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{{Short description|American video game company}}
'''Electronic Arts''' (]: ERTS) is a large ] and ]. It was founded in ] by ]. As such, it is one of the oldest and largest video game publishers in the world; sales top two billion (]) dollars annually. EA's success over the years was built upon a huge library of popular ]s. In the early days of ]s, EA routinely ported their most popular titles across all platforms.
{{Redirect|EA}}
{{About|the video game company|the art form|Electronic art}}
{{Pp-vandalism|small=yes}}
{{Use American English|date=February 2019}}
{{Use mdy dates|date=February 2019}}
{{Infobox company
| name = Electronic Arts Inc.
| logo = Electronic Arts 2020.svg
| image = Electronic Arts Redwood City May 2011.jpg
| image_caption = The EA headquarters building at Redwood City, California, in May 2011
| type = ]
| traded_as = {{Unbulleted list|{{NASDAQ|EA}}|] component|] component}}
| industry = ]
| founded = {{Start date and age|1982|05|27}} in ], US
| founder = ]
| hq_location_city = ]
| hq_location_country = US
| area_served = Worldwide
| key_people = {{Unbulleted list
| ] {{nowrap|(] and ])}}
| ] {{nowrap|(] of EA Entertainment)}}
| Cam Weber {{nowrap|(president of ])}}
}}
| products = See ]
| revenue = {{Increase}} {{US$|7.56 billion|link=yes}}
| revenue_year = 2024
| operating_income = {{Increase}} US$1.52 billion
| income_year = 2024
| net_income = {{Increase}} US$1.27 billion
| net_income_year = 2024
| assets = {{Decrease}} US$13.4 billion
| assets_year = 2024
| equity = {{Increase}} US$7.51 billion
| equity_year = 2024
| num_employees = {{circa|13,700}}
| num_employees_year = 2024
| divisions = {{Unbulleted list|EA Entertainment|]}}
| subsid = See {{section link||Company structure}}
| website = {{URL|https://www.ea.com/|ea.com}}
| footnotes = Financials {{as of|2024|03|31|lc=y|df=US}}.<ref name="sec-filing">{{cite web |url=https://www.sec.gov/ix?doc=/Archives/edgar/data/712515/000071251524000023/ea-20240331.htm |title=Electronic Arts (EA) Annual Report for the fiscal year ended March 31, 2024 (Form 10-K) |publisher=] |date=May 22, 2024 |access-date=May 22, 2024 }}</ref>
}}

'''Electronic Arts Inc.''' ('''EA''') is an American ] headquartered in ]. Founded in May 1982 by former ] employee ], the company was a pioneer of the early ] game industry and promoted the designers and programmers responsible for its games as "software artists". EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's '']'' The company shifted toward internal game studios, often through acquisitions, such as ] becoming EA Canada in 1991.<ref>{{cite web |last=Lavigne |first=Chris |date=2009-06-30 |title=A Distinctive Lineage |url=https://www.escapistmagazine.com/a-distinctive-lineage/ |access-date=2024-02-27 |website=The Escapist |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020529/https://www.escapistmagazine.com/a-distinctive-lineage/ |url-status=live }}</ref>

Into the 21st century, EA develops and publishes games of established franchises, including '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', and '']'', as well as the ] titles '']'', '']'', '']'', '']'', '']'', '']'', and '']''.<ref>{{cite magazine |last=Davison |first=Pete |title=E3: EA's Press Conference: The Round-Up |url=http://www.gamepro.com/article/news/220014/e3-eas-press-conference-the-round-up/ |magazine=GamePro |archive-url=https://web.archive.org/web/20110812045417/http://www.gamepro.com/article/news/220014/e3-eas-press-conference-the-round-up |archive-date=August 12, 2011 |url-status=dead}}</ref> Since 2022, their desktop titles appear on self-developed ], an online gaming digital distribution platform for PCs and a direct competitor to ]'s ] and ]' ]. EA also owns and operates major gaming studios such as ], ], ], and ].<ref>{{Cite web|title=EA Studios|url=https://www.ea.com/ea-studios|access-date=2023-08-12|website=Electronic Arts|date=December 7, 2022|archive-date=July 7, 2021|archive-url=https://web.archive.org/web/20210707131300/https://www.ea.com/ea-studios|url-status=live}}</ref>


==History== ==History==
===1982–1991: Trip Hawkins era, founding, and early success===
] in 2013]]
] had been an ] employee since 1978, at a time when the firm had only about fifty employees. Over the next four years, the market for home personal computers skyrocketed. By 1982, Apple had completed its ] (IPO) and become a ] company with over one thousand employees.<ref name="gamasutra history" /> In February 1982, Hawkins arranged a meeting with ] of ] to discuss financing his new venture, Amazin' Software.<ref>{{cite web |url=http://www.sequoiacap.com/company/electronic-arts/ |title=Electronic Arts entry |publisher=Sequoia Cap |access-date=March 24, 2009 |url-status=live |archive-url=https://web.archive.org/web/20090308085728/http://www.sequoiacap.com/company/electronic-arts |archive-date=March 8, 2009}}</ref> Valentine encouraged Hawkins to leave Apple, where the latter served as Director of Product Marketing, and allowed Hawkins to use Sequoia Capital's spare office space to start the company.<ref>{{cite web |url=https://businesssearch.sos.ca.gov/CBS/SearchResults?SearchType=CORP&SearchCriteria=Electronic+Arts |title=Business Search – Business Entities – Business Programs – California Secretary of State |website=businesssearch.sos.ca.gov |access-date=August 27, 2018 |archive-date=August 27, 2018 |archive-url=https://web.archive.org/web/20180827210106/https://businesssearch.sos.ca.gov/CBS/SearchResults?SearchType=CORP&SearchCriteria=Electronic+Arts |url-status=live }}</ref> Trip Hawkins incorporated and established the company with a personal investment of an estimated {{US$|200,000|link=yes}} on May 27, 1982.<ref name="gamasutra history" /><ref>{{cite book |title=The Video Game Explosion: A History from PONG to Playstation and Beyond |last=Wolf |first=Mark J.P. |publisher=] |date=November 2007 |isbn=978-0-313-33868-7}}</ref>{{rp|89}}

For more than seven months, Hawkins refined his Electronic Arts ]. With aid from his first employee (with whom he worked in marketing at Apple), Rich Melmon, the original plan was written, mostly by Hawkins, on an ] in Sequoia Capital's office in August 1982. During that time, Hawkins also employed two of his former staff from Apple, Dave Evans and Pat Marriott, as ], and a Stanford MBA classmate, Jeff Burton from Atari for international business development. The business plan was again refined in September and reissued on October 8, 1982. By November, the employee headcount rose to 11, including Tim Mott, ], David Maynard, and Steve Hayes.<ref name="Gamespy" /><ref name="gamasutra history">{{cite web |last=Fleming |first=Jeffrey |url=https://www.gamedeveloper.com/business/we-see-farther---a-history-of-electronic-arts |title=We See Farther – A History of Electronic Arts |website=Game Developer |date=February 12, 2007 |access-date=February 25, 2022|url-status=live |archive-url=https://web.archive.org/web/20160304075442/http://www.gamasutra.com/view/feature/130129/we_see_farther__a_history_of_.php?print=1 |archive-date=March 4, 2016}}</ref> Having outgrown the office space provided by Sequoia Capital, the company relocated to a ] office that overlooked the ] landing path.

When he incorporated the company, Hawkins originally chose Amazin' Software as their company name, but his other early employees of the company universally disliked the name; as a result, the company changed its name to Electronic Arts in November 1982.<ref name="Gamespy">{{cite web |url=http://www.gamespy.com/articles/697/697083p5.html |title=GameSpy Retro: Developer Origins, Page 5 of 19 |first=John |last=Keefer |date=March 31, 2006 |website=] |archive-url=https://web.archive.org/web/20070609133038/http://www.gamespy.com/articles/697/697083p5.html |archive-date=June 9, 2007 |url-status=dead}}</ref> He scheduled an off-site meeting in the ], where the company once held such off-site meetings.<ref>{{cite news |title=Graduation Day for Computer Entertainment |magazine=] |date=July 1993 |issue=108 |page=34}}</ref> Hawkins had developed the ideas of treating software as an art form and calling the developers "software artists". Hence, the latest version of the business plan suggested the name "SoftArt". Hawkins and Melmon knew the founders of ], the creators of ], and thought their permission should be obtained. ] did not want the name used because it sounded too similar (perhaps "]") to ''Software Arts''; however, the name concept was liked by all the attendees. Hawkins had also recently read a bestselling book about the film studio ] and liked the reputation that the company had created. Hawkins said everyone had a vote, but they would lose it if they went to sleep.<ref name="ea-early-history">{{cite book |title=High Score! Expanded: The Illustrated History of Electronic Games 3rd Edition |last=DeMaria |first=Rusel |publisher=] |date=December 3, 2018 |isbn=9781138367197}}</ref>

]
Hawkins liked the word "electronic", and various employees had considered the phrases "Electronic Artists" and "Electronic Arts". When Gordon and others pushed for "Electronic Artists", in tribute to the film company ], Steve Hayes opposed, saying, "We're not the artists, they are..." This statement from Hayes immediately tilted sentiment towards Electronic Arts and the name was unanimously endorsed and adopted later in 1982.<ref name="ea-early-history" /> He recruited his original employees from Apple, Atari, Xerox PARC, and VisiCorp, and got ] to agree to sit on the board of directors.<ref>] By ], page 335</ref> Hawkins was determined to sell directly to buyers. Combined with the fact that Hawkins was pioneering new game brands, this made sales growth more challenging. Retailers wanted to buy known brands from existing distribution partners. Former CEO ] arrived as VP of Sales in late 1984 and helped expand the already successful company. This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company leveraged to leapfrog its early competitors.<ref name="gamasutra history" /><ref name="NGen11" />

Promoting its developers was a trademark of EA's early days. Games were sold in square packages modeled after ]s (such as those for 1983's '']'' and '']'').<ref name="gamasutra_pinball">{{cite web |url=http://www.gamasutra.com/view/feature/3923/the_history_of_the_pinball_.php |title=''The History of the Pinball Construction Set: Launching Millions of Creative Possibilities'' |publisher=Informa|website=Game Developer |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20090303114831/http://www.gamasutra.com/view/feature/3923/the_history_of_the_pinball_.php |archive-date=March 3, 2009}}</ref> Hawkins thought the packaging would both save costs and convey an artistic feeling.<ref name="gamasutra_pinball" /> EA routinely referred to their developers as "artists" and gave them photo credits in their games and full-page magazine ads. Their first such ad, accompanied by the slogan "We see farther," was the first video game advertisement to feature software designers.<ref name="NGen11">{{cite journal |title=EA Studios: The 32-Bit Generation |journal=] |issue=11 |date=November 1995 |pages=97–99}}</ref> EA shared lavish profits with their developers, which added to their industry appeal.

{{Quote box|quote=The Amiga will revolutionize the home computer industry. It's the first home machine that has everything you want and need for all the major uses of a home computer, including entertainment, education and productivity. The software we're developing for the Amiga will blow your socks off. We think the Amiga, with its incomparable power, sound and graphics, will give Electronic Arts and the entire industry a very bright future.|align=right|width=250px|author=–Trip Hawkins|source=1985 Amiga advertisement<ref name="amiga-world">{{cite news |title=] |publisher=] |date=1985 |issue=1}}</ref>{{rp|6}}}}
In the mid-1980s, Electronic Arts aggressively marketed products for the ], a home computer introduced in 1985. Commodore had given EA development tools and prototype machines before Amiga's actual launch.<ref name="amiga-world" />{{rp|56}} For Amiga EA published some notable non-game titles. A drawing program '']'' (1985) and its subsequent versions became perhaps the most famous piece of software available for Amiga platform. In addition, EA's Jerry Morrison conceived the idea of a file format that could store images, animations, sounds, and documents simultaneously, and would be compatible with third-party software. He wrote and released to the public the ], which soon became an Amiga standard.<ref>{{cite book |title=The Future was Here |last=Maher |first=Jimmy |publisher=] |date=2012 |isbn=9780262017206}}</ref>{{rp|45}} Other Amiga programs released by EA included '']'', '']''<ref>{{cite magazine |title=Amiga Graphics Programs Ready |last=Forbes |first=Jim |magazine=] |publisher=] |date=November 25, 1985 |volume=7 |issue=47 |page=17}}</ref> and '']''.<ref>{{cite magazine |title=Deluxe Paint Animation |magazine=] |date=August 1992 |volume=11 |issue=14 |page=463}}</ref> Some of them, most notably ''Deluxe Paint'', were ported to other platforms. For Macintosh EA released a black & white animation tool called Studio/1,<ref>{{cite magazine |title=Studio/1 Has Innovative Animation, Fine Price |last1=Green |first1=Doug |last2=Green |first2=Denise |magazine=] |publisher=] |date=August 21, 1989 |volume=11 |issue=34 |page=S16}}</ref> and a series of Paint titles called Studio/8 and Studio/32 (1990).<ref>{{cite news |title=] |publisher=] |volume=12 |issue=46 |page=62 |date=November 12, 1990}}</ref>

Relationships between Electronic Arts and their external developers often became difficult when the latter missed deadlines or diverged from the former's creative directions. In 1987, EA released '']'', their first internally developed game. EA continued publishing their external developers' games while experimenting with their internal development strategy. This led to EA's decision of purchasing out a series of companies they identify as successful, as well as the decision to release annualized franchises to cut budget costs. Because of Trip Hawkins' obsession of simulating a sports game, he signed a contract with football coach ] that led to EA's developing and releasing annual '']'' games.<ref name="ea-polygon">{{cite news |url=https://www.polygon.com/a/how-ea-lost-its-soul/ |title=How Electronic Arts Lost Its Soul |last=Campbell |first=Colin |work=] |publisher=] |issue=8 |date=July 14, 2015 |access-date=February 21, 2019 |archive-date=February 22, 2019 |archive-url=https://web.archive.org/web/20190222042138/https://www.polygon.com/a/how-ea-lost-its-soul/ |url-status=live }}</ref>{{rp|8}}<ref name="ea-polygon" />{{rp|10}}

