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UNITED STATES SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
Form 10-K
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ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934 |
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For the fiscal year ended March 31, 2005 |
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OR |
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TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934 |
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For the transition period
from to |
Commission File No. 0-17948
ELECTRONIC ARTS INC.
(Exact name of Registrant as specified in its charter)
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Delaware
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94-2838567 |
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(State or other jurisdiction of
incorporation or organization)
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(I.R.S. Employer
Identification No.) |
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209 Redwood Shores Parkway
Redwood City, California
(Address of principal executive offices) |
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94065
(Zip Code) |
Registrants telephone number, including area code:
(650) 628-1500
Securities registered pursuant to Section 12(b) of the
Act:
None
Securities registered pursuant to Section 12(g) of the
Act:
Common Stock, $0.01 par value
(Title of class)
Indicate by check mark whether the Registrant (1) has filed
all reports required to be filed by Section 13 or 15(d) of
the Securities Exchange Act of 1934 during the preceding
12 months (or for such shorter period that the Registrant
was required to file such reports), and (2) has been
subject to such filing requirements for the past
90 days. Yes þ No o
Indicate by check mark if disclosure of delinquent filers
pursuant to Item 405 of Regulation S-K is not
contained herein, and will not be contained, to the best of
registrants knowledge, in definitive proxy or information
statements incorporated by reference in Part III of this
Form 10-K or any amendment to this
Form 10-K. þ
Indicate by check mark whether the Registrant is an accelerated
filer (as defined in Exchange Act
Rule 12b-2). Yes þ No o
The aggregate market value of the Registrants common
stock, $0.01 par value, held by non-affiliates of the
Registrant as of September 24, 2004, the last business day
of the second fiscal quarter, was $9,497,198,145.
As of June 1, 2005 there were 306,511,866 shares of the
Registrants common stock, $0.01 par value,
outstanding.
Documents Incorporated by Reference
Portions of the Registrants definitive proxy statement for
its 2005 Annual Meeting of Stockholders are incorporated by
reference into Part III hereof.
ELECTRONIC ARTS INC.
2005 FORM 10-K ANNUAL REPORT
Table of Contents
2
PART I
This Report contains forward-looking statements within the
meaning of the Private Securities Litigation Reform Act of 1995.
All statements, other than statements of historical fact,
including statements regarding industry prospects and future
results of operations or financial position, made in this Report
are forward looking. We use words such as
anticipate, believe, expect,
intend, estimate (and the negative of
any of these terms), future and similar expressions
to help identify forward-looking statements. These
forward-looking statements are subject to business and economic
risk and reflect managements current expectations, and
involve subjects that are inherently uncertain and difficult to
predict. Our actual results could differ materially. We will not
necessarily update information if any forward-looking statement
later turns out to be inaccurate. Risks and uncertainties that
may affect our future results include, but are not limited to,
those discussed under the heading Risk Factors,
beginning on page 49.
Item 1: Business
Overview
Electronic Arts develops, markets, publishes and distributes
interactive software games (we sometimes refer to them as
titles) that are playable by consumers on the
following devices:
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In-home video game players (such as the Sony
PlayStation® 2, Microsoft Xbox® and Nintendo
GameCubetm)
we call these players consoles, |
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Personal computers (PCs), |
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Mobile video game players (such as the PlayStation®
Portable
PSPtm,
Game Boy® Advance and Nintendo
DStm
) and cellular handsets we call these
mobility and |
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Online, over the Internet and other proprietary online networks. |
We refer to consoles, PCs, mobility and online collectively as
platforms.
We were initially incorporated in California in 1982. In
September 1991, we reincorporated under the laws of Delaware.
Our principal executive offices are located near
San Francisco, California at 209 Redwood Shores
Parkway, Redwood City, California 94065 and our telephone number
is (650) 628-1500.
One of our strengths is our ability to publish interactive
software games for multiple platforms. Our products that are
designed to play on consoles and mobile platforms are published
under license from the manufacturers of these platforms (for
example, Sony for the PlayStation 2 and PSP, Microsoft for
the Xbox and Nintendo for the Nintendo GameCube, Game Boy
Advance and Nintendo DS) and we pay a fee to these platform
manufacturers for technology and intellectual property, which
enables us to publish products on their platforms. We invest in
the creation of software tools to more efficiently develop games
for multiple platforms. We also make investments in facilities
and equipment that allow us to create and edit video and audio
recordings that are used in our games. Since our inception, we
have published games for over 45 different platforms.
Our product development methods and organization are modeled on
those used in other sectors of the entertainment industry.
Employees whom we call producers are responsible for
overseeing the development of one or more products. The
interactive software games that we develop and publish are
broken down into three major categories: (1) EA studio
products, (2) co-publishing products and
(3) distribution products.
EA Studio Products
We develop games internally at our development and production
studios located near San Francisco, Los Angeles, Orlando
(Florida), Chicago, Vancouver, Montreal, London and Tokyo. We
also engage third parties to develop games on our behalf at
their own development and production studios. We publish our EA
Studio products under three major brands:
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EA
SPORTStm
We publish realistic sports simulation games under our EA SPORTS
brand. Some of our recent products published under the EA SPORTS
brand include Madden NFL 2005 (professional football),
NCAA® Football 2005 (collegiate football),
Rugby 2005, FIFA Soccer 2005 |
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(professional soccer), NBA Live 2005, NCAA® March
Madnesstm
2005 (collegiate basketball), Tiger Woods PGA
TOUR® 2005 (professional golf), NHL®
2005 (professional hockey) and NASCAR 2005: Chase for the
Cup (stock car racing), |
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EA
GAMEStm
We publish a variety of games under our EA GAMES brand. Some of
our recent products published under the EA GAMES brand
include Burnout® 3:
Takedowntm,
The Lord of the
Ringstm,
The Third
Agetm,
GoldenEye: Rogue
Agenttm,
The
Simstm 2,
Need for
Speed tm
Underground 2 and Medal of
Honortm
Pacific Assault, and |
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EA SPORTS
BIGtm
We publish arcade-style extreme sports and modified traditional
sports games under our EA SPORTS BIG brand. Some of our
recent products published under the EA SPORTS BIG brand
include NFL STREET 2: Unleashed (football), Def
Jam® Fight for
NY tm
(wrestling), NBA STREET Vol. 3 (basketball) and
FIFA STREET (soccer). |
Co-publishing and
Distribution Products
Through our EA Partners global business unit, we team with other
game development companies that develop their own interactive
software games with our assistance, which we then publish,
market and distribute. An example of one of our recent
co-publishing products is TimeSplitters Future
Perfecttm,
which was developed by Free Radical Design, a game development
company located near London. We also distribute interactive
software games that are developed by other companies. An example
of one of our recent distribution products is Star Wars
Knights of the Old Republic II: The Sith Lords,
published by LucasArts, which we distributed in Japan.
