Simulation
- Battlefield· Shooter
- Apex Legends· Live service
- Need for Speed· Racing
- EA Play· Subscription
How does Electronic Arts make money?
Electronic Arts monetizes through full-game sales, live services and extra content, Ultimate Team modes, mobile in-app purchases, subscriptions, licensing, advertising, and platform revenue share.
Electronic Arts makes money through full-game sales, live services and extra content, Ultimate Team modes, mobile in-app purchases, subscriptions, licensing, advertising, and platform revenue share. Pricing is not a single self-serve SaaS sheet: EA sells premium games at retail/digital prices, subscriptions through EA Play, and live-service content through in-game purchases, season passes, currency, and platform stores. The practical unit economics are driven by revenue per client, subscriber, user, campaign, license, catalog asset, booking, or advertising impression depending on the segment.
Growth depends on sports franchise engagement, live services, new releases, mobile performance, platform partnerships, player retention, IP licensing, and cost discipline. Public filings and investor materials are the best source for margin, retention, volume, subscription, bookings, audience, and cash-flow signals because many enterprise contracts are bespoke.
Seller signal: a strong pitch should be mapped to the economics management already reports. That usually means proving higher monetization, faster production, better AI/data leverage, lower cloud or content cost, stronger compliance, improved sales productivity, or lower operational risk.
Who leads Electronic Arts?
Electronic Arts is led by Andrew Wilson with senior executives across finance, technology, product, operations, and business-unit performance.
- Andrew WilsonChairman and Chief Executive OfficerCEO since 2013Leads EA strategy across sports, live services, and owned IP.
- Stuart CanfieldChief Financial OfficerCFO since 2023Leads finance, capital allocation, and investor relations.
- Laura MielePresident, EA Entertainment, Technology & Central DevelopmentSenior executiveOversees major game development, technology, and entertainment studios.
- Cam WeberPresident, EA SportsSenior executiveLeads EA Sports portfolio and league/licensor relationships.
How do you contact Electronic Arts's leadership?
Electronic Arts publishes official investor, media, partner, support, or corporate contact routes, but this profile does not treat guessed personal executive emails as verified. Use the public route below or route through procurement, investor relations, media relations, or the relevant business-unit contact page.
ir@ea.com is a published company contact; personal executive format not verifiedHow much funding has Electronic Arts raised?
Electronic Arts is Nasdaq: EA public company; it is not a current venture-backed private company.
Electronic Arts is a mature public company, so its capital profile is not a venture-funding round history. The relevant funding signal is Nasdaq: EA public company, recent revenue of Fiscal 2026 net revenue of $7.53B; live services and other revenue of $5.38B, public debt/equity access, cash generation, acquisitions, dividends or buybacks, and the operating budget controlled by its business units.
For procurement and sales planning, that means capacity exists when a project maps to revenue growth, margin improvement, audience or customer retention, AI/data strategy, compliance, security, or workflow efficiency. Expect formal sourcing, legal, privacy, finance, security, and business-owner review rather than startup-style founder purchasing.
The major capital milestones are listed in the timeline rather than as seed or Series rounds: founding or spin-off, public listing or direct listing, major mergers or acquisitions, recent restructuring, and current public-market status.
How did Electronic Arts get here?
Electronic Arts's current position reflects founding, public-market, acquisition, product, and AI/data milestones.
- 1982EA foundedTrip Hawkins founded Electronic Arts.
- 1989IPOEA became a public company.
- 1990sSports franchises scaleEA Sports became a defining console-game brand.
- 2010sLive services growthUltimate Team and digital live services became central economics.
- 2023EA Sports FC launchEA launched EA Sports FC after FIFA license changes.
- 2026FY2026 resultsEA reported $7.53B fiscal-year net revenue.
Who are Electronic Arts's competitors?
Electronic Arts competes with public companies and scaled private platforms across undefined.
- Take-Two InteractivePublisher of Rockstar, 2K, Zynga, and major sports/action franchises.
- Activision BlizzardCall of Duty, Blizzard, and mobile competitor owned by Microsoft.
- UbisoftPublisher of Assassin’s Creed, Rainbow Six, and open-world franchises.
- Sony Interactive EntertainmentPlayStation first-party studios and platform competitor.
- NintendoFirst-party game and console ecosystem competitor.
Electronic Arts — frequently asked questions