In 1988, EA published a flight simulator game exclusively for Amiga, '']'', with filled-polygon graphics that were advanced for the time.<ref>{{cite news |title=] |publisher=] |issue=6 |page=103 |date=1990}}</ref><ref>{{cite book |title=Game Developer's Marketplace |last1=Sawyer |first1=Ben |last2=Dunne |first2=Alex |last3=Berg |first3=Tor |publisher=Coriolis Group Books |page= |date=1998 |isbn=978-1576101773 |url-access=registration |url=https://archive.org/details/isbn_9781576101773/page/182 }}</ref> Another significant Amiga release (also initially available for Atari ST, later converted for other platforms) was '']'' (1989) developed by ]. It was a pioneering title in the genre that was later called "]s".<ref name="hawkins-bio" />{{rp|282}} In 1990, Electronic Arts began producing ]s for the ], after previously licensing its computer games to other console-game publishers.<ref>{{cite news |url=http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=71 |title=Electronic Arts Inks Pact With Nintendo |magazine=Computer Gaming World |date=May 1990 |access-date=November 16, 2013 |page=50 |url-status=live |archive-url=https://web.archive.org/web/20131203054555/http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=71 |archive-date=December 3, 2013}}</ref>

===1991–2007: Larry Probst era, continuous expansion, and success into the new millennium===
In 1991, Trip Hawkins stepped down as EA's CEO and was succeeded by Larry Probst.<ref name="hawkins-bio">{{cite book |title=Encyclopedia of Video Games |last=Wolf |first=Mark J. P. |publisher=] |volume=1 |date=2012 |isbn=978-0313379369}}</ref>{{rp|186}} Hawkins went on to found the now-defunct ], but still remained EA's chair until July 1994. In October 1993, 3DO developed the ], which at the time was the most powerful game console. Once a critic of game consoles, Hawkins had conceived a console that unlike its competitors would not require a first-party license to be marketed, and was intended to appeal to the PC market. Electronic Arts was The 3DO Company's primary partner in sponsoring their console, showcasing on it their latest games. With a retail price of US$700 ({{inflation|US|700|1993|fmt=eq|r=2}}) compared to its competitors' $100, the console lagged in sales, and with the 1995 arrival to North America of Sony's ], a cheaper and more powerful alternative, combined with a lower quality of the 3DO's software library as a ] of its liberal license policy, it fell further behind and lost competition. Electronic Arts dropped its support for 3DO in favor of the PlayStation, 3DO's production ceased in 1996 and, for the remainder of the company's lifetime, 3DO developed video games for other consoles and the ] until it folded in 2003.<ref name="gamasutra history" /><ref name="ea-early-history" /><ref>{{cite book |title=EA: Celebrating 25 Years of Interactive Entertainment |last=Funk |first=Joe |publisher=] |date=2007 |isbn=978-0761558392}}</ref>{{rp|79}}<ref name="hawkins-bio" />{{rp|283}}<ref name="hawkins-bio" />{{rp|646}}<ref>{{cite news |url=https://www.engadget.com/2005/12/09/industry-bio-trip-hawkins/ |title=Industry Bio: Trip Hawkins |work=] |publisher=] |volume=1 |date=December 9, 2005 |access-date=February 16, 2019 |archive-date=June 16, 2018 |archive-url=https://web.archive.org/web/20180616204206/https://www.engadget.com/2005/12/09/industry-bio-trip-hawkins/ |url-status=live }}</ref>

]
In 1994, Electronic Arts and ] signed a licensing agreement to develop and release EA's titles, like '']'', '']'', '']'', '']'' and ] for various consoles.<ref>{{Cite magazine |date=June 1994 |title=ProNews |pages=186 |magazine=] |url=https://retrocdn.net/images/b/bf/GamePro_US_059.pdf |access-date=September 20, 2023 |archive-date=March 8, 2021 |archive-url=https://web.archive.org/web/20210308054830/https://retrocdn.net/images/b/bf/GamePro_US_059.pdf |url-status=live }}</ref> In 1995, Electronic Arts won the ] award for best software publisher of the year.<ref>{{cite journal |title=PlayStation Dominates European Show |journal=] |issue=6 |date=June 1995 |page=15}}</ref> As the company was still expanding, they opted to purchase space in ] in 1995 for construction of a new headquarters,<ref>{{cite web |url=http://www.sfgate.com/news/article/EA-Plans-To-Leave-San-Mateo-Game-company-moving-3044369.php |title=EA Plans To Leave San Mateo / Game company moving to Redwood Shores |first=Mark |last=Simon |date=February 23, 1995 |access-date=October 19, 2017 |work=] |archive-date=October 20, 2017 |archive-url=https://web.archive.org/web/20171020140747/http://www.sfgate.com/news/article/EA-Plans-To-Leave-San-Mateo-Game-company-moving-3044369.php |url-status=live }}</ref> which was completed in 1998.<ref name="gamasutra history" /> Early in 1997, '']'' identified Electronic Arts as the only company to regularly profit from video games over the past five years, and noted it had "a critical track record second to none".<ref>{{cite magazine |title=So Who's Getting Rich? |magazine=] |issue=30 |publisher=] |date=June 1997 |page=43 |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n44}}</ref> In 1999, EA replaced their long-running Shapes logo with one based on the EA Sports logo used at the time. EA also started to use a brand-specific structure around this time, with the main publishing side of the company rebranding to EA Games. The ] brand was retained for major sports titles, the new ] label would be used for casual sports titles with an arcade twist, and the full Electronic Arts name would be used for co-published and distributed titles.<ref name="Gamespy" /><ref name="usgamer-big" /> EA began to move toward direct distribution of digital games and services with the acquisition of the popular online gaming site ] in 2001.<ref>{{cite web |url=http://www.gamezone.com/news/item/ea_com_acquires_leading_games_destination_pogo_com |title=EA.com Acquires Leading Games Destination pogo.com |website=GameZone |date=February 28, 2001 |access-date=October 22, 2016}}</ref> In 2009, EA acquired the London-based social gaming startup ].<ref>{{cite news |last=Schonfeld |first=Erick |url=https://techcrunch.com/2009/11/09/not-playing-around-electronic-arts-buys-playfish-for-275-million/ |title=Not Playing Around. EA Buys Playfish For $300 Million, Plus a $100 Million Earnout |work=] |date=November 9, 2009 |access-date=October 22, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160925101139/https://techcrunch.com/2009/11/09/not-playing-around-electronic-arts-buys-playfish-for-275-million/ |archive-date=September 25, 2016}}</ref>

In December 1997, Electronic Arts ended their Japanese publishing joint-venture with ], entitled ], and purchased out Victor's 35% stake in the venture.<ref name="EAreport">{{cite web|url=https://s22.q4cdn.com/894350492/files/doc_financials/annual/1999/1999_Annual_Report.pdf|title=Electronic Arts Annual Report 1999|pages=13–14|publisher=]|date=1999|access-date=2022-12-26|archive-url=https://web.archive.org/web/20221226221152/https://s22.q4cdn.com/894350492/files/doc_financials/annual/1999/1999_Annual_Report.pdf|archive-date=2022-12-26|url-status=live}}</ref> On May 1, 1998, Electronic Arts announced the formation of two ]s with ].<ref name="SQEAOwnership">{{cite web|url=https://www.gamespot.com/articles/square-and-ea-join-forces/1100-2463604/|title=Square and EA Join Forces|author=Johnston, Clive|website=]|date=2000-04-28|access-date=2023-04-26|archive-url=https://web.archive.org/web/20200514152717/https://www.gamespot.com/articles/square-and-ea-join-forces/1100-2463604/|archive-date=2020-05-14|url-status=live}}</ref> The first; Electronic Arts Square K.K., would publish Electronic Arts' titles in Japan and also developed the ] launch title '']''.<ref name="EAxsquad">{{cite web|url=https://www.japan.ea.com/xfire/feature.html|script-title=ja:X-Fire|language=ja|publisher=Electronic Arts Square|access-date=April 21, 2023|archive-url=https://web.archive.org/web/20001002013700/http://www.japan.ea.com/xfire/feature.html|archive-date=October 2, 2000|url-status=dead}}</ref> The second; Square Electronic Arts L.L.C., would publish Square's titles in North America. The venture was described as a success by Square, as it allowed the company to release more of their titles in the North American market.<ref name="EASdissolved">{{cite web|url=https://www.hd.square-enix.com/jpn/ir/pdf/0301-200302190000-01.pdf|script-title=ja:米国子会社および関連会社の合弁解消について|language=ja|publisher=]|date=2003-02-19|access-date=2022-12-03|archive-url=https://web.archive.org/web/20220627154753/https://www.hd.square-enix.com/jpn/ir/pdf/0301-200302190000-01.pdf|archive-date=2022-06-27|url-status=live}}</ref> In February 2003, with the preparation of Square and Enix's merger into ]; both partnerships were announced to be dissolved at the end of March with each partner buying the other's shares.<ref>{{Cite web |title=20 Years Ago, Square And Enix Teamed Up To Create An RPG Powerhouse |url=https://www.gamespot.com/articles/20-years-ago-square-and-enix-teamed-up-to-create-an-rpg-powerhouse/1100-6512882/ |access-date=2024-12-20 |website=GameSpot |language=en-US}}</ref><ref>{{Cite web |last=Bloom |first=David |date=2003-02-25 |title=Square drops EA in wake of Enix merger |url=https://variety.com/2003/digital/news/square-drops-ea-in-wake-of-enix-merger-1117881122/ |access-date=2024-12-20 |website=Variety |language=en-US}}</ref> Electronic Arts Square was renamed as Electronic Arts K.K. and began self-publishing EA's titles in Japan from then on<ref name="GWIeas">{{cite web|url=https://game.watch.impress.co.jp/docs/20030219/ea.htm|script-title=ja:米Electronic Arts、スクウェアと合弁事業解消 EAスクウェアからエレクトロニック・アーツへ|trans-title=Electronic Arts and Square dissolve joint venture EA Square becomes Electronic Arts|language=ja|website=Game Watch Impress|date=2003-02-19|access-date=2022-12-03|archive-url=https://web.archive.org/web/20091106005130/https://game.watch.impress.co.jp/docs/20030219/ea.htm|archive-date=2009-11-06|url-status=live}}</ref> while Square Electronic Arts was folded under Square Enix's North American operations.

In 2004, EA made a multimillion-dollar donation to fund the development of game production curriculum at ]. On February 1, 2006, Electronic Arts announced that it would cut worldwide staff by 5 percent.<ref>{{cite web |url=http://www.gamespot.com/articles/electronic-arts-cuts-staff-by-5-percent/1100-6143510/ |title=Electronic Arts cuts staff by 5 percent |website=GameSpot |access-date=March 24, 2009 |url-status=live |archive-url=https://web.archive.org/web/20140401003024/http://www.gamespot.com/articles/electronic-arts-cuts-staff-by-5-percent/1100-6143510/ |archive-date=April 1, 2014|date=February 2, 2006 }}</ref> On June 20, 2006, EA purchased ], who are finished making '']''.<ref>{{cite web |first=Jason|last=Dobson|url=https://www.gamedeveloper.com/pc/electronic-arts-to-acquire-mythic-entertainment |title=Electronic Arts To Acquire Mythic Entertainment|website=Game Developer|publisher=Informa |date=June 20, 2006 |access-date=March 24, 2009 |url-status=live |archive-url=https://web.archive.org/web/20090214112155/http://www.gamasutra.com/php-bin/news_index.php?story=9786 |archive-date=February 14, 2009}}</ref> After Sega's '']'' successfully grabbed market share away from EA's dominant Madden NFL series during the 2004 holiday season, EA responded by making several large sports licensing deals which include an exclusive agreement with the ], and in January 2005, a 15-year deal with ].<ref>{{cite web |last=Surette |first=Tim |url=http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |title=Big Deal: EA and NFL ink exclusive licensing agreement |website=GameSpot |date=December 13, 2004 |access-date=March 24, 2009 |url-status=live |archive-url=https://web.archive.org/web/20141113140107/http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |archive-date=November 13, 2014}}</ref> The ESPN deal gave EA exclusive first rights to all ESPN content for sports simulation games. On April 11, 2005, EA announced a similar, 6-year licensing deal with the ] (CLC) for exclusive rights to ] content.<ref>{{cite web |url=https://www.espn.com/espn/sportsbusiness/news/story?id=1945691 |title=All Madden, all the time |work=ESPN |date=December 14, 2004 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20081207134254/http://sports.espn.go.com/espn/sportsbusiness/news/story?id=1945691 |archive-date=December 7, 2008}}</ref>