Another strength of our business is that we develop product
families (we call them franchises) around many of
our products. For example, every year we release new versions of
most of our EA SPORTS titles. Likewise, we have been successful
in developing, marketing, publishing and distributing sequels to
several of our EA GAMES and EA SPORTS BIG products. We also
release products called expansion packs for PC
titles that provide additional content (characters, storylines,
settings, missions) for games that we have previously published.
For example, we have published an expansion pack The
Sims 2: University, which expands the characters,
settings and gameplay of the original The Sims 2
game. We consider titles that iterate, sequel or spawn
expansion packs to be franchise titles.
Method of Delivery
The console, PC and some mobile games that we publish are made
available to consumers on a disk (usually CD, DVD or Universal
Media Disc (UMD) format) or a cartridge that is
packaged and typically sold in retail stores and through online
stores (including our own online store). We refer to these as
packaged goods products. In North America and
Europe, our largest markets, these packaged goods products are
sold primarily to retailers that may be mass market retailers
(such as Wal-Mart), electronics specialty stores (such as Best
Buy) or game software specialty stores (such as GameStop). We
also maintain a smaller business where we license to
manufacturers of products in related industries (for example,
makers of personal computers or computer accessories) rights to
include certain of our products with the manufacturers
product or offer our products to consumers who have purchased
the manufacturers product. We call these combined products
OEM bundles.
There are three ways in which we publish games that are playable
online by consumers: (1) we publish games that are playable
only online. One type of these online-only games is called
persistent state worlds or massively
multiplayer online games. Players experience these games
as interactive virtual worlds where thousands of other players
can interact with one another. An example of our persistent
state world products is Ultima Online. These persistent
state world games are often sold to consumers in the form of a
CD or DVD that contains much of the software necessary to play
the game online. After loading the game disk on their PCs,
players are able to log-on to servers that we make available in
order to interact with other players; (2) other types of
online-only games that we publish are available on the World
Wide Web and include card games, puzzle games and word games
(marketed under our
pogotm
brand), all of which are made available to consumers on our web
site, www.pogo.com, and on certain online services provided by
America Online, Inc.; and (3) we include online capability
features in certain of our PC, PlayStation 2 and Xbox
products, which enable consumers to participate in online
communities and play against one another via the Internet.
4
Intellectual Property
Like other entertainment companies, our business is based on the
creation, acquisition, exploitation and protection of
intellectual property. Some of this intellectual property is in
the form of software code, patented technology, and other
technology and trade secrets that we use to develop our games
and to make them run properly on the platforms. Other
intellectual property is in the form of audio-visual elements
that consumers can see, hear and interact with when they are
playing our games we call this form of intellectual
property content.
Each of our products embodies a number of separate forms of
intellectual property protection: the software and the content
of our products are copyrighted; our product brands and names
may be trademarks of ours or others; our products may contain
voices and likenesses of actors, athletes and/or commentators
(protected by personal publicity rights) and often contain
musical compositions and performances that are also copyrighted.
Our products also may contain other content licensed from
others, such as trademarks, fictional characters, storylines and
software code.
We acquire the rights to include these kinds of intellectual
property in our products through license agreements such as
those with sports leagues and player associations, movie studios
and performing talent, music labels, music publishers and
musicians. These licenses are typically limited to use of the
licensed rights in products for specific time periods. In
addition, our products that play on consoles, such as the Sony
PlayStation 2, include technology that is owned by the
console manufacturer and licensed non-exclusively to us for use.
While we may have renewal rights for some licenses, our business
and the justification for the development of many of our
products is dependent on our ability to continue to obtain the
intellectual property rights from the owners of these rights at
reasonable rates.
Our products are susceptible to unauthorized copying. We
typically distribute our PC products using copy protection
technology that we license from other companies. In addition,
console manufacturers, such as Sony, typically incorporate
security devices in their consoles in an effort to prevent
unlicensed use of products. Our primary protection against
unauthorized use, duplication and distribution of our products
is enforcement of our copyright and trademark interests. We
typically own the copyright to the software code as well as the
brand or title name trademark under which our products are
marketed. We register our copyrights in the United States, and
register our significant trademarks in multiple countries
including the United States.
Market Segment
Historically, there have been multiple consoles available that
play interactive software games like ours, and there has been
vigorous competition between console manufacturers. While Sony
has for the past several years been the clear business segment
leader (with its PlayStation® and PlayStation 2
consoles), Microsoft and Nintendo are large and viable
competitors, and PCs continue to be a strong interactive game
platform. We develop and publish products for multiple
platforms, and this diversification continues to be a
cornerstone of our product strategy.
We currently develop or publish products for eleven different
hardware platforms. In fiscal 2005, we released games designed
to play on the PlayStation 2, Xbox, Nintendo GameCube,
PlayStation, PC, Game Boy Advance, Nokia
N-Gagetm,
Sony PSP, Nintendo DS and the Internet. In fiscal 2006, we plan
to release games designed for play on the PlayStation 2,
Xbox, Xbox 360, Nintendo GameCube, PC, Game Boy Advance, Nokia
N-Gage, Sony PSP, Nintendo DS, the Internet and cellular phones
(among others).