Much of EA's success, both in terms of sales and with regards to its stock market valuation, is due to its strategy of platform-agnostic development and the creation of strong multi-year franchises. EA was the first publisher to release yearly updates of its sports franchises—''Madden'', ''FIFA'', ''NHL'', ''NBA Live'', ''Tiger Woods'', etc.—with updated player rosters and small graphical and gameplay tweaks.<ref>{{cite web |url=http://archive.gamespy.com/articles/july03/25smartest/index11.shtml |title=EA Puts it "In the Game" |publisher=Archive.gamespy.com |access-date=March 24, 2009 |archive-url=https://web.archive.org/web/20080320143652/http://archive.gamespy.com/articles/july03/25smartest/index11.shtml |archive-date=March 20, 2008}}</ref> Recognizing the risk of franchise fatigue among consumers, EA announced in 2006 that it would concentrate more of its effort on creating new original intellectual property.<ref>{{cite web |first=Ellie|last=Gibson|url=http://www.gamesindustry.biz/content_page.php?aid=21443 |archive-url=https://web.archive.org/web/20070930183709/http://www.gamesindustry.biz/content_page.php?aid=21443 |archive-date=September 30, 2007 |title=EA moves towards new IPs |publisher=Gamesindustry.biz |date=November 30, 2006 |access-date=March 24, 2009 |url-status=dead}}</ref> In September 2006, ] and EA announced a partnership in which EA becomes an exclusive major supplier of mobile games to Nokia mobile devices through the Nokia Content Discoverer. In the beginning, Nokia customers were able to download seven EA titles ('']'', '']'', '']'', '']'', '']'', '']'' and '']'') on the holiday season in 2006. Rick Simonson is the executive vice-president and director of Nokia and starting from 2006 is affiliated with ] and are partners.<ref>{{cite web |first=Rohan |last=Pandey |url=http://www.gameguru.in/mobile/2006/14/ea-to-supply-games-for-nokia-mobile-devices/ |title=EA to Supply Games for Nokia Mobile Devices &#124; Game Guru |publisher=Gameguru.in |date=September 14, 2006 |access-date=May 31, 2011 |archive-date=August 3, 2012 |archive-url=https://archive.today/20120803192416/http://www.gameguru.in/mobile/2006/14/ea-to-supply-games-for-nokia-mobile-devices/ |url-status=live }}</ref>

===2007–2013: John Riccitiello era===
]
In February 2007, Probst stepped down from the CEO job while remaining on the board of directors. His handpicked successor is ], who had worked at EA for several years previously, departed for a while, and then returned.<ref>{{cite news |url=http://www.polygon.com/2014/12/8/7355841/larry-probst-electronic-arts-longtime-executive-chairman-steps-down |title=Larry Probst, Electronic Arts' Executive Chairman, Steps Down from Company and Remains on Board |last=Crecente |first=Brian |work=] |date=December 8, 2014 |access-date=August 6, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150924152912/http://www.polygon.com/2014/12/8/7355841/larry-probst-electronic-arts-longtime-executive-chairman-steps-down |archive-date=September 24, 2015}}</ref> Riccitiello previously worked for ], ] and ]. In June 2007, new CEO John Riccitiello announced that EA would reorganize itself into four labels, each with responsibility for its own product development and publishing (the city-state model). The goal of the reorganization was to empower the labels to operate more autonomously, streamline decision-making, increase creativity and quality, and get games into the market faster.<ref>{{cite web |url=https://www.gamedeveloper.com/pc/ea-announces-new-company-structure |title=EA Announces New Company Structure |publisher=Informa|website=Game Developer |date=June 18, 2007 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20090214112142/http://www.gamasutra.com/php-bin/news_index.php?story=14374 |archive-date=February 14, 2009}}</ref> This reorganization came after years of consolidation and acquisition by EA of smaller studios, which some in the industry blamed for a decrease in quality of EA titles. In 2008, at the DICE Summit, Riccitiello called the earlier approach of "buy and assimilate" a mistake, often stripping smaller studios of its creative talent. Riccitiello said that the city-state model allows independent developers to remain autonomous to a large extent, and cited Maxis and ] as examples of studios thriving under the new structure.<ref name="aquiringdev-wired">{{cite news |last=Kohler |first=Chris |url=https://www.wired.com/2008/02/riccitiello/ |title=EA's CEO: How I Learned To Acquire Developers And Not Screw Them Up |publisher=Wired|date=February 8, 2008 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20090403082654/http://blog.wired.com/games/2008/02/riccitiello.html |archive-date=April 3, 2009}}</ref><ref>{{cite news |last=Schiesel |first=Seth |url=https://www.nytimes.com/2008/02/19/arts/television/19game.html?_r=1&oref=slogin |title=A Company Looks to Its Creative Side to Regain What It Had Lost |work=The New York Times |date=February 19, 2008 |access-date=May 31, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110512043327/http://www.nytimes.com/2008/02/19/arts/television/19game.html?_r=1&oref=slogin |archive-date=May 12, 2011}}</ref>

During 2007, EA announced that it would be bringing some of its major titles to the ]. EA also released '']'', '']'', '']'', '']'', '']'', '']'', and '']'' for the Mac. All of the new games have been developed for the Macintosh using Cider, a technology developed by TransGaming that enables ]-based Macs to run Windows games inside a translation layer running on Mac OS X. They are not playable on PowerPC-based Macs.<ref>{{cite web |url=https://www.macworld.com/article/186974/eaships.html |title=EA ships four Mac games |publisher=MacWorld |date=March 17, 2009 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20151111081922/http://www.macworld.com/article/1059567/eaships.html |archive-date=November 11, 2015}}</ref>

In February 2008, it was revealed that Electronic Arts had made a takeover bid for rival game company ]. After its initial offer of {{US$|25}} per share, all cash stock transaction offer was rejected by the Take-Two board, EA revised it to {{US$|26}} per share, a 64% premium over the previous day's closing price and made the offer known to the public.<ref>{{cite web |url=https://www.cnet.com/news/ea-tries-to-buy-take-two-to-keep-its-top-spot/ |title=EA tries to buy Take-Two to keep its top spot |website=CNET |date=February 24, 2008 |last=Terdiman |first=Daniel |access-date=September 17, 2008 |url-status=live |archive-url=https://web.archive.org/web/20150923230748/http://www.cnet.com/news/ea-tries-to-buy-take-two-to-keep-its-top-spot/ |archive-date=September 23, 2015}}</ref> Rumours had been floating around the Internet prior to the offer about Take-Two possibly being bought over by a bigger company, albeit with ] as the potential bidder.<ref>{{cite web |url=http://kotaku.com/336364/analyst-convinced-that-take+two-will-be-swallowed |title=Take-two Interactive: Analyst "Convinced" That Take-Two Will Be Swallowed |publisher=Kotaku |last=McWhertor |first=Michael |date=December 20, 2007 |access-date=September 17, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081223015918/http://kotaku.com/336364/analyst-convinced-that-take%2Btwo-will-be-swallowed |archive-date=December 23, 2008 }}</ref><ref>{{cite web |url=https://www.mcvuk.com/business-news/viacom-to-buy-take-two-for-1-5-billion/ |title=Viacom to buy Take Two for $1.5 billion? |publisher=MCV |last=Dinsey |first=Stuart |date=February 7, 2008 |access-date=September 17, 2008 |url-status=live |archive-url=https://web.archive.org/web/20140911205628/http://www.mcvuk.com/news/read/viacom-to-buy-take-two-for-1-5-billion |archive-date=September 11, 2014}}</ref> In May 2008, EA announced that it would purchase the assets of Hands-On Mobile Korea, a South Korean mobile game developer and publisher. The company became EA Mobile Korea.<ref>{{cite news |url=http://archive.boston.com/business/articles/2008/05/22/electronic_arts_to_acquire_korean_mobile_developer/ |title=Electronic Arts to acquire Korean mobile developer |agency=Associated Press |date=May 22, 2008 |url-status=live |archive-url=https://web.archive.org/web/20170202011503/http://archive.boston.com/business/articles/2008/05/22/electronic_arts_to_acquire_korean_mobile_developer/ |archive-date=February 2, 2017}}</ref> In September 2008, EA dropped its buyout offer of Take-Two. No reason was given.<ref>{{cite news |url=http://www.ctvnews.ca/electronic-arts-drops-buyout-bid-for-rival-1.324796 |title=Electronic Arts drops buyout bid for rival |publisher=] |access-date=September 14, 2008 |url-status=live |archive-url=https://web.archive.org/web/20120628170907/http://www.ctvnews.ca/electronic-arts-drops-buyout-bid-for-rival-1.324796 |archive-date=June 28, 2012}}</ref>

As of November 6, 2008, it was confirmed that Electronic Arts is closing their Casual Label & merging it with their ] partnership with ] Label.<ref>{{cite web |last=Crecente |first=Brian |url=https://kotaku.com/electronic-arts-ditches-casual-label-merges-it-with-th-5078340|title=Electronic Arts: Electronic Arts Ditches Casual Label, Merges It With The Sims |publisher=Kotaku|date=November 6, 2008 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20090319110641/http://kotaku.com/5078340/electronic-arts-ditches-casual-label-merges-it-with-the-sims |archive-date=March 19, 2009}}</ref> EA also confirmed the departure of Kathy Vrabeck, who was given the position as former president of the EA Casual Division in May 2007. EA made this statement about the merger: "We've learned a lot about casual entertainment in the past two years, and found that casual gaming defies a single genre and demographic. With the retirement and departure of Kathy Vrabeck, EA is reorganizing to integrate casual games—development and marketing—into other divisions of our business. We are merging our Casual Studios, Hasbro partnership, and Casual marketing organization with The Sims Label to be a new Sims and Casual Label, where there is a deep compatibility in the product design, marketing and demographics. ... In the days and weeks ahead, we will make further announcements on the reporting structure for the other businesses in the Casual Label including EA Mobile, Pogo, Media Sales and Online Casual Initiatives. Those businesses remain growth priorities for EA and deserve strong support in a group that will complement their objectives."<ref>{{cite web |last=Crecente |first=Brian |url=https://kotaku.com/electronic-arts-lays-off-six-hundred-5071439 |title=Electronic Arts: Electronic Arts Lays Off Six Hundred |publisher=Kotaku |date=October 30, 2008 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20090403051744/http://kotaku.com/5071439/electronic-arts-lays-off-six-hundred |archive-date=April 3, 2009}}</ref> This statement comes a week after EA announced it was laying off 6% about 600 of their staff positions and had a {{US$|310&nbsp;million}} net loss for the quarter.<ref>{{cite web |last=McWhertor |first=Michael |url=https://kotaku.com/ea-loses-310-million-sees-weakness-at-retail-in-oct-5071454 |title=Things Are Tough All Over: EA Loses $310&nbsp;million, Sees "Weakness At Retail" In October |publisher=Kotaku |date=October 30, 2008 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20081219093651/http://kotaku.com/5071454/ea-loses-310-million-sees-weakness-at-retail-in-october |archive-date=December 19, 2008}}</ref>

Due to the ], Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1,100 jobs, which it said represented about 11% of its workforce. It also closed 12 of their facilities. Riccitiello, in a conference call with reporters, stated that their poor performance in the fourth quarter was not due entirely to the poor economy, but also to the fact that they did not release any blockbuster titles in the quarter. In the quarter ending December 31, 2008, the company lost {{US$|641&nbsp;million|link=yes}}. On February 2, 2009, Ludlum Entertainment had signed a deal with Electronic Arts to grant exclusive rights to bring the work of ] into video gaming.<ref>{{Cite web|title=Ludlum Entertainment Grants EA the Exclusive Video Game License for the Works of Robert Ludlum|url=https://ir.ea.com/press-releases/press-release-details/2009/Ludlum-Entertainment-Grants-EA-the-Exclusive-Video-Game-License-for-the-Works-of-Robert-Ludlum/default.aspx|access-date=2022-01-05|website=ir.ea.com|archive-date=January 5, 2022|archive-url=https://web.archive.org/web/20220105022856/https://ir.ea.com/press-releases/press-release-details/2009/Ludlum-Entertainment-Grants-EA-the-Exclusive-Video-Game-License-for-the-Works-of-Robert-Ludlum/default.aspx|url-status=live}}</ref> As of early May 2009, the subsidiary studio EA Redwood Shores was known as Visceral Games.<ref>{{cite news |url=http://www.mercurynews.com/2009/02/03/electronic-arts-has-lousy-quarter-slashes-1100-jobs/ |title=Electronic Arts has lousy quarter; slashes 1,100 jobs |access-date=February 2, 2009 |last=Wolverton |first=Troy |date=February 3, 2009 |newspaper=] |url-status=live |archive-url=https://web.archive.org/web/20170202093451/http://www.mercurynews.com/2009/02/03/electronic-arts-has-lousy-quarter-slashes-1100-jobs/ |archive-date=February 2, 2017}}</ref><ref>{{cite news |url=http://www.orlandosentinel.com/business/orl-earnings0409feb04,0,7016950.story |archive-url=https://web.archive.org/web/20090210172827/http://www.orlandosentinel.com/business/orl-earnings0409feb04%2C0%2C7016950.story |archive-date=February 10, 2009 |title=EA loss widens after weak holiday season |access-date=February 25, 2022 |agency=Associated Press |date=February 4, 2009 |newspaper=] |url-status=dead}}</ref> On June 24, 2009, EA announced it would merge two of its development studios, ] and ] into one single ] and ] development powerhouse. The move placed Mythic under control of BioWare as ] and ] went in direct control of the new entity.<ref>{{cite web |url=https://arstechnica.com/gaming/2009/06/ea-combines-bioware-and-mythic-into-new-rpgmmo-group/ |title=EA combines BioWare and Mythic into new RPG/MMO group |access-date=February 25, 2022 |last=Webster |first=Andrew |date=June 24, 2009 |website=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20090625130221/http://arstechnica.com/gaming/news/2009/06/ea-combines-bioware-and-mythic-into-new-rpgmmo-group.ars |archive-date=June 25, 2009}}</ref> By fall 2012, both Muzyka and Zeschuk had chosen to depart the merged entity in a joint retirement announcement.<ref>{{cite web |title=RAY MUZYKA & GREG ZESCHUK RETIRE |url=http://blog.bioware.com/2012/09/18/ray-muzyka-greg-zeschuk-retire/ |publisher=BioWare |access-date=September 6, 2013 |date=September 18, 2012 |author=BioWare Community Team |url-status=live |archive-url=https://web.archive.org/web/20130824174859/http://blog.bioware.com/2012/09/18/ray-muzyka-greg-zeschuk-retire/ |archive-date=August 24, 2013}}</ref><ref>{{cite web |url=http://blog.bioware.com/2012/09/18/from-ray-muzyka/ |title=FROM RAY MUZYKA |access-date=March 4, 2015 |date=September 18, 2012 |publisher=BioWare |last=Muzyka |first=Ray |url-status=live |archive-url=https://web.archive.org/web/20150321052304/http://blog.bioware.com/2012/09/18/from-ray-muzyka/ |archive-date=March 21, 2015}}</ref><ref>{{cite web |url=http://blog.bioware.com/2012/09/18/from-greg-zeschuk/ |title=FROM GREG ZESCHUK |access-date=March 4, 2015 |date=September 18, 2012 |publisher=BioWare |last=Zeschuk |first=Greg |url-status=live |archive-url=https://web.archive.org/web/20150321052302/http://blog.bioware.com/2012/09/18/from-greg-zeschuk/ |archive-date=March 21, 2015}}</ref>

On November 9, 2009, EA announced layoffs of 1,500 employees, representing 17% of its workforce, across a number of studios including EA Tiburon, ], ] and ]. Also affected were "projects and support activities" that, according to Chief Financial Officer Eric Brown "don't make economic sense",<ref>{{cite news |first=Gabrial|last=Madway|url=https://www.reuters.com/article/us-electronicarts-idUSTRE5A853220091109 |title=Electronic Arts posts loss, to cut jobs |access-date=November 9, 2009 |work=Reuters |date=November 9, 2009 |url-status=live |archive-url=https://web.archive.org/web/20120514092514/http://www.reuters.com/article/2009/11/09/us-electronicarts-idUSTRE5A853220091109 |archive-date=May 14, 2012}}</ref> resulting in the shutdown of popular communities such as Battlefield News and the EA Community Team. These layoffs also led to the complete shutdown of ].<ref name="PandemicClose">{{Cite news|url=https://kotaku.com/confirmed-ea-closes-pandemic-studios-says-brand-will-5406830|title=Confirmed: EA Closes Pandemic Studios, Says Brand Will Live On|last=Crecente|first=Brian|access-date=September 9, 2019|archive-date=June 25, 2020|archive-url=https://web.archive.org/web/20200625021849/https://kotaku.com/confirmed-ea-closes-pandemic-studios-says-brand-will-5406830|url-status=live}}</ref>
{{anchor|Chillingo}}{{Redirect-distinguish|Chillingo|Chilango}}
In October 2010, EA announced the acquisition of England-based iPhone and iPad games publisher Chillingo for {{US$|20&nbsp;million}} in cash. Chillingo published the popular '']'' for iOS and '']'' for all platforms, but the deal did not include those properties,<ref>{{cite news |title=EA buys Angry Birds publisher Chillingo |url=http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/10/ea-buys-iphone-game-publisher-chillingo.html |newspaper=LA times |access-date=October 21, 2010 |date=October 20, 2010 |url-status=live |archive-url=https://web.archive.org/web/20101023055619/http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/10/ea-buys-iphone-game-publisher-chillingo.html |archive-date=October 23, 2010}}</ref> so ''Cut the Rope'' became published by ], and ''Angry Birds'' became published by ]. On May 4, 2011, EA reported $3.8&nbsp;billion in revenues for the fiscal year ending March 2011, and on January 13, 2012, EA announced that it had exceeded $1 billion in digital revenue during the previous calendar year.<ref name="digitalyear" /> In a note to employees, EA CEO John Riccitiello called this "an incredibly important milestone" for the company.<ref>{{cite web |last=Totilo |first=Stephen |title=This is What EA's Up To (On the Day Zynga Hired One of Their Top Guys) |date=January 12, 2012 |url=https://kotaku.com/this-is-what-eas-up-to-on-the-day-zynga-hired-one-of-t-5875652 |publisher=Kotaku |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20170105020327/http://kotaku.com/5875652/this-is-what-eas-up-to-on-the-day-zynga-hired-one-of-their-top-guys |archive-date=January 5, 2017}}</ref>

In June 2011, EA launched ], an online service to sell downloadable games for personal computers directly to consumers.<ref>{{cite news |title=EA to Test Its Might Online |url=https://www.wsj.com/articles/SB10001424052702304563104576361801792673260 |work=The Wall Street Journal |first=Nick |last=Wingfield |date=June 3, 2011 |access-date=August 3, 2017 |archive-date=July 9, 2017 |archive-url=https://web.archive.org/web/20170709172024/https://www.wsj.com/articles/SB10001424052702304563104576361801792673260 |url-status=live }}</ref> Around this time, ], which runs ] in direct competition with Origin, announced changes to storefront policy disallowing games that used in-game purchases that were not tied to Steam's purchasing process, and removed several of EA's games, including '']'', '']'', and '']'' in 2012.<ref>{{cite web |url=http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |title=Why you can't buy Crysis 2 from Steam |publisher=] |date=July 11, 2011 |access-date=December 20, 2012 |first=Wesley |last=Yin-Poole |url-status=live |archive-url=https://web.archive.org/web/20130204015736/http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |archive-date=February 4, 2013}}</ref> Although it released a new packaged version of ''Crysis 2'' that included all the downloadable content without the storefront features, EA did not publish any additional games on Steam until 2019, instead selling all personal computer versions of games through Origin.<ref>{{cite web |url=http://www.joystiq.com/2012/05/30/crysis-2-back-on-steam-with-a-clever-new-name-extra-goodies/ |title=Crysis 2 back on Steam with a clever new name, extra goodies |first=Jessica |last=Conditt |date=May 30, 2012 |access-date=December 20, 2012 |publisher=Joystiq |url-status=live |archive-url=https://web.archive.org/web/20121208082226/http://www.joystiq.com/2012/05/30/crysis-2-back-on-steam-with-a-clever-new-name-extra-goodies/ |archive-date=December 8, 2012}}</ref>

In July 2011, EA announced that it had acquired ], the company behind games such as '']'', '']'' and '']''.<ref>{{cite web |title=EA to Acquire NFS world hack |url=http://nfs-world-hack.com/ |url-status=live |archive-url=https://web.archive.org/web/20140819173827/http://www.nfs-world-hack.com/ |archive-date=August 19, 2014}}</ref> EA continued its shift toward digital goods in 2012, folding its mobile-focused EA Interactive (EAi) division "into other organizations throughout the company, specifically those divisions led by EA Labels president Frank Gibeau, COO Peter Moore, and CTO Rajat Taneja, and EVP of digital Kristian Segerstrale."<ref name="digitalyear">{{cite web |last=Curtis |first=Tom |title=EA reorganizes after a landmark $1B digital year |url=http://www.gamasutra.com/view/news/39623/EA_reorganizes_after_a_landmark_1B_digital_year.php |website=Gamasutra |access-date=January 22, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170327180206/http://www.gamasutra.com/view/news/39623/EA_reorganizes_after_a_landmark_1B_digital_year.php |archive-date=March 27, 2017}}</ref>

===2013–2022: Andrew Wilson era, Disney partnership, and monetization===
On March 18, 2013, John Riccitiello announced that he would be stepping down as CEO and a member of the Board of Directors on March 30, 2013. Larry Probst was also appointed executive chairman on the same day.<ref>{{cite web |title=Electronic Arts Announces Change in Executive Leadership |url=http://investor.ea.com/releasedetail.cfm?ReleaseID=749234 |publisher=Electronic Arts |access-date=March 18, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130319030438/http://investor.ea.com/releasedetail.cfm?ReleaseID=749234 |archive-date=March 19, 2013}}</ref> Andrew Wilson was named as the new CEO of EA by September 2013.<ref>{{cite web |title=Andrew Wilson named EA CEO |url=http://www.gamespot.com/articles/andrew-wilson-named-ea-ceo/1100-6414557/ |publisher=Gamespot |access-date=September 18, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131023215933/http://www.gamespot.com/articles/andrew-wilson-named-ea-ceo/1100-6414557/ |archive-date=October 23, 2013}}</ref> In April 2013, EA announced a reorganization which was to include dismissal of 10% of their workforce, consolidation of marketing functions which were distributed among the five label organizations, and subsumption of Origin operational leadership under the President of Labels.<ref>{{cite web |url=https://techcrunch.com/2013/04/25/ea-memo-layoffs/ |title=Here's EA's Internal Memo On The Layoffs Today |last1=Cutler |first1=Kim-Mai |date=April 25, 2013 |work=] |publisher=] |access-date=May 8, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130504175531/http://techcrunch.com/2013/04/25/ea-memo-layoffs/ |archive-date=May 4, 2013}}</ref><ref>{{cite web |url=http://allthingsd.com/20130509/ea-reboot-cost-900-jobs/ |title=EA Reboot Cost 900 Jobs |last1=Paczkowski |first1=John |date=May 9, 2013 |work=] |publisher=] |access-date=May 8, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130513203920/http://allthingsd.com/20130509/ea-reboot-cost-900-jobs/ |archive-date=May 13, 2013}}</ref> EA acquired the lucrative exclusive license to develop games within the '']'' universe from ] in May 2013, shortly after Disney's closure of its internal ] game development in 2013. EA secured its license from 2013 through 2023, and began to assign new ''Star Wars'' projects across several of its internal studios, including ], ], ], ], Capital Games and external developer ].<ref>{{cite web |url=http://www.polygon.com/2013/5/6/4306022/ea-disney-star-wars-games-exclusive-rights |title=EA and Disney sign exclusive deal for rights to Star Wars games |first=Samit |last=Sarker |work=] |date=May 6, 2013 |access-date=May 5, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160427011433/http://www.polygon.com/2013/5/6/4306022/ea-disney-star-wars-games-exclusive-rights |archive-date=April 27, 2016}}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2016/05/ex-god-of-war-director-leading-respawns-new-star-wars-game/ |title=Respawn has been working on a Star Wars action-adventure game for two years |first=Sam |last=Machkovech |work=] |date=May 5, 2015 |access-date=May 5, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160505013042/http://arstechnica.com/gaming/2016/05/ex-god-of-war-director-leading-respawns-new-star-wars-game/ |archive-date=May 5, 2016}}</ref>

In April 2015, EA announced that it would be shutting down various free-to-play games in July of that year, including '']'', '']'', '']'', and '']''.<ref>{{cite web |last1=Handrahan |first1=Matthew |title=EA is closing two-thirds of its core free-to-play games |date=April 16, 2015 |url=http://www.gamesindustry.biz/articles/2015-04-16-ea-just-closed-two-thirds-of-its-core-free-to-play-games |publisher=gamesindustry.biz |access-date=May 10, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150511211441/http://www.gamesindustry.biz/articles/2015-04-16-ea-just-closed-two-thirds-of-its-core-free-to-play-games |archive-date=May 11, 2015}}</ref> The reorganization and revised marketing strategy lead to a gradual increase in stock value. In July 2015, Electronic Arts reached an all-time high with a stock value of US$71.63, surpassing the previous February 2005 record of $68.12. This is also up 54% from $46.57 in early January 2015. The surge was partly attributed to EA's then-highly anticipated '']'' reboot, which released one month before '']'', also highly anticipated.<ref>{{cite news |url=https://venturebeat.com/2015/07/10/electronic-arts-stock-price-is-at-an-all-time-high/ |title=Electronic Arts' stock price is at an all-time high |last=Grubb |first=Jeff |work=] |date=July 10, 2015 |access-date=February 15, 2019 |archive-date=June 18, 2020 |archive-url=https://web.archive.org/web/20200618163840/https://venturebeat.com/2015/07/10/electronic-arts-stock-price-is-at-an-all-time-high/ |url-status=live }}</ref>

During ], EA vice-president Patrick Söderlund announced that the company would start investing more on smaller titles such as '']'' so as to broaden the company's portfolio.<ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2015/06/16/ea-s-future-includes-more-smaller-games-like-unravel.aspx? |title=EA's Future Includes More Smaller Games Like Unravel |first=Mike |last=Futter |magazine=] |date=June 16, 2015 |access-date=June 16, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20150620055931/http://www.gameinformer.com/b/news/archive/2015/06/16/ea-s-future-includes-more-smaller-games-like-unravel.aspx |archive-date=June 20, 2015}}</ref> On December 10, 2015, EA announced a new division called Competitive Gaming Division, which focuses on creating competitive game experience and organizing ] events. It was once headed by ].<ref>{{cite web |url=http://www.gamespot.com/articles/ea-launching-its-own-competitive-gaming-division-h/1100-6433016/ |title=EA Launching Its Own Competitive Gaming Division Headed by Peter Moore |first=Chris |last=Pereira |work=] |date=December 10, 2015 |access-date=December 11, 2015 |url-status=live |archive-url=https://web.archive.org/web/20151213024419/http://www.gamespot.com/articles/ea-launching-its-own-competitive-gaming-division-h/1100-6433016/ |archive-date=December 13, 2015}}</ref> In May 2016, Electronic Arts announced that they had formed a new internal division called Frostbite Labs. The new department specializes in creating new projects for ] platforms, and "virtual humans". The new department is located in ] and ].<ref>{{cite web |url=http://www.gamespot.com/articles/ea-forms-new-team-to-explore-future-tech-including/1100-6439904/ |title=EA Forms New Team to Explore Future Tech, Including Virtual Humans for VR |first=Eddie |last=Makuch |work=] |date=May 17, 2016 |access-date=May 18, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160521051810/http://www.gamespot.com/articles/ea-forms-new-team-to-explore-future-tech-including/1100-6439904/ |archive-date=May 21, 2016}}</ref> EA announced the closure of Visceral Games in October 2017. Prior, Visceral had been supporting EA's other games but was also working on a ''Star Wars'' title named '']'' since EA's acquisition of the ''Star Wars'' license, even hiring ] to direct the project. While EA did not formally give a reason for the closure, industry pundits believed that EA was concerned about the principally single-player game which would be difficult to monetize, as well as the slow pace of development.<ref name="kotaku ragtag">{{cite web | url = https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 | title = The Collapse Of Visceral's Ambitious Star Wars Game | first = Jason | last = Schreier | date = October 27, 2017 | access-date = October 28, 2017 | work = ] | archive-date = June 24, 2020 | archive-url = https://web.archive.org/web/20200624045637/https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 | url-status = live }}</ref>