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The current-generation of systems was initiated by the launch of
Sonys PlayStation 2 in fiscal 2001, and continued
with the launches of the Nintendo GameCube and Microsofts
Xbox in fiscal 2002. The following table details select
information on a sample of the console platforms for which we
have published titles:
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Year Introduced |
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Video Game Console/Platform Name |
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in North America |
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Medium/Product Base |
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Technology |
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Sega
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Genesis |
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1989 |
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Cartridge |
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16-bit |
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Nintendo
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Super
NEStm |
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1991 |
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Cartridge |
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16-bit |
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Matsushita
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3DOtm
Interactive
Multiplayertm |
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1993 |
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Compact Disk |
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32-bit |
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Sega
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Saturn |
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1995 |
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Compact Disk |
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32-bit |
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Sony
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PlayStation |
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1995 |
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Compact Disk |
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32-bit |
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Nintendo
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Nintendo 64 |
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1996 |
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Cartridge |
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64-bit |
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Sony
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PlayStation 2 |
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2000 |
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Digital Versatile Disk |
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128-bit |
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Nintendo
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Nintendo GameCube |
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2001 |
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Proprietary Optical Format |
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128-bit |
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Microsoft
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Xbox |
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2001 |
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Digital Versatile Disk |
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128-bit |
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PlayStation 2. Sony released the PlayStation 2
console in Japan in March 2000, in North America in October 2000
and in Europe in November 2000. The PlayStation 2 console
is a 128-bit, DVD-based system that, with a network adaptor, is
Internet ready, as well as backward compatible with games
published for its predecessor, the PlayStation. We have
published and are currently developing numerous products for the
Sony PlayStation 2.
Nintendo GameCube. Nintendo launched the Nintendo
GameCube console in Japan in September 2001, in North America in
November 2001 and in Europe in May 2002. The Nintendo GameCube
plays games that are manufactured on a proprietary optical disk.
We have published and are currently developing numerous products
for the Nintendo GameCube.
Xbox. Microsoft launched the Xbox console in North
America in November 2001, in Japan in February 2002 and in
Europe in March 2002. The Microsoft Xbox is a 128-bit, DVD-based
system that is Internet ready. In May 2004, we began to support
the Xbox Live service with features including Quickmatch,
Optimatch, gamertags, Xbox Live friends list, voice
communication and EA messenger service. We have published and
are currently developing numerous products for the Microsoft
Xbox.
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Mobile Video Game Platforms |
While Nintendo has been the leading manufacturer of mobile video
game platforms, Sony has recently entered this market with its
PSP. The following table details select information on a sample
of the mobile platforms for which we have published titles:
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Mobile Game Machine/ |
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Platform Name |
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in North America |
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Nintendo
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Game Boy |
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1989 |
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Nintendo
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Game Boy Color |
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1998 |
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Nintendo
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Game Boy Advance |
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2001 |
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Nokia
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N-Gage |
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2003 |
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Nintendo
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DS |
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Sony
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Nintendo DS. Nintendo launched the Nintendo DS in North
America in November 2004, in Japan in December 2004 and in
Europe in March 2005. We have published several products and are
currently developing several more products for the Nintendo DS.
Sony PSP. Sony launched the PSP in Japan in December 2004
and in North America in March 2005. The Sony PSP is a UMD based
system. We have published several products and are currently
developing and expect to develop numerous products for the Sony
PSP.
6
To date, we have had limited success in finding ways of
generating revenue and profits from online games, including
subscription fees, pay-to-play fees, micro
transactions and advertising. In addition, we have had limited
experience with developing optimal pricing strategies or
predicting usage patterns for our online games. In our history,
we have launched five persistent state world products with mixed
results. While we have achieved success with Ultima
Online, our other persistent state world products, most
notably The Sims Online, have not met our expectations.
In fiscal 2004, we launched Club
Pogotm,
a subscription service for Pogo, offering exclusive games and
premium features. We have over 800,000 paying subscribers as of
March 31, 2005 up from 308,000 paying subscribers as of
March 31, 2004.
Despite our limited success to date, we believe that online
capability is integral to our existing and future products. The
continued growth of the online sector of our industry will
depend on the following key factors:
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Growing interest in multiplayer games, |
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Willingness by consumers to pay for online game content, |
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Rapid innovation of new online entertainment experiences, |
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Mass market adoption of broadband technologies, |
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Convergence of online capabilities in next-generation
consoles, and |
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Ability to create online products that are applicable in diverse
global markets. |
During the next 18 months, we expect the next-generation of
consoles to be released by Microsoft, Sony and Nintendo. Our
early investment in products designed for play on 32 and 128-bit
consoles, such as the PlayStation and PlayStation 2,
respectively, has been strategically important in positioning us
for the next-generation of consoles. We believe that such
investment continues to be important as the next-generation of
consoles is expected to introduce new complexities such as
Blu-ray Disk-Read Only Memory (BD-ROM) and/or
High-Definition video technologies. As we move through the life
cycle of current-generation consoles, we will continue to devote
resources to developing games for these consoles, while at the
same time increasing our investment in tools and technologies
for the next-generation of consoles.
Competition
We compete in the entertainment industry. At the most
fundamental level, our products compete with other forms of
entertainment, such as motion pictures, television and music,
for the leisure time and discretionary spending of consumers. We
believe that the software games segment is best viewed as a
segment of the overall entertainment market. We believe that
large software companies and media companies are increasing
their focus on the software games segment of the entertainment
market and as a result, may become more direct competitors.
Several large software companies and media companies (e.g.,
Microsoft and Sony) have been publishing products that compete
with ours for a long time, and other diversified
media/entertainment companies (e.g., Time Warner and Disney)
have announced their intent to significantly expand their
software game publishing efforts in the future.