EA's original approach to the ] in '']'' sparked an industry-wide debate on the use of random-content ]es. While other games had used loot boxes, EA's original approach within ''Battlefront II'' from its early October 2017 launch included using such mechanics for ] gameplay elements, as well as locking various ''Star Wars'' characters behind expensive paywalls, leading several gaming journalists and players to complain. EA modified some of the costs of these elements in anticipation of the game's full November 2017 launch, but they were reportedly told by Disney to disable all microtransactions until they could come up with a fairer monetization scheme.<ref>{{cite web | url = https://www.wsj.com/articles/electronic-arts-pulls-microtransactions-from-star-wars-battlefront-ii-after-fan-backlash-1510936871 | title = Electronic Arts Pulls Microtransactions From 'Star Wars Battlefront II' After Fan Backlash | first1 = Sarah | last1 = Needleman | first2 = Ben | last2 = Fritz | date = November 17, 2017 | access-date = November 17, 2017 | work = ] | archive-date = November 17, 2017 | archive-url = https://web.archive.org/web/20171117173346/https://www.wsj.com/articles/electronic-arts-pulls-microtransactions-from-star-wars-battlefront-ii-after-fan-backlash-1510936871 | url-status = live }}</ref> By March 2018, EA had developed a fairer system that eliminated the pay to win elements and drastically reduced costs for unlocking characters. The controversy over ''Battlefront II''{{'s}} loot boxes led to an 8.5% drop in stock value in one month—about $3.1 billion and impacted EA's financial results for the following quarters.<ref>{{cite news|url=https://www.extremetech.com/gaming/258941-take-40-hours-unlock-single-hero-star-wars-battlefront-ii|title=It could take 40 hours to unlock a single hero in Star Wars Battlefront II|last=Whitwam|first=Ryan|work=]|date=November 13, 2017|access-date=May 21, 2019|archive-date=March 29, 2019|archive-url=https://web.archive.org/web/20190329090014/https://www.extremetech.com/gaming/258941-take-40-hours-unlock-single-hero-star-wars-battlefront-ii|url-status=live}}</ref> Furthermore, the visibility of this controversy led to debate at government levels around the world to determine if loot boxes were a form of gambling and if they should be regulated.<ref>{{cite web|url=https://www.gamespot.com/articles/star-wars-battlefront-2s-loot-box-controversy-expl/1100-6455155/|title=Star Wars Battlefront 2's Loot Box Controversy Explained|work=]|date=November 22, 2017|access-date=May 21, 2019|archive-date=May 15, 2019|archive-url=https://web.archive.org/web/20190515140211/https://www.gamespot.com/articles/star-wars-battlefront-2s-loot-box-controversy-expl/1100-6455155/|url-status=live}}</ref><ref>{{cite web|url=https://www.gamerevolution.com/news/358057-ea-loses-3-billion-stock-value-battlefront-2-debacle|title=EA Loses $3 Billion in Stock Value after Battlefront 2 Debacle|last=Faulkner|first=Jason|work=]|date=November 28, 2017|access-date=May 21, 2019|archive-date=January 13, 2019|archive-url=https://web.archive.org/web/20190113212039/https://www.gamerevolution.com/news/358057-ea-loses-3-billion-stock-value-battlefront-2-debacle|url-status=live}}</ref><ref>{{cite news|url=https://www.extremetech.com/gaming/284808-ea-agrees-to-remove-fifa-loot-boxes-in-belgium|title=EA Agrees to Remove FIFA Loot Boxes in Belgium|last=Whitwam|first=Ryan|work=]|date=January 31, 2019|access-date=May 21, 2019|archive-date=July 1, 2019|archive-url=https://web.archive.org/web/20190701183245/https://www.extremetech.com/gaming/284808-ea-agrees-to-remove-fifa-loot-boxes-in-belgium|url-status=live}}</ref>

In January 2018, EA announced eMLS, a new competitive league for EA Sports' '']'' through its Competitive Gaming Division (CGD) and ].<ref>{{cite web |title=MLS announces eMLS, a new competitive league for EA Sports FIFA 18 |url=https://www.torontofc.ca/post/2018/01/12/mls-announces-emls-new-competitive-league-ea-sports-fifa-18 |date=January 12, 2018 |access-date=March 27, 2018 |archive-date=January 14, 2018 |archive-url=https://web.archive.org/web/20180114021006/https://www.torontofc.ca/post/2018/01/12/mls-announces-emls-new-competitive-league-ea-sports-fifa-18 |url-status=live }}</ref> That same month, EA teamed up with ] and ] in a multi-year pact to broadcast ''Madden NFL'' competitive matches across the world through its Competitive Gaming Division arm.<ref>{{cite web |title=Electronic Arts, ESPN, Disney XD and the NFL Announce First Long-Term, Multi-Event Competitive Gaming Network Agreement |url=http://investor.ea.com/releasedetail.cfm?ReleaseID=1055434 |date=January 26, 2018 |access-date=February 18, 2018 |archive-date=February 19, 2018 |archive-url=https://web.archive.org/web/20180219090424/http://investor.ea.com/releasedetail.cfm?ReleaseID=1055434 |url-status=live }}</ref> On August 14, 2018, Patrick Söderlund announced his departure from EA as its vice-president and chief design officer, after serving twelve years with the company. With Söderlund's departure, the SEED group was moved as part of EA's studios, while the EA Originals and EA Partners teams were moved under the company's Strategic Growth group.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2018-08-14-patrick-s-derlund-leaves-electronic-arts-after-12-years |title=Patrick Söderlund leaves Electronic Arts after 12 years |first=James |last=Batchelor |date=August 14, 2018 |access-date=August 14, 2018 |work=] |archive-date=August 14, 2018 |archive-url=https://web.archive.org/web/20180814170033/https://www.gamesindustry.biz/articles/2018-08-14-patrick-s-derlund-leaves-electronic-arts-after-12-years |url-status=live }}</ref>

On February 6, 2019, Electronic Arts' stock value was hit by a decline of 13.3%, the worst decline since Halloween 2008. This was largely due to the marketing of their anticipated title '']'', which was released after the holiday season of October 2018. Stocks were already declining since late August, when EA announced that ''Battlefield V''{{'}}s release would be delayed until November. Upon release, the game was met with a mixed reception, and EA sold one million fewer copies than their expected figure of 7.3 million. Also attributed to the stock plunge was the game's lack of the game mode ], popularized by '']'' and then '']''.<ref>{{cite web |url=https://www.marketwatch.com/story/electronic-arts-stock-heads-toward-largest-drop-in-more-than-a-decade-after-earnings-miss-2019-02-05 |title=Electronic Arts stock suffers largest drop in more than a decade after earnings miss |last=Cherney |first=Max A. |work=] |date=February 6, 2019 |access-date=February 21, 2019 |archive-date=June 7, 2020 |archive-url=https://web.archive.org/web/20200607215523/https://www.marketwatch.com/story/electronic-arts-stock-heads-toward-largest-drop-in-more-than-a-decade-after-earnings-miss-2019-02-05 |url-status=live }}</ref> Stocks then surged 9.6% with the surprise release of '']'', which garnered 25 million players in just one week, significantly surpassing ''Fortnite''{{'}}s record of 10 million players in two weeks.<ref>{{cite web |url=https://www.gamesradar.com/how-many-people-play-apex-legends/ |title=Apex Legends reaches a staggering 25 million players in just a week |last1=Avard |first1=Alex |last2=Sullivan |first2=Lucas |work=] |date=February 11, 2019 |access-date=February 21, 2019 |archive-date=February 22, 2019 |archive-url=https://web.archive.org/web/20190222041921/https://www.gamesradar.com/how-many-people-play-apex-legends/ |url-status=live }}</ref><ref>{{cite web |url=https://www.reuters.com/article/us-electronic-arts-apex-legends-stocks/eas-apex-legends-tops-fortnite-record-with-25-million-signups-idUSKCN1Q11NA |title=EA's 'Apex Legends' tops 'Fortnite' record with 25 million signups in a week |last=Rana |first=Akanksha |work=] |date=February 12, 2019 |access-date=February 21, 2019 |archive-date=June 19, 2020 |archive-url=https://web.archive.org/web/20200619045105/https://www.reuters.com/article/us-electronic-arts-apex-legends-stocks/eas-apex-legends-tops-fortnite-record-with-25-million-signups-idUSKCN1Q11NA |url-status=live }}</ref> In advance of the end of its financial quarter ending March 31, 2019, Wilson announced they were cutting about 350 jobs, or about 4% of its workforce, primarily from their marketing, publishing, and operations divisions. Wilson stated the layoffs were necessary to "address our challenges and prepare for the opportunities ahead".<ref>{{cite web | url = https://www.polygon.com/2019/3/26/18282457/ea-layoffs-ceo-andrew-wilson-statement | title = Layoffs hit EA, CEO says they are necessary to 'address our challenges' | first = Charlie | last = Hall | date = March 26, 2019 | access-date = March 26, 2019 | work = ] | archive-date = December 17, 2019 | archive-url = https://web.archive.org/web/20191217022416/https://www.polygon.com/2019/3/26/18282457/ea-layoffs-ceo-andrew-wilson-statement | url-status = live }}</ref>

EA announced in October 2019 that it would be returning to release games on Steam, starting with the November 2019 release of '']'', as well as bringing the EA Access subscription service to Steam. While EA plans to continue to sell games on Origin, the move to add Steam releases was to help get more consumers to see their offerings.<ref>{{cite web | url = https://www.theverge.com/2019/10/29/20937055/ea-games-steam-access-subscription-service-pc-storefront-jedi-fallen-order-sales | title = EA games are returning to Steam along with the EA Access subscription service | first = Chaim | last = Gartenburg | date = October 29, 2019 | access-date = October 29, 2019 | work = ] | archive-date = December 10, 2019 | archive-url = https://web.archive.org/web/20191210123049/https://www.theverge.com/2019/10/29/20937055/ea-games-steam-access-subscription-service-pc-storefront-jedi-fallen-order-sales | url-status = live }}</ref> Due to COVID-19 lockdowns and growing demand for online games, EA's revenue grew to $1.4bn in the first quarter of 2020.<ref>{{Cite news|date=2020-05-06|title=Lockdown and loaded: virus triggers video game boost|language=en-GB|work=BBC News|url=https://www.bbc.com/news/business-52555277|access-date=2020-05-07|archive-date=July 9, 2020|archive-url=https://web.archive.org/web/20200709090259/https://www.bbc.com/news/business-52555277|url-status=live}}</ref> EA rebranded both EA Access and Origin to ] on August 18, 2020, but otherwise without changing the subscription price or services offered as part of a streamlining effort.<ref>{{cite web | url = https://www.eurogamer.net/articles/2020-08-14-ea-origin-and-access-rebrand-to-ea-play | title = EA Origin and Access rebrand to EA Play | first = Wesley | last = Yin-Poole | date = August 14, 2020 | access-date = August 14, 2020 | work = ] | archive-date = October 28, 2020 | archive-url = https://web.archive.org/web/20201028163455/https://www.eurogamer.net/articles/2020-08-14-ea-origin-and-access-rebrand-to-ea-play | url-status = live }}</ref> In December 2020, EA placed a bid to buy ], a British developer of racing games, in a deal worth $1.2 billion, outbidding an earlier offer placed by ].<ref>{{Cite news|date=2020-12-14|title=EA to buy Dirt Rally-maker Codemasters for £1bn|language=en-GB|work=BBC News|url=https://www.bbc.com/news/technology-55300362|access-date=2020-12-14|archive-date=December 14, 2020|archive-url=https://web.archive.org/web/20201214190650/https://www.bbc.com/news/technology-55300362|url-status=live}}</ref> The acquisition, agreed to by Codemasters, was completed by February 18, 2021, with all shares of Codemasters transferred to Codex Games Limited, a subsidiary of EA. Wilson stated that "the franchises in our combined portfolio will enable us to create innovative new experiences and bring more players into the excitement of cars and motorsport".<ref>{{Cite news|date=December 14, 2020|title=EA is buying Codemasters for $1.2 billion to take lead in racing game market|work=]|url=https://www.theverge.com/2020/12/14/22173732/ea-codemasters-buyout-agreed-price-need-for-speed-dirt|access-date=December 20, 2020|archive-date=December 21, 2020|archive-url=https://web.archive.org/web/20201221072317/https://www.theverge.com/2020/12/14/22173732/ea-codemasters-buyout-agreed-price-need-for-speed-dirt|url-status=live}}</ref><ref>{{cite web |url=https://www.videogameschronicle.com/news/ea-has-officially-completed-its-purchase-of-codemasters/ |title=EA has officially completed its purchase of Codemasters |first=Andy |last=Robinson |date=18 February 2021 |website=] |access-date=18 February 2021 |archive-date=February 18, 2021 |archive-url=https://web.archive.org/web/20210218140837/https://www.videogameschronicle.com/news/ea-has-officially-completed-its-purchase-of-codemasters/ |url-status=live }}</ref>

In January 2021, Disney announced it had revived the ] label for its licensed video game properties and announced new games including a new ''Star Wars'' game that would be developed by ] aimed for release in 2023, indicating that EA's ten-year exclusive license in 2013 to the ''Star Wars'' property was likely not extended.<ref>{{cite magazine | url = https://www.wired.com/story/lucasfilm-games-star-wars-ubisoft-indiana-jones-bethesda/ | title = Lucasfilm Games' New Partnerships Mean the Galaxy's the Limit | first = Eric | last = Ravencraft | date = January 13, 2021 | access-date = January 13, 2021 | magazine = ] | archive-date = February 18, 2021 | archive-url = https://web.archive.org/web/20210218141359/https://www.wired.com/story/lucasfilm-games-star-wars-ubisoft-indiana-jones-bethesda/ | url-status = live }}</ref> EA still maintained a non-exclusive license to ''Star Wars'' games, affirming more titles would be coming following this announcement.<ref name="gamespot ea sw feb2021">{{cite web | url = https://www.gamespot.com/articles/eas-star-wars-games-have-sold-52-million-copies-made-3-billion-and-more-are-coming/1100-6487063/ | title = EA's Star Wars Games Have Sold 52 Million Copies, Made $3 Billion, And More Are Coming | first = Eddie | last = Makuch | date = February 3, 2021 | access-date = February 3, 2021 | work = ] | archive-date = February 3, 2021 | archive-url = https://web.archive.org/web/20210203143322/https://www.gamespot.com/articles/eas-star-wars-games-have-sold-52-million-copies-made-3-billion-and-more-are-coming/1100-6487063/ | url-status = live }}</ref> As of February 2021, EA's ''Star Wars'' games had sold more than 52 million copies and brought in more than {{US$|3 billion|long=no}} in revenue.<ref name="gamespot ea sw feb2021" /> After a six-year absence from producing college sports-based game due to legal issues related to student athlete likenesses with the ], EA announced in February 2021 that it was returning to college sports with a planned '']'' title to likely be released in 2023.<ref name="wapost ea college sports">{{cite news | url = https://www.washingtonpost.com/video-games/2021/02/02/ea-sports-college-football/ | title = EA stock reaches all-time high after it announces new college football game | first = Tom | last = Ivan | date = February 2, 2021 | access-date = February 2, 2021 | newspaper = ] | archive-date = February 2, 2021 | archive-url = https://web.archive.org/web/20210202170051/https://www.washingtonpost.com/video-games/2021/02/02/ea-sports-college-football/ | url-status = live }}</ref> The company announced its plans to extend its mobile commitment in February 2021 by acquiring ] in an deal estimated worth {{US$|2.1 billion|long=no}}.<ref>{{cite web | url = https://www.gamedeveloper.com/mobile/ea-continues-its-big-mobile-push-with-2-1-billion-glu-mobile-acquisition | title = EA continues its big mobile push with $2.1 billion Glu Mobile acquisition | first = Alissa | last = McAloon | date = February 8, 2021 | access-date = February 25, 2022 | work = Game Developer| archive-date = February 8, 2021 | archive-url = https://web.archive.org/web/20210208214042/https://gamasutra.com/view/news/377203/EA_continues_its_big_mobile_push_with_21_billion_Glu_Mobile_acquisition.php | url-status = live }}</ref> The acquisition was completed by the end of April 2021.<ref name="GluMobileAcquisition">{{cite web | url = https://www.gamespot.com/articles/ea-completes-acquisition-of-glu-mobile-in-2-1-billion-deal/1100-6490777/ | title = EA Completes Acquisition Of Glu Mobile In $2.1 Billion Deal | first = Eddie | last = Makuch | date = April 29, 2021 | access-date = February 25, 2022 | work = ] | archive-date = February 25, 2022 | archive-url = https://web.archive.org/web/20220225170315/https://www.gamespot.com/articles/ea-completes-acquisition-of-glu-mobile-in-2-1-billion-deal/1100-6490777/ | url-status = live }}</ref>

The ] of Saudi Arabia acquired 7.4 million shares of EA, valued at {{US$|1.1 billion|long=no}}, in February 2021.<ref>{{cite web | url = https://www.gamedeveloper.com/business/saudi-investment-fund-acquires-shares-in-activision-blizzard-take-two-and-ea | title = Saudi investment fund acquires shares in Activision Blizzard, Take-Two, and EA | first = Chris | last = Kerr | date = February 25, 2022 | access-date = February 18, 2021 | work = Game Developer | archive-date = August 27, 2021 | archive-url = https://web.archive.org/web/20210827092907/https://www.gamedeveloper.com/business/saudi-investment-fund-acquires-shares-in-activision-blizzard-take-two-and-ea | url-status = live }}</ref> Former CEO and current chairman Probst stated in May 2021 he was retiring from the company. Current EA CEO Wilson took over as chairman.<ref>{{cite web | url = https://www.gamespot.com/articles/one-of-eas-most-influential-and-important-veterans-is-stepping-down/1100-6491991/ | title = One Of EA's Most Influential And Important Veterans Is Stepping Down | first = Eddie | last = Makuch | date = May 26, 2021 | access-date = May 26, 2021 | work = ] | archive-date = May 26, 2021 | archive-url = https://web.archive.org/web/20210526120639/https://www.gamespot.com/articles/one-of-eas-most-influential-and-important-veterans-is-stepping-down/1100-6491991/ | url-status = live }}</ref> In June 2021, EA confirmed that they had suffered a data breach, with game and engine source code taken from their servers, including the source for the Frostbite Engine and ''FIFA 21''; EA assured no player or user data had been obtained. Hackers that had taken the code had started selling it around on the ].<ref>{{cite web | url = https://www.vice.com/en/article/wx5xpx/hackers-steal-data-electronic-arts-ea-fifa-source-code | title = Hackers Steal Wealth of Data from Game Giant EA | first = Joseph | last = Cox | date = June 10, 2021 | access-date = June 10, 2021 | work = ] | archive-date = June 11, 2021 | archive-url = https://web.archive.org/web/20210611082304/https://www.vice.com/en/article/wx5xpx/hackers-steal-data-electronic-arts-ea-fifa-source-code | url-status = live }}</ref> The perpetuators of this breach began to extort EA for money in July, releasing small portions of the data to public forums and threatening to release more if their demands were not met.<ref>{{cite web | url = https://www.vice.com/en/article/m7e57n/hackers-extort-ea-fifa | title = Hackers Move to Extort Gaming Giant EA | first = Joseph | last = Cox | date = July 13, 2021 | access-date = July 15, 2021 | work = ] | archive-date = July 14, 2021 | archive-url = https://web.archive.org/web/20210714204754/https://www.vice.com/en/article/m7e57n/hackers-extort-ea-fifa | url-status = live }}</ref>

EA acquired mobile game developer Playdemic Studios in Manchester, England from ] in June 2021 for {{USD|1.4 billion|long=no}}, following the merger of ] with ]. As of June 2021, the acquisition was expected to complete by 2022.<ref name="deadline playdemic">{{cite web | url = https://deadline.com/2021/06/att-warnermedia-playdemic-mobile-game-studio-electronic-arts-1234780023/ | title = AT&T, WarnerMedia Sell Playdemic Mobile Game Studio To Electronic Arts For $1.4 Billion | first = Jill | last = Goldsmith | date = June 23, 2021 | access-date = June 23, 2021 | work = ] | archive-date = March 31, 2022 | archive-url = https://web.archive.org/web/20220331075838/https://deadline.com/2021/06/att-warnermedia-playdemic-mobile-game-studio-electronic-arts-1234780023/ | url-status = live }}</ref> In their SEC filings in September 2021, the company said that current CFO and COO Blake Jorgensen would be stepping down by mid-2022. The company's COO role was taken over by Chief Studios Officer ], while a search for a new CFO was launched.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2021-09-30-ea-cfo-and-coo-blake-jorgensen-set-to-leave-publisher | title = EA CFO and COO Blake Jorgensen set to leave publisher | first = Brendan | last = Sinclair | date = September 30, 2021 | access-date = September 30, 2021 | work = ] | archive-date = September 30, 2021 | archive-url = https://web.archive.org/web/20210930210110/https://www.gamesindustry.biz/articles/2021-09-30-ea-cfo-and-coo-blake-jorgensen-set-to-leave-publisher | url-status = live }}</ref> Longtime ] executive Chris Suh was later appointed as CFO in March 2022.<ref>{{cite news |date=2023-06-20 |title=Visa names EA's Chris Suh as finance chief |url=https://www.reuters.com/business/finance/visa-names-eas-chris-suh-finance-chief-2023-06-20/ |access-date=2024-02-27 |work=Reuters |archive-date=July 2, 2023 |archive-url=https://web.archive.org/web/20230702221817/https://www.reuters.com/business/finance/visa-names-eas-chris-suh-finance-chief-2023-06-20/ |url-status=live }}</ref><ref>{{cite news |last=Maurer |first=Mark |date=2023-06-20 |title=Visa Picks Electronic Arts CFO Chris Suh as Finance Chief |url=https://www.wsj.com/articles/visa-picks-electronic-arts-cfo-chris-suh-as-finance-chief-2c8f4517 |access-date=2024-02-27 |work=The Wall Street Journal |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227014611/https://www.wsj.com/articles/visa-picks-electronic-arts-cfo-chris-suh-as-finance-chief-2c8f4517 |url-status=live }}</ref> Industry reports around May 2022 asserted that EA had been looking to be acquired by larger media firms, including Disney, Apple, and ]/]. These reports said that EA had been nearing a final deal that would have had NBCUniversal spun out from Comcast before bringing EA within it. ] was also mentioned as a possible customer for EA; ] reported in late August that Amazon was no longer interested in a takeover.<ref>{{cite web | url = https://www.videogameschronicle.com/news/ea-is-allegedly-pursuing-a-sale-and-has-talked-to-apple-amazon-and-disney/ | title = EA is allegedly pursuing a sale and 'has talked to Apple, Amazon and Disney' | first = Andy | last = Robinson | date = May 21, 2022 | access-date = May 21, 2022 | work = ] | archive-date = May 21, 2022 | archive-url = https://web.archive.org/web/20220521105100/https://www.videogameschronicle.com/news/ea-is-allegedly-pursuing-a-sale-and-has-talked-to-apple-amazon-and-disney/ | url-status = live }}</ref>

===2023–present: Internal restructuring and layoffs===
In January 2023, EA cancelled development on ] and Battlefield Mobile, leading to the shutdown of developer ].<ref>{{Cite news |date=2023-02-01 |title=EA cancels development of Apex Legends Mobile, Battlefield Mobile |url=https://www.eurogamer.net/ea-cancels-development-of-apex-legends-mobile-battlefield-mobile |access-date=2024-03-02 |work=Eurogamer.net |language=en |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302161448/https://www.eurogamer.net/ea-cancels-development-of-apex-legends-mobile-battlefield-mobile |url-status=live }}</ref> On February 28, 2023, EA eliminated 200 QA testers from its Baton Rouge, Louisiana office. The testers predominantly worked on ]'s ] battle royale game.<ref>{{Cite web |date=2023-02-28 |title=EA Lays Off Over 200 Apex Legends Testers Over Zoom Call |url=https://kotaku.com/ea-apex-legends-bugs-layoffs-respawn-zoom-1850168472 |access-date=2024-03-02 |website=Kotaku |language=en |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302145443/https://kotaku.com/ea-apex-legends-bugs-layoffs-respawn-zoom-1850168472 |url-status=live }}</ref> On March 29, EA announced it would lay off 6% of its workforce, or 775 employees.<ref>{{Cite web |last= |first= |date=2023-03-29 |title=An update on our people and business |url=https://www.ea.com/news/update-to-our-business-march-2023 |access-date=2024-03-02 |website=Electronic Arts Inc. |language=en |archive-date=April 17, 2023 |archive-url=https://web.archive.org/web/20230417185538/https://www.ea.com/news/update-to-our-business-march-2023 |url-status=live }}</ref><ref>{{Cite news |date=2023-03-29 |title=EA laying off 6% of its workforce as part of "restructuring" |url=https://www.eurogamer.net/ea-laying-off-6-of-its-workforce-as-part-of-restructuring |access-date=2024-03-02 |work=Eurogamer.net |language=en |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302144922/https://www.eurogamer.net/ea-laying-off-6-of-its-workforce-as-part-of-restructuring |url-status=live }}</ref>

In June 2023, EA announced an internal reorganization of the company. CEO Andrew Wilson announced a realignment of the company into two organizations – EA Sports and EA Entertainment – both of which would report directly to him, having Laura Miele, previously Chief Studios Officer and COO, as the president of EA Entertainment, and Cam Weber, formerly EVP and group General Manager of EA Sports as president of EA Sports. ], Samantha Ryan, and Jeff Karp continued on EA Entertainment, leading and overseeing specific studios under EA Entertainment. Also announced in the same day, CFO Chris Suh and chief experience officer Chris Bruzzo would be leaving the company at the end of the month, with the first leaving for another company while the other going to retire. In place of Suh as CFO came Stuart Canfield, a 20-year veteran of the company who had most recently been serving as SVP of enterprise finance and investor relations, while the company's new chief experiences officer became David Tinson, previously the company's chief marketing officer.<ref>{{Cite web |last=Arts |first=Electronic |date=2023-06-20 |title=Empowering our Creative Leaders to Drive Growth |url=https://www.ea.com/news/empowering-our-creative-leaders-to-drive-growth |access-date=2023-06-20 |website=Electronic Arts Inc. |language=en |archive-date=June 20, 2023 |archive-url=https://web.archive.org/web/20230620203033/https://www.ea.com/news/empowering-our-creative-leaders-to-drive-growth |url-status=live }}</ref><ref>{{Cite web |last=Ivan |first=Tom |date=2023-06-20 |title=Electronic Arts is restructuring its studios into two organisations |url=https://www.videogameschronicle.com/news/electronic-arts-is-restructuring-its-studios-into-two-organisations/ |access-date=2023-06-20 |website=Video Games Chronicle |language=en |archive-date=August 12, 2023 |archive-url=https://web.archive.org/web/20230812061612/https://www.videogameschronicle.com/news/electronic-arts-is-restructuring-its-studios-into-two-organisations/ |url-status=live }}</ref><ref>{{Cite web |last=Wales |first=Matt |date=2023-06-20 |title=EA Games becomes EA Entertainment, splits from EA Sports in restructuring |url=https://www.eurogamer.net/ea-games-becomes-ea-entertainment-splits-from-ea-sports-in-major-restructuring |access-date=2023-06-20 |website=Eurogamer |language=en |archive-date=August 12, 2023 |archive-url=https://web.archive.org/web/20230812061619/https://www.eurogamer.net/ea-games-becomes-ea-entertainment-splits-from-ea-sports-in-major-restructuring |url-status=live }}</ref>