The software games business is highly competitive. It is
characterized by the continuous introduction of new titles and
the development of new technologies. Our competitors vary in
size from very small companies with limited resources to very
large, diversified corporations with greater financial and
marketing resources than ours. Our business is driven by hit
titles, which require ever-increasing budgets for development
and marketing. As a result, the availability of significant
financial resources has become a major competitive factor in
developing and marketing software games. Competition is also
based on product quality and features, timing of product
releases, brand-name recognition, quality of in-game content,
access to distribution channels, effectiveness of marketing and
price.
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We currently compete with Sony, Microsoft and Nintendo, each of
which develop and publish software for their respective console
platforms. We also compete with numerous companies which are,
like us, licensed by the console manufacturers to develop and
publish software games that operate on their consoles. These
competitors include Activision, Atari, Capcom, Eidos, Koei,
Konami, LucasArts, Midway, Namco, Sega, Take-Two Interactive,
THQ, Ubisoft and Vivendi Universal Games, among others. As
discussed above, diversified media companies such as Time Warner
and Disney have also indicated their intent to significantly
expand their software game publishing efforts in the future.
In addition to competing for product sales, we face heavy
competition from other software game companies to obtain license
agreements granting us the right to use intellectual property
included in our products; and some of these content licenses are
controlled by the diversified media companies, which intend to
expand their software game publishing divisions.
Finally, the market for our products is characterized by
significant price competition and we regularly face pricing
pressures from our competitors. These pressures have, from time
to time, required us to reduce our prices on certain products.
Our experience has been that software game prices tend to
decline once a generation of consoles has been in the market for
a significant period of time due to the increasing number of
software titles competing for acceptance by consumers and the
anticipation of the next-generation of consoles.
Significant Relationships
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Hardware Platform Companies |
Sony. Under the terms of license agreements we entered
into with Sony Computer Entertainment of America, Sony Computer
Entertainment of Europe and Sony Computer Entertainment Inc.
(Japan), we are authorized to develop and distribute DVD-based
software products compatible with the PlayStation 2.
Pursuant to these agreements, we engage Sony to supply
PlayStation 2 DVDs for our products. Many of our
PlayStation 2 products are capable of being played online
by customers who have an online adaptor, which is manufactured
and sold by Sony.
In fiscal 2005, approximately 43 percent of our net revenue
was derived from sales of EA Studio games designed for play on
the PlayStation 2, compared to 44 percent in fiscal
2004. We released 27 titles worldwide in fiscal 2005 for
the PlayStation 2, compared to 24 titles in fiscal
2004. Our top five PlayStation 2 releases for fiscal 2005
were Need for Speed Underground 2, Madden NFL
2005, FIFA Soccer 2005, Burnout 3: Takedown
and NBA LIVE 2005.
Microsoft. Under the terms of a license agreement we
entered into with Microsoft, we are authorized to develop and
distribute DVD-based software products compatible with the Xbox.
We make many of our games capable of being played online via
Microsofts Xbox Live service. Customers are able to play
these products online once they have paid an Xbox Live
subscription fee to Microsoft.
In fiscal 2005, approximately 16 percent of our net revenue
was derived from sales of EA Studio games designed for play on
the Xbox, compared to 13 percent in fiscal 2004. We
released 26 titles worldwide in fiscal 2005 for the Xbox,
compared to 21 titles in fiscal 2004. Our top five Xbox releases
for the year were Need for Speed Underground 2, Madden
NFL 2005, Burnout 3: Takedown, FIFA Soccer 2005 and
NCAA Football 2005.
Nintendo. Under the terms of license agreements we
entered into with Nintendo of America and Nintendo Company Ltd.
(Japan), we are authorized to develop and distribute proprietary
optical format disk products compatible with the Nintendo
GameCube. Pursuant to these agreements, we engage Nintendo to
supply Nintendo GameCube proprietary optical format disk
products for our products.
In fiscal 2005 and 2004, approximately seven percent of our net
revenue was derived from sales of EA Studio games designed for
play on the Nintendo GameCube. We released 20 titles
worldwide in fiscal 2005 for the Nintendo GameCube, compared to
19 titles in fiscal 2004. Our top five Nintendo GameCube
releases for the year were Need for Speed
Underground 2, Madden NFL 2005, Harry Potter
and the Prisoner of
Azkabantm,
GoldenEye: Rogue Agent and The Lord of the Rings, The
Third Age.
8
Many of our products are based on or incorporate intellectual
property owned by others. For example, our EA SPORTS products
include rights licensed from the major sports leagues and
players associations. Similarly, many of our hit EA GAMES
franchises, such as James Bond, Harry Potter and Lord of the
Rings, are based on key film and literary licenses. In fiscal
2005, we entered into exclusive license agreements with ESPN,
the NFL, PLAYERS, Inc. (the NFL players association),
Collegiate Licensing Company (the licensing authority for NCAA
football) and the Arena Football League. In addition, we have
long-standing, exclusive relationships with various sports
organizations and celebrities, including FIFA, UEFA
(professional soccer), NASCAR, Tiger Woods and the PGA TOUR,
and, in the future, we may enter into other exclusive
relationships with other partners.
Products and Product Development
In fiscal 2005, we generated approximately 71 percent of
our net revenue from EA Studio-produced products released during
the year as compared to approximately 69 percent in fiscal
2004. During fiscal 2005, we introduced 35 EA Studios
titles, representing 109 stock keeping units, or SKUs,
compared to 32 EA Studios titles, comprising 97 SKUs,
in fiscal 2004. In fiscal 2005, we had 31 titles that sold over
one million units (aggregated across all platforms). In fiscal
2004, we had 27 titles and in fiscal 2003 we had
22 titles that sold over one million units (aggregated
across all platforms). A SKU is a version of a title designed
for play on a particular platform and intended for distribution
in a particular territory. In fiscal 2005, we had one title,
Need for Speed Underground 2, published on five
different platforms which represented approximately
11 percent of our total net revenue. No title represented
more than 10 percent of our total net revenue in fiscal
2004 while in fiscal 2003, we had one title, Harry Potter and
the Chamber of
Secretstm,
published on seven different platforms, which represented
approximately 10 percent of our total net revenue.