On August 23, EA announced it was eliminating 50 roles at ], or 20% of its workforce.<ref>{{Cite news |date=2023-08-23 |title=BioWare lays off around 50 employees as part of "shift towards a more agile and more focused studio" |url=https://www.eurogamer.net/bioware-lays-off-50-employees-as-part-of-shift-towards-a-more-agile-and-more-focused-studio |access-date=2024-03-02 |work=Eurogamer.net |language=en |archive-date=October 4, 2023 |archive-url=https://web.archive.org/web/20231004180951/https://www.eurogamer.net/bioware-lays-off-50-employees-as-part-of-shift-towards-a-more-agile-and-more-focused-studio |url-status=live }}</ref><ref>{{Cite web |last= |first= |date=2023-08-23 |title=An Update on the State of BioWare |url=https://blog.bioware.com/2023/08/23/an-update-on-the-state-of-bioware/ |access-date=2024-03-02 |website=BioWare Blog |language=en-US |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302152511/https://blog.bioware.com/2023/08/23/an-update-on-the-state-of-bioware/ |url-status=live }}</ref> A group of former employees later sued EA, seeking better severance following their layoffs.<ref>{{Cite news |date=2023-10-04 |title=Former Dragon Age staff seek further compensation following layoffs |url=https://www.eurogamer.net/former-dragon-age-staff-seek-further-compensation-following-layoffs |access-date=2024-03-02 |work=Eurogamer.net |language=en |archive-date=October 4, 2023 |archive-url=https://web.archive.org/web/20231004180716/https://www.eurogamer.net/former-dragon-age-staff-seek-further-compensation-following-layoffs |url-status=live }}</ref>

In December 2023, EA ] an unknown number of ] employees.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=2023-12-04 |title=F1 Developer Codemasters Suffers Round of Layoffs |url=https://www.ign.com/articles/f1-developer-codemasters-suffers-round-of-layoffs |access-date=2024-03-02 |website=IGN |language=en |archive-date=January 20, 2024 |archive-url=https://web.archive.org/web/20240120153015/https://www.ign.com/articles/f1-developer-codemasters-suffers-round-of-layoffs |url-status=live }}</ref><ref>{{Cite news |date=2023-12-05 |title=EA confirms layoffs at F1 developer Codemasters |url=https://www.eurogamer.net/ea-confirms-layoffs-at-f1-developer-codemasters |access-date=2024-03-02 |work=Eurogamer.net |language=en |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302142806/https://www.eurogamer.net/ea-confirms-layoffs-at-f1-developer-codemasters |url-status=live }}</ref> In February 2024, EA announced that it would lay off 670 employees, or 5% of its global workforce. The cuts came with the cancellation of a first-person shooter set in the ] universe, and that the company would be moving away from licensed IP in favor of EA-owned franchises.<ref>{{Cite web |date=2024-02-29 |title=Star Wars game cancelled as EA cuts 670 jobs |url=https://www.bbc.com/news/technology-68434599 |access-date=2024-03-02 |website=BBC News |language=en-GB |archive-date=March 2, 2024 |archive-url=https://web.archive.org/web/20240302143817/https://www.bbc.com/news/technology-68434599 |url-status=live }}</ref>

In July 2024, actor labor union ] (SAG-AFTRA), which also has numerous video game voice actors as members, would initiate a ] against a number of video publisher, including EA, over concerns about lack of ] protections not only video game actors, but also the use of A.I to replicate an actor’s voice, or create a digital replica of their likeness.<ref>{{cite news|url=https://www.sagaftra.org/videogamestrike|title=SAG-AFTRA Members Who Work on Video Games Go on Strike; A.I. Protections Remain the Sticking Point|publisher=SAG AFTRA|date=July 26, 2024|accessdate=July 26, 2024}}</ref><ref>{{cite news|url=https://www.reuters.com/world/us/hollywoods-videogame-performers-go-strike-over-ai-pay-concerns-2024-07-25/|title=Hollywood's videogame performers to strike over AI, pay concerns|first=Danielle|last=Broadway|publisher=Reuters|date=July 25, 2024|accessdate=July 26, 2024}}</ref>

== Games ==
{{Main|List of Electronic Arts games}}
Since 1983 and the 1987 release of its ], Electronic Arts has respectively published and developed games, bundles, as well as a handful of earlier productivity software.

== Company structure ==
{{further|List of acquisitions by Electronic Arts}}

As of April 2021, Electronic Arts' largest acquisition is the purchase of ], for $2.4&nbsp;billion. Of the 39 companies acquired by EA, 20 are based in the U.S., five in the United Kingdom, six in ], and eight elsewhere. The majority of these companies and studios are now ], with some having been merged into other entities. Of the six companies which EA purchased a stake in, two remaining companies are based in the U.S., while three other U.S. companies are defunct. After acquiring a 19.9% stake in France-based ] in 2004, EA sold a remaining 14.8% stake in it in 2010.<ref name="ubisoft">{{cite web|access-date=2015-03-15|url=http://www.thefreelibrary.com/EA+Invests+in+UbiSoft+Entertainment%3B+Acquires+Approximately+19.9...-a0126300584|title=EA Invests in Ubisoft; Acquires Approximately 19.9 Percent Equity in Global Game Company.|publisher=The Free Library|date=2004-12-24|author=Business Wire}}</ref><ref name="ubisoft2">{{cite news|access-date=2010-08-05|url=http://www.automatedtrader.net/real-time-dow-jones/5593/update-electronic-arts-sells-ubisoft-shares--ends-6_year-link|first=Ambroise|last=Ecorcheville|author2=Angeline Benoit|agency=Dow Jones Newswires|title=UPDATE: Electronic Arts Sells Ubisoft Shares, Ends 6-Year Link|publisher=Automated Trader|archive-url=https://web.archive.org/web/20150317195646/http://www.automatedtrader.net/real-time-dow-jones/5593/update-electronic-arts-sells-ubisoft-shares--ends-6_year-link|archive-date=2015-03-17|url-status=dead}}</ref>
Since June 2023, the company is organized in two main divisions: EA Entertainment Technology & Central Development (EA Entertainment for short, formerly EA Games) and EA Sports.<ref>{{Cite web |first=Kat |last=Bailey |date=2023-06-20 |title=EA Sports and EA Games Splitting Apart in Internal Shakeup |url=https://www.ign.com/articles/ea-sports-and-ea-games-splitting-apart-in-internal-shakeup |access-date=2023-06-20 |website=IGN |language=en |archive-date=June 20, 2023 |archive-url=https://web.archive.org/web/20230620230320/https://www.ign.com/articles/ea-sports-and-ea-games-splitting-apart-in-internal-shakeup |url-status=live }}</ref>