The products produced by EA Studios are designed and created by
our employee designers and artists and by non-employee software
developers (we call them independent artists or
third-party developers). We typically advance
development funds to the independent artists and third-party
developers during development of our games, which payments are
considered advances against subsequent royalties based on the
sales of the products. These terms are typically set forth in
written agreements entered into with the independent artists and
third-party developers.
The retail selling prices of our newly released products in
North America typically range from $29.99 to $49.99. Other
titles, including re-releases of older titles marketed as
Classics, have retail selling prices that range from
$9.99 to $29.99. The retail selling prices of our titles outside
of North America vary widely depending on factors such as local
market conditions.
Our goal is to maintain our position as a leading publisher of
games sold for play on the current-generation of 128-bit video
game consoles and to extend our success into the next-generation
of consoles and mobile platforms. We will continue to invest in
tools and technologies designed to facilitate development of our
products for current-generation platforms while also investing
in tools and technologies for the next-generation of consoles
and mobile platforms. These investments are recorded in research
and development in our Consolidated Statement of Operations. We
had research and development expenditures of $633 million
in fiscal 2005, $511 million in fiscal 2004 and
$401 million in fiscal 2003.
Free Content. We offer free games on our web site under
the following four brands: Pogo, EA GAMES, EA SPORTS and EA
SPORTS BIG. The majority of these free games are original games
designed solely for play on our web site (and on the
games-oriented areas of America Online, our online games
partner) while some of the product offerings capitalize on our
existing franchises adapted for online play. As of
March 31, 2005, the online product offerings within each
brand included the following:
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Pogo. We offered approximately 73 free online games under
the Pogo brand. Pogo provides players a variety of free online
games geared towards family entertainment. The offerings include
card games, board games, casino games, word games, trivia games
and puzzles. This category leverages prizes, |
9
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tournaments, community and Pogos strength and popularity
in free, familiar games to significantly increase the appeal of
our online games service to the broad consumer market. |
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EA GAMES. In fiscal 2005, four PC, three
PlayStation 2 and three Xbox titles of our EA GAMES brand
had online gameplay capability. In addition, we provided
10 free online games on our Pogo web site under the EA
GAMES brand. The EA GAMES offering consists of original
arcade-style games and other original games designed solely for
online play, such as Highstakes Pool,
Command &
Conquertm:
Attack Copter, Command &
Conquertm:
Armored Attack and Need for Speed. |
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EA SPORTS and EA SPORTS BIG. In fiscal 2005,
six PC, 12 PlayStation 2 and 12 Xbox titles
of our EA SPORTS and EA SPORTS BIG brands had online gameplay
capability. In addition, we provided 18 free online games
on our Pogo web site under the EA SPORTS and EA SPORTS BIG
brands. In the EA SPORTS BIG category, SSX Snowdreams
leverages our SSX snowboarding franchise to form a community
of sports gamers. The EA SPORTS category consists of original
games designed solely for online play such as Pebble Beach
Golf, Top Down Baseball, All-Star Football,
All-Star Football Challenge, 3-Point Showdown and
Its Outta Here 2!. |
Paid Content. In addition to our free suite of games, we
also offer two premium pay-to-play services under the Pogo brand:
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Club Pogo our online game subscription
service. To join Club Pogo, players must register and subscribe
online. Players have the option of selecting a monthly or annual
subscription fee plan. When a player joins Club Pogo, they have
access to all of the games and content they had on the free
service, plus premium features and benefits, such as additional
member-exclusive games, ad-free gameplay, an enhanced prize
system and more. Club Pogo also provides a deeper community
experience through upgraded player profiles, weekly game
challenges and member badges. |
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Pogo-To-Go our downloadable games offering. A
one-time fee allows users to download and own a version of their
favorite Pogo game to play offline. The Pogo-To-Go games include
extra features like exclusive game modes, bonus levels, high
scores and enhanced graphics & sounds. We currently
offer 45 downloadable games under the Pogo-To-Go service
including several original games, versions of popular free Pogo
games and several licensed titles. In addition, we offer these
downloadable game offerings at retail. |
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Persistent State World Games |
We also offer premium pay-to-play persistent state world games,
such as Ultima Online. In order to access these premium
games, the player must purchase a CD through retail stores or
through our online store. After an initial free-trial period,
the player must pay a subscription fee in order to continue
playing. These persistent state world games are designed to
appeal to avid gamers: teens and adults looking to participate
in massively multiplayer online games made up of fantastic
worlds, characters, adventures or activities big or
small, real or imagined.
Our EA.com web site offerings and persistent state world games
focus on targeting and serving consumers by:
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Offering engaging and accessible online games, |
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Building a community in which consumers can interact with one
another via chat, bulletin boards, events and match-making
services for multiplayer games and other contests, |
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Delivering innovative content that continually
entertains, and |
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Establishing a direct relationship with each audience member
through personalization and customization of user experiences. |
Marketing and Distribution
We market the products produced by our EA Studios under the EA
GAMES, EA SPORTS and EA SPORTS BIG brands. Products marketed
under the EA GAMES brand typically feature challenging games and
include franchises such as Need for Speed, The Lord of the Rings
and Medal of Honor. Products marketed under the EA SPORTS brand
typically simulate professional and collegiate sports and include
10
franchises such as Madden NFL, FIFA Soccer and NBA Live.
Products marketed under the EA SPORTS BIG brand typically
feature extreme sports or modified traditional sports in an
arcade-style game and include such titles as Def Jam Fight
for NY, FIFA STREET and NFL STREET 2:
Unleashed.
Formerly known as Electronic Arts Distribution, our EA Partners
global business unit operates under a variety of deal types and
structures with the intent of generating, leveraging and/or
owning intellectual properties conceived by other developers,
publishers or licensors worldwide. Through EA Partners we
provide direct development expertise to our partners via an
internal production staff, while also making available our
publishing resources to provide sales, marketing and
distribution services on a global basis. EA Partners currently
has relationships with Lionhead, Crytek, Free Radical Design and
Eurocom Entertainment Software, among others.
EA Partners also distributes finished goods on behalf of other
publishers. These titles are developed and manufactured by other
publishers and delivered to us as completed products, for which
we provide distribution services. In fiscal 2005, our
distribution partners included Capcom and Namco.
The interactive software game business is hit
driven, requiring significantly greater expenditures for
marketing and advertising of our products. There can be no
assurance that we will continue to produce hit
titles, or that advertising for any product will increase sales
sufficiently to recoup those advertising expenses.
We generated approximately 95 percent of our North American
net revenue from direct sales to retailers. The remaining
5 percent of our North American sales were made through a
limited number of specialized and regional distributors and rack
jobbers in markets where we believe direct sales would not be
economical. We had direct sales to one customer, Wal-Mart
Stores, Inc., which represented 14 percent of total net
revenue in fiscal 2005, 13 percent in fiscal 2004 and
12 percent in fiscal 2003.
Outside of North America, we derive revenues primarily from
direct sales to retailers. Our largest indirect sales
relationship is with Pinnacle in Europe. Sales of our products
through Pinnacle make up approximately 10 percent of our
total net revenue. We use Pinnacle to provide logistical and
collection services to our retail customers. Under the terms of
our distribution agreement with Pinnacle, product is held by
Pinnacle on consignment until shipment to the retailer. In
addition, we authorize returns from, or price protection to,
retailers and are obliged to give Pinnacle the corresponding
credit. In a few of our smaller markets, we sell our products
through distributors with whom we have written agreements or
informal arrangements, depending on the business customs of the
territories.
In North America, we have stock-balancing programs for our PC
products, which allow for the exchange of PC products by
resellers under certain circumstances. In all of our major
geographical markets, we accept product returns on our PC
products and we may decide to accept product returns or provide
price protection under certain circumstances for our console
products after we analyze inventory remaining in the channel,
the rate of inventory sell-through in the channel, and our
remaining inventory on hand. It is our policy to exchange
products or give credits, rather than give cash refunds. We
actively monitor and manage the volume of our sales to retailers
and distributors and their inventories as substantial
overstocking in the distribution channel can result in high
returns or the requirement for substantial price protection in
subsequent periods.
The distribution channels through which our games are sold have
been characterized by change, including consolidations and
financial difficulties of certain distributors and retailers.
The bankruptcy or other business difficulties of a distributor
or retailer could render our accounts receivable from such
entity uncollectible, which could have an adverse effect on our
operating results and financial condition. In addition, an
increasing number of companies are competing for access to our
distribution channels. Our arrangements with our distributors
and retailers may be terminated by either party at any time
without cause. Distributors and retailers often carry products
that compete with ours. Retailers of our products typically have
a limited amount of shelf space and promotional resources that
they are willing to devote to the software games category, and
there is intense competition for these resources. There can be
no assurance that distributors and retailers will continue to
purchase our products or provide our products with adequate
levels of shelf space and promotional support.
11
Inventory and Working Capital
We manage inventories by communicating with our customers prior
to the release of our products, and then using our industry
experience to forecast demand on a product-by-product and
territory-by-territory basis. We then place manufacturing orders
for our products that match this forecasted demand.
Historically, we have experienced high turnover of our products,
and the lead times on re-orders of our products are generally
short, approximately two to three weeks. Further, as discussed
in Marketing and Distribution and in
Managements Discussion and Analysis of Financial
Condition and Results of Operations, we have practices in
place with our customers (such as stock balancing and price
protection) that reduce product returns.
International Operations
We conduct business and have wholly-owned subsidiaries
throughout the world, including offices in Australia, Austria,
Belgium, Brazil, Canada, China, the Czech Republic, Denmark,
England, Finland, France, Germany, Greece, Hungary, Italy,
Japan, the Netherlands, New Zealand, Norway, Poland, Portugal,
Singapore, South Africa, South Korea, Spain, Sweden,
Switzerland, Taiwan, and Thailand. International net revenue
increased by nine percent to $1.464 billion, or
47 percent of total net revenue in fiscal 2005, compared to
$1.347 billion, or 46 percent of total net revenue in
fiscal 2004. Our increase in international net revenue was
primarily driven by sales in Europe and Asia Pacific, including
the benefit of foreign exchange.
We believe that in order to increase our sales in Asia, we will
need to devote significant resources to hire local development
talent and expand our infrastructure, most notably, the
expansion and creation of studio facilities to develop content
locally for each market. In addition, we may establish online
game marketing, publishing and distribution functions in China.
As part of this strategy, we may seek to partner with
established local companies through acquisitions, joint ventures
or other similar arrangements.
The amounts of net revenue and identifiable assets attributable
to each of our geographic regions for each of the last three
fiscal years are set forth in Note 17 of the Notes to
Consolidated Financial Statements, included in Item 8 of
this report.
Manufacturing and Suppliers
The suppliers we use to manufacture our games can be
characterized in three types:
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Manufacturing entities that press our game disks, |
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Entities that print our game instruction booklets, and |
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Entities that package the disks and printed game instruction
booklets into the jewel cases and boxes for shipping to
customers. |
In many instances, we are able to acquire materials on a
volume-discount basis. We have multiple potential sources of
supply for most materials, except for the disk component of our
PlayStation 2, PSP and Nintendo GameCube disk products, as
discussed in Significant Relationships. We also have
alternate sources for the manufacture and assembly of most of
our products. To date, we have not experienced any material
difficulties or delays in production of our software and related
documentation and packaging. However, a shortage of components,
manufacturing delays by Sony or Nintendo, or other factors
beyond our control could impair our ability to manufacture, or
have manufactured, our products.
Backlog
We typically ship orders immediately upon receipt. To the extent
that any backlog may or may not exist at the end of a reporting
period, it would be both coincidental and an unreliable
indicator of future results of any period.
Seasonality
Our business is highly seasonal. We typically experience our
highest revenue and profits in the holiday season quarter ending
in December and a seasonal low in revenue and profits in the
quarter ending in June. Our
12
results however can vary based on title release dates, consumer
demand for our products and shipment schedules, among other
factors.
Employees
As of March 31, 2005, we employed approximately 6,100
people, of whom over 3,400 were outside the United States. We
believe that our ability to attract and retain qualified
employees is a critical factor in the successful development of
our products and that our future success will depend, in large
measure, on our ability to continue to attract and retain
qualified employees. To date, we have been successful in
recruiting and retaining sufficient numbers of qualified
personnel to conduct our business successfully. We believe that
our relationships with our employees are strong. Less than four
percent of our employees, each of whom is employed by one of our
Swedish subsidiaries, are represented by a union, guild or other
collective bargaining organization.
Executive Officers
The following table sets forth information regarding our
executive officers, who are appointed by and serve at the
discretion of the Board of Directors:
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| Name |
|
Age | |
|
Position |
| |
|
| |
|
|
|
Lawrence F. Probst III
|
|
|
55 |
|
|
Chairman and Chief Executive Officer |
|
Don A. Mattrick
|
|
|
41 |
|
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President, Worldwide Studios |
|
Warren C. Jenson
|
|
|
48 |
|
|
Executive Vice President and Chief Financial and Administrative
Officer |
|
V. Paul Lee
|
|
|
40 |
|
|
Executive Vice President and Chief Operating Officer, Worldwide
Studios |
|
Joel Linzner
|
|
|
53 |
|
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Executive Vice President, Business and Legal Affairs |
|
Bruce McMillan
|
|
|
42 |
|
|
Executive Vice President, Group Studio Head, Worldwide Studios |
|
J. Russell (Rusty) Rueff, Jr.
|
|
|
43 |
|
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Executive Vice President, Human Resources & Facilities |
|
Nancy L. Smith
|
|
|
52 |
|
|
Executive Vice President and General Manager, North American
Publishing |
|
Stephen G. Bené
|
|
|
41 |
|
|
Senior Vice President, General Counsel and Corporate Secretary |
|
Gerhard Florin
|
|
|
46 |
|
|
Senior Vice President and General Manager, European Publishing |
|
David P. Gardner
|
|
|
39 |
|
|
Senior Vice President, International Publishing |
|
Kenneth A. Barker
|
|
|
38 |
|
|
Vice President and Chief Accounting Officer |
Mr. Probst has been a director of Electronic Arts
since January 1991 and currently serves as Chairman and Chief
Executive Officer. He was elected as Chairman in July 1994.
Mr. Probst has previously served as President of Electronic
Arts; as Senior Vice President of EA Distribution, Electronic
Arts distribution division, from January 1987 to January
1991; and from September 1984, when he joined Electronic Arts,
until December 1986, served as Vice President of Sales.
Mr. Probst holds a B.S. degree from the University of
Delaware.
Mr. Mattrick has served as President of Worldwide
Studios since September 1997. From October 1996 until September
1997, he served as Executive Vice President, North American
Studios. From July 1991 to October 1996, he served as Senior
Vice President, North American Studios, Vice President of
Electronic Arts and Executive Vice President/ General Manager
for EA Canada. Mr. Mattrick was founder and former chairman
of Distinctive Software Inc. from 1982 until it was acquired by
Electronic Arts in 1991.
Mr. Jenson joined Electronic Arts in June 2002 as
Executive Vice President and Chief Financial and Administrative
Officer. Before joining Electronic Arts, he was the Senior Vice
President and Chief Financial Officer for Amazon.com from 1999
to 2002. From 1998 to 1999, he was the Chief Financial Officer
and Executive Vice President for Delta Air Lines. Prior to that,
he worked in several positions as part of the
13
General Electric Company. Most notably, he served as Chief
Financial Officer and Senior Vice President for the National
Broadcasting Company, a subsidiary of General Electric.
Mr. Jenson earned his Masters of Accountancy-Business
Taxation, and B.S. in Accounting from Brigham Young University.
Mr. Lee has served as Executive Vice President and
Chief Operating Officer, Worldwide Studios since August 2002.
From 1998 to August 2002, he was Senior Vice President and Chief
Operating Officer, Worldwide Studios. Prior to this, he served
as General Manager of EA Canada, Chief Operating Officer of EA
Canada, Chief Financial Officer of EA Sports and Vice President,
Finance and Administration of EA Canada. Mr. Lee was a
principal of Distinctive Software Inc. until it was acquired by
Electronic Arts in 1991. Mr. Lee holds a Bachelor of
Commerce degree from the University of British Columbia and is a
Chartered Financial Analyst.
Mr. Linzner has served as Executive Vice President
of Legal and Business Affairs since March 2005. From April 2004
to March 2005, he served as Senior Vice President of Legal and
Business Affairs. From October 2002 to April 2004,
Mr. Linzner held the position of Senior Vice President of
Worldwide Business Affairs and from July 1999 to October 2002,
he held the position of Vice President of Worldwide Business
Affairs. Prior to joining Electronic Arts in July 1999,
Mr. Linzner served as outside litigation counsel to
Electronic Arts and several others in the video game industry.
Mr. Linzner earned his J.D. from Boalt Hall at the
University of California, Berkeley, after graduating from
Brandeis University. He is a member of the Bar of the State of
California and is admitted to practice in the United States
Supreme Court, the Ninth Circuit Court of Appeals and several
United States District Courts.
Mr. McMillan was named Executive Vice President of
Electronic Arts Worldwide Studios in June 2002. From
September 1999, he served as Senior Vice President, Worldwide
Studios. From 1991 to 1999, he held various senior positions
within Electronic Arts studios. Mr. McMillan was an
employee of Distinctive Software Inc. until it was acquired by
Electronic Arts in 1991. Mr. McMillan holds degrees in
Economics and Computer Science from Simon Fraser University.
Mr. Rueff has served as Executive Vice President of
Human Resources and Facilities since August 2002. From October
1998 to August 2002, he served as Senior Vice President of Human
Resources. Prior to joining Electronic Arts, Mr. Rueff held
various positions with the PepsiCo companies for over
10 years, including: Vice President, International Human
Resources; Vice President, Staffing and Resourcing at Pepsi-Cola
International; Vice President, Restaurant Human Resources for
Pizza Hut; and also various other management positions within
the Frito-Lay Company. Mr. Rueff holds a M.S. degree in
Counseling and a B.A. degree in Radio and Television from Purdue
University in Indiana.
Ms. Smith has served as Executive Vice President and
General Manager, North American Publishing since March 1998.
From October 1996 to March 1998, Ms. Smith served as
Executive Vice President, North American Sales. She previously
held the position of Senior Vice President of North American
Sales and Distribution from July 1993 to October 1996 and as
Vice President of Sales from 1988 to 1993. Ms. Smith has
also served as Western Regional Sales Manager and National Sales
Manager since she joined Electronic Arts in 1984. Ms. Smith
holds a B.S. degree in management and organizational behavior
from the University of San Francisco.
Mr. Bené has served as Senior Vice President,
General Counsel and Corporate Secretary since October 2004. From
April 2004 to October 2004, Mr. Bené held the position
of Vice President, Acting General Counsel and Corporate
Secretary, and from June 2003 to April 2004, he held the
position of Vice President and Associate General Counsel. Prior
to June 2003, Mr. Bené had served as internal legal
counsel since joining the Company in March 1995.
Mr. Bené earned his J.D. from Stanford Law School, and
received his B.S. in Mechanical Engineering from Rice
University. Mr. Bené is a member of the Bar of the
State of California.
Dr. Florin has served as Senior Vice President and
Managing Director, European Publishing since April 2003. Prior
to this, he served as Vice President, Managing Director for
European countries since 2001. From the time he joined
Electronic Arts in 1996 to 2001, he was the Managing Director
for German speaking countries. Prior to joining Electronic Arts,
Dr. Florin held various positions at BMG, the global music
division of Bertelsmann AG, and worked as a consultant with
McKinsey. Dr. Florin holds Masters and Ph.D. degrees in
Economics from the University of Augsburg, Germany.
Mr. Gardner has served as Senior Vice President,
International Publishing since April 2004. During fiscal 2004,
Mr. Gardner took a leave of absence from EA. He previously
held the position of Senior Vice President
14
and Managing Director, European Publishing from May 1999 to
April 2003. Prior to this, he held several positions in EA
Europe, which he helped establish in 1987, including Director of
European Sales and Marketing and Managing Director of EA Europe.
Mr. Gardner has also held various positions at Electronic
Arts in the sales, marketing and customer support departments
since joining the company in 1983.
Mr. Barker has served as Vice President and Chief
Accounting Officer since June 2003. Prior to joining Electronic
Arts, Mr. Barker was employed at Sun Microsystems Inc., as
Vice President and Corporate Controller from October 2002 to
June 2003 and Assistant Corporate Controller from April 2000 to
September 2002. Prior to that, he was an audit partner at
Deloitte. Mr. Barker graduated from the University of Notre
Dame with a B.A. degree in Accounting.
Investor Information
We file various reports with, or furnish them to, the Securities
and Exchange Commission (the SEC), including our
annual report on Form 10-K, quarterly reports on
Form 10-Q, current reports on Form 8-K, and amendments
to such reports. These reports are available free of charge on
the Investor Relations section of our web site,
http://investor.ea.com, as soon as reasonably practicable
after we electronically file the reports with, or furnish them
to, the SEC.
The charters of our Audit, Compensation, and Nominating and
Governance committees of our Board of Directors, as well as our
Global Code of Conduct (which includes code of ethics provisions
applicable to our directors, principal executive officer,
principal financial officer, principal accounting officer, and
other senior financial officers), are available in the Investor
Relations section of our web site at
http://investor.ea.com. We will post amendments to our
Global Code of Conduct in the Investor Relations section of our
web site. Copies of our charters and Global Code of Conduct are
available without charge by contacting our Investor Relations
department at (650) 628-1500.
Shareholders of record may hold their shares of our common stock
in book-entry form. This eliminates costs related to safekeeping
or replacing paper stock certificates. In addition, shareholders
of record may request electronic movement of book-entry shares
between their account with our stock transfer agent and their
broker. Stock certificates may be converted to book-entry shares
at any time. Questions regarding this service may be directed to
our stock transfer agent, Wells Fargo Bank, N.A., at
1-800-468-9716.
The following diagram depicts the locations of the majority of
our facilities throughout the world:
We currently own a 207,000 square feet product development
studio facility in Burnaby, British Columbia, Canada and a
122,000 square feet administrative, sales and development
facility in Chertsey, England. In addition to the properties we
own, we lease approximately 2.3 million square feet of
facilities, including our
15
headquarters in Redwood City, California, our studios in Los
Angeles, California and Orlando, Florida, and our distribution
center in Louisville, Kentucky. Our leased space is summarized
as follows (in square feet):
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|
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|
|
|
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|
|
|
|
|
|
|
|
| |
|
North | |
|
|
|
Asia | |
|
|
| Purpose |
|
America | |
|
Europe | |
|
Pacific | |
|
Total | |
| |
|
| |
|
| |
|
| |
|
| |
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Distribution
|
|
|
250,000 |
|
|
|
76,854 |
|
|
|
|
|
|
|
326,854 |
|
|
Sales & Administrative
|
|
|
736,470 |
|
|
|
154,561 |
|
|
|
50,175 |
|
|
|
941,206 |
|
|
Studio Development
|
|
|
982,404 |
|
|
|
27,695 |
|
|
|
23,430 |
|
|
|
1,033,529 |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Total Leased Square Footage
|
|
|
1,968,874 |
|
|
|
259,110 |
|
|
|
73,605 |
|
|
|
2,301,589 |
|
| |
|
|
|
|
|
|
|
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