=== EA Entertainment ===
Electronic Arts was started by ] when he left his job at ] as Director of Strategy and Marketing. Hawkins founded the company in the summer of 1982 with a personal investment of US$200,000. His original name for his newly found company was ''Amazin' Software''.
* ] in ]; acquired in October 2007.<ref name=":02">{{Cite news |last=Geddes |first=Ryan |title=EA buys BioWare, Pandemic - IGN |url=https://www.ign.com/articles/2007/10/11/ea-buys-bioware-pandemic |url-status=live |access-date=October 12, 2019 |archive-url=https://web.archive.org/web/20180828080237/https://www.ign.com/articles/2007/10/11/ea-buys-bioware-pandemic |archive-date=August 28, 2018}}</ref>
** ] in ]; acquired in October 2007.<ref name=":02" />
* Cliffhanger Games in ], Washington, led by Kevin Stephens formerly vice-president of ], founded in May 2021.<ref>{{cite web |last=Sinclair |first=Brendan |date=May 19, 2021 |title=Ex-Monolith VP Kevin Stephens starting new EA studio |url=https://www.gamesindustry.biz/ex-monolith-vp-kevin-stephens-starting-new-ea-studio |access-date=May 19, 2021 |work=] |archive-date=September 10, 2022 |archive-url=https://web.archive.org/web/20220910181201/https://www.gamesindustry.biz/ex-monolith-vp-kevin-stephens-starting-new-ea-studio |url-status=live }}</ref><ref>{{cite web |last=Dring |first=Christopher |date=July 10, 2023 |title=EA reveals Cliffhanger Games, the new studio working on a Black Panther game |url=https://www.gamesindustry.biz/ea-reveals-cliffhanger-games-the-new-studio-working-on-a-black-panther-game |access-date=July 10, 2023 |work=] |archive-date=July 10, 2023 |archive-url=https://web.archive.org/web/20230710154141/https://www.gamesindustry.biz/ea-reveals-cliffhanger-games-the-new-studio-working-on-a-black-panther-game |url-status=live }}</ref>
* ] in ]; acquired in August 2004.<ref>{{Cite web |date=July 28, 2004 |title=EA buys Criterion; deal includes game studio and RenderWare |url=https://www.gamesindustry.biz/articles/ea-buys-criterion-deal-includes-game-studio-and-renderware |url-status=live |archive-url=https://web.archive.org/web/20180126215622/http://www.gamesindustry.biz/articles/ea-buys-criterion-deal-includes-game-studio-and-renderware |archive-date=January 26, 2018 |access-date=2019-09-09 |website=GamesIndustry.biz}}</ref><ref>{{cite web | url=https://www.videogameschronicle.com/news/criterion-joins-ea-entertainment-to-focus-on-battlefield-development/ | title=Criterion joins EA Entertainment to focus on Battlefield development | date=September 20, 2023 | access-date=September 20, 2023 | archive-date=September 20, 2023 | archive-url=https://web.archive.org/web/20230920191052/https://www.videogameschronicle.com/news/criterion-joins-ea-entertainment-to-focus-on-battlefield-development/ | url-status=live }}</ref>
** Criterion Cheshire in ]
* ] in ]; acquired in October 2006.<ref>{{Cite web |title=EA rolls DICE for $23 million |url=https://www.gamespot.com/articles/ea-rolls-dice-for-23-million/1100-6159171/ |url-status=live |archive-url=https://web.archive.org/web/20191003234027/https://www.gamespot.com/articles/ea-rolls-dice-for-23-million/1100-6159171/ |archive-date=October 3, 2019 |access-date=2019-09-09 |website=GameSpot}}</ref>
** ] in ] and ]; founded in May 2016.<ref name=":12">{{Cite web |last=Wawro |first=Alex |date=May 18, 2016 |title=Frostbite Labs is EA's new skunkworks for developing future tech |url=https://www.gamedeveloper.com/business/frostbite-labs-is-ea-s-new-skunkworks-for-developing-future-tech |url-status=live |archive-url=https://web.archive.org/web/20191116062310/https://www.gamasutra.com/view/news/272992/Frostbite_Labs_is_EAs_new_skunkworks_for_developing_future_tech.php |archive-date=November 16, 2019 |access-date=February 25, 2022 |website=Game Developer}}</ref>
* EA Baton Rouge in ]; founded in September 2008.<ref>{{Cite web |date=2008-08-21 |title=EA building game testing center in Louisiana |url=https://www.geek.com/games/ea-building-game-testing-center-in-louisiana-577677/ |url-status=live |archive-url=https://web.archive.org/web/20151121174424/http://www.geek.com/games/ea-building-game-testing-center-in-louisiana-577677/ |archive-date=November 21, 2015 |access-date=2019-09-09 |website=Geek.com}}</ref>
* EA Galway in ].
* ] in ]; founded in March 2011.<ref>{{Cite web |title=EA opens 'EA Gothenburg' studio focused on Frostbite 2 projects |url=https://www.engadget.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/ |url-status=live |archive-url=https://web.archive.org/web/20190428051556/https://www.engadget.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/ |archive-date=April 28, 2019 |access-date=2019-09-09 |website=Engadget|date=July 15, 2016 }}</ref> From March 2011 to November 2012, the studio was named '''EA Gothenburg'''. From November 2012 to January 2020, the studio was named '''Ghost Games''', until the original name came back.<ref>{{Cite web |date=November 15, 2012 |title=EA's studio in Gothenburg is now called Ghost |url=https://www.destructoid.com/ea-s-studio-in-gothenburg-is-now-called-ghost-238621.phtml |url-status=live |archive-url=https://web.archive.org/web/20200730232317/https://www.destructoid.com/ea-s-studio-in-gothenburg-is-now-called-ghost-238621.phtml |archive-date=July 30, 2020 |access-date=2019-09-09 |website=Destructoid |language=en}}</ref>
* EA Korea Studio in ]; founded in 1998.
* ] in ]; founded in 2004.
** EA Capital Games in ]; acquired in 2011.<ref>{{Cite news |last=Sarkar |first=Samit |title=Free-to-play Heroes of Dragon Age coming to mobile (update) - Polygon |url=https://www.polygon.com/2013/8/19/4636288/heroes-of-dragon-age-ea-mobile-spinoff |url-status=live |access-date=September 9, 2019 |archive-url=https://web.archive.org/web/20191009095256/https://www.polygon.com/2013/8/19/4636288/heroes-of-dragon-age-ea-mobile-spinoff |archive-date=October 9, 2019}}</ref> From 2011 to 2014, the studio was named '''BioWare Sacramento'''.<ref>{{Cite web |date=2011-12-01 |title=EA Acquires KlickNation |url=https://www.businesswire.com/news/home/20111201006655/en/EA-Acquires-KlickNation |url-status=live |archive-url=https://web.archive.org/web/20191009095250/https://www.businesswire.com/news/home/20111201006655/en/EA-Acquires-KlickNation |archive-date=October 9, 2019 |access-date=2019-09-09 |website=BusinessWire}}</ref>
** EA Redwood Studios in ]; founded in 2016.
** ] in ]; acquired in July 2012.
** ] in ]; acquired in April 2021.<ref name="GluMobileAcquisition2">{{cite web |last=Makuch |first=Eddie |date=April 29, 2021 |title=EA Completes Acquisition Of Glu Mobile In $2.1 Billion Deal |url=https://www.gamespot.com/articles/ea-completes-acquisition-of-glu-mobile-in-2-1-billion-deal/1100-6490777/ |access-date=February 25, 2022 |work=] |archive-date=February 25, 2022 |archive-url=https://web.archive.org/web/20220225170315/https://www.gamespot.com/articles/ea-completes-acquisition-of-glu-mobile-in-2-1-billion-deal/1100-6490777/ |url-status=live }}</ref>
*** ] in ]; acquired by Glu in September 2014.<ref name="Glu Mobile Completes Acquisition of PlayFirst2">{{cite web |author=PlayFirst |date=2014-09-03 |title=Glu Mobile Completes Acquisition of PlayFirst |url=http://www.playfirst.com/news/viewNewsItem/34 |url-status=dead |archive-url=https://web.archive.org/web/20140925220730/http://www.playfirst.com/news/viewNewsItem/34 |archive-date=2014-09-25 |access-date=2014-09-03 |publisher=PlayFirst}}</ref>
** Playdemic in ], England; acquired by EA in June 2021 from WarnerMedia.<ref name="deadline playdemic2">{{cite web |last=Goldsmith |first=Jill |date=June 23, 2021 |title=AT&T, WarnerMedia Sell Playdemic Mobile Game Studio To Electronic Arts For $1.4 Billion |url=https://deadline.com/2021/06/att-warnermedia-playdemic-mobile-game-studio-electronic-arts-1234780023/ |access-date=June 23, 2021 |work=] |archive-date=March 31, 2022 |archive-url=https://web.archive.org/web/20220331075838/https://deadline.com/2021/06/att-warnermedia-playdemic-mobile-game-studio-electronic-arts-1234780023/ |url-status=live }}</ref>
** Slingshot Games in ].
** Tracktwenty Studios in ]; founded in 2012.
* ] in ]; opened in 2021.<ref>{{Cite news |last=Kerr |first=Chris |date=January 27, 2021 |title=EA forms new studio Full Circle to revive Skate franchise |work=Game Developer |url=https://www.gamedeveloper.com/business/ea-forms-new-studio-full-circle-to-revive-i-skate-i-franchise |url-status=live |access-date=February 25, 2022 |archive-url=https://web.archive.org/web/20210127165319/https://www.gamasutra.com/view/news/376736/EA_forms_new_studio_Full_Circle_to_revive_Skate_franchise.php |archive-date=January 27, 2021}}</ref>
* ] in ]; acquired in July 1997.<ref>{{Cite magazine |title=Electronic Arts to Buy Maxis for $125 Million |url=https://www.wired.com/1997/06/electronic-arts-to-buy-maxis-for-125-million/ |url-status=live |magazine=WIRED |archive-url=https://web.archive.org/web/20200930085006/https://www.wired.com/1997/06/electronic-arts-to-buy-maxis-for-125-million/ |archive-date=September 30, 2020 |access-date=November 22, 2019}}</ref>
** Maxis Texas in ] was opened in 2019 and working on a new IP.<ref>{{Cite web |last=Horti |first=Samuel |date=2019-08-25 |title=The Sims studio Maxis hiring creative director for 'live service' game based on new IP |url=https://www.pcgamer.com/the-sims-studio-maxis-hiring-creative-director-for-new-live-service-game/ |url-status=live |archive-url=https://web.archive.org/web/20200716140229/https://www.pcgamer.com/the-sims-studio-maxis-hiring-creative-director-for-new-live-service-game/ |archive-date=July 16, 2020 |access-date=July 16, 2020 |website=PC Gamer}}</ref>
** Maxis Europe in multiple locations in Europe, was opened in 2021.<ref>{{cite web |date=May 18, 2021 |title=The Sims 4 Development Team is expanding to Maxis Europe |url=https://simscommunity.info/2021/05/18/the-sims-4-development-team-is-expanding-to-maxis-europe/ |url-status=live |access-date=September 28, 2021 |website=simscommunity.info |archive-url=https://web.archive.org/web/20211009095624/https://simscommunity.info/2021/05/18/the-sims-4-development-team-is-expanding-to-maxis-europe/ |archive-date=Oct 9, 2021 }}</ref>
* ] in ]; founded in July 2015.<ref>{{Cite web |last=Crecente |first=Brian |date=2015-07-13 |title=Former Ubisoft studio head Jade Raymond opens EA studio in Montreal |url=https://www.polygon.com/2015/7/13/8946927/former-ubisoft-toronto-managing-director-jade-raymond-opens-new-ea |url-status=live |archive-url=https://web.archive.org/web/20150928224309/http://www.polygon.com/2015/7/13/8946927/former-ubisoft-toronto-managing-director-jade-raymond-opens-new-ea |archive-date=September 28, 2015 |access-date=2019-09-09 |website=Polygon}}</ref>
** Motive Studio Vancouver in ]; founded in June 2018.<ref>{{Cite web |last=Kerr |first=Chris |date=June 2018 |title=Battlefront II developer EA Motive expands with Vancouver opening |url=https://www.gamedeveloper.com/business/-i-battlefront-ii-i-developer-ea-motive-expands-with-vancouver-opening |url-status=live |archive-url=https://web.archive.org/web/20191009095250/https://www.gamasutra.com/view/news/319217/Battlefront_II_developer_EA_Motive_expands_with_Vancouver_opening.php |archive-date=October 9, 2019 |access-date=February 25, 2022 |website=Game Developer}}</ref>
* ] in ]; acquired in March 2001.<ref>{{Cite web |title=EA.com acquires Pogo.com |url=https://www.gamespot.com/articles/eacom-acquires-pogocom/1100-2691723/ |url-status=live |archive-url=https://web.archive.org/web/20200730231331/https://www.gamespot.com/articles/eacom-acquires-pogocom/1100-2691723/ |archive-date=July 30, 2020 |access-date=2019-09-09 |website=GameSpot}}</ref>
* ] in ]; acquired in July 2011.<ref>{{Cite web |date=2011-07-12 |title=EA to Acquire PopCap Games |url=https://www.businesswire.com/news/home/20110712007011/en/EA-Acquire-PopCap-Games |url-status=live |archive-url=https://web.archive.org/web/20190531155532/https://www.businesswire.com/news/home/20110712007011/en/EA-Acquire-PopCap-Games |archive-date=May 31, 2019 |access-date=2019-09-09 |website=BusinessWire}}</ref>
** PopCap Shanghai in ]; acquired in July 2011.
** PopCap Hyderabad in ]; acquired in July 2011.
* ] in ]; acquired in December 2017.<ref>{{Cite web |title=EA Now Owns Titanfall Developer Respawn |url=https://www.gamespot.com/articles/ea-now-owns-titanfall-developer-respawn/1100-6455409/ |url-status=live |archive-url=https://web.archive.org/web/20190719080449/https://www.gamespot.com/articles/ea-now-owns-titanfall-developer-respawn/1100-6455409/ |archive-date=July 19, 2019 |access-date=2019-09-09 |website=GameSpot}}</ref>
** Respawn Vancouver established in 2020 in ].<ref>{{Cite web |date=May 18, 2020 |title=Respawn marks its ten-year anniversary with a new Vancouver studio |url=https://www.gamesindustry.biz/articles/2020-05-18-respawn-marks-its-ten-year-anniversary-with-a-new-vancouver-studio |url-status=live |archive-url=https://web.archive.org/web/20200519043452/https://www.gamesindustry.biz/articles/2020-05-18-respawn-marks-its-ten-year-anniversary-with-a-new-vancouver-studio |archive-date=May 19, 2020 |access-date=2020-07-16 |website=GamesIndustry.biz}}</ref>
** Respawn Wisconsin established in 2023 in ].<ref>{{Cite web |date=2023-03-20 |title=Respawn opens third studio to keep Apex Legends going for '10 to 15 years' |url=https://www.gamesindustry.biz/respawn-opens-third-studio-to-keep-apex-legends-going-for-10-to-15-years |access-date=2023-03-20 |website=GamesIndustry.biz |language=en |archive-date=March 20, 2023 |archive-url=https://web.archive.org/web/20230320133414/https://www.gamesindustry.biz/respawn-opens-third-studio-to-keep-apex-legends-going-for-10-to-15-years |url-status=live }}</ref>
* Ripple Effect Studios in ]; established in May 2013, previously a subsidiary of DICE called DICE Los Angeles,<ref>{{cite web |last=Dyer |first=Mitch |date=May 16, 2013 |title=DICE LA: From the Ashes of Medal of Honor |url=https://www.ign.com/articles/2013/05/16/dice-la-from-the-ashes-of-medal-of-honor |url-status=live |archive-url=https://web.archive.org/web/20190921092847/https://www.ign.com/articles/2013/05/16/dice-la-from-the-ashes-of-medal-of-honor |archive-date=September 21, 2019 |access-date=September 21, 2019 |website=]}}</ref> and a support studio before becoming its own company and being renamed in 2021.<ref>{{cite web |date=July 8, 2021 |title=EA has renamed DICE LA to Ripple Effect Studios as work begins on a standalone game |url=https://www.videogameschronicle.com/news/ea-has-renamed-dice-la-to-ripple-effect-studios-as-work-begins-on-a-standalone-game/ |access-date=October 11, 2022 |website=Video Games Chronicle |archive-date=October 11, 2022 |archive-url=https://web.archive.org/web/20221011030013/https://www.videogameschronicle.com/news/ea-has-renamed-dice-la-to-ripple-effect-studios-as-work-begins-on-a-standalone-game/ |url-status=live }}</ref> Some of the staff were originally from ].<ref>{{Cite web |last=Phillips |first=Tom |date=2020-01-03 |title=Respawn boss Vince Zampella will oversee EA's DICE LA studio |url=https://www.eurogamer.net/articles/2020-01-03-respawn-boss-vince-zampella-will-oversee-eas-dice-la-studio |url-status=live |archive-url=https://web.archive.org/web/20200730230227/https://www.eurogamer.net/articles/2020-01-03-respawn-boss-vince-zampella-will-oversee-eas-dice-la-studio |archive-date=July 30, 2020 |access-date=2020-07-16 |website=Eurogamer}}</ref>


=== EA Sports ===
By September of 1982, the initial staff was in place. The original members included:
{{main|EA Sports}}
* ], VP Sales and Marketing (formerly the president of a local PR agency)
* ] in ]; founded in October 1986, acquired by EA in February 2021.<ref>{{cite web |last=Partis |first=Danielle |date=July 6, 2021 |title=Frank Sagnier and Rashid Varachia step down from Codemasters |url=https://www.gamesindustry.biz/articles/2021-07-06-frank-sagnier-and-rashid-varachia-step-down-from-codemasters |access-date=July 6, 2021 |work=] |archive-date=January 2, 2022 |archive-url=https://web.archive.org/web/20220102184509/https://www.gamesindustry.biz/articles/2021-07-06-frank-sagnier-and-rashid-varachia-step-down-from-codemasters |url-status=live }}</ref>
* ], ] (formerly a marketing manager at Apple)
** Codemasters Birmingham in ], ]
* ], Producer (formerly a marketing manager at Apple)
** Codemasters Kuala Lumpur in ], ]
* ], Producer (formerly a producer at Apple)
* EA Cologne in ]
* ], Sales (formerly a sales manager at ])
* EA Madrid in ]; founded in October 2018.<ref>{{Cite web |title=Development Director at Electronic Arts |url=https://ea.gr8people.com/jobs/160529/development-director |url-status=live |archive-url=https://web.archive.org/web/20201130085654/https://ea.gr8people.com/jobs/160529/development-director |archive-date=November 30, 2020 |access-date=2020-11-21 |website=ea.gr8people.com}}</ref>
* ], Marketing (formerly an account executive at an ad firm, ])
* ] in ]; acquired in April 1998.
* ], Administrator
* EA Romania in ]; acquired in 2006.
* ] in ]; acquired in 1991.
* Metalhead Software in ]; acquired in May 2021.<ref>{{Cite news |date=May 5, 2021 |title=EA Sports is getting back into baseball |url=https://www.polygon.com/22421420/super-mega-baseball-ea-acquisition-metalhead-software-mlb-licensing-mvp-baseball |url-status=live |access-date=May 5, 2021 |archive-url=https://web.archive.org/web/20210505201727/https://www.polygon.com/22421420/super-mega-baseball-ea-acquisition-metalhead-software-mlb-licensing-mvp-baseball |archive-date=May 5, 2021}}</ref>


=== Former ===
They wrote the original ] in October and November of that year and moved into an office. Their first office space occupied a building that overlooked the ] landing path. By ] they added four more people to their staff:
* ] in ]; founded in March 2009, the studio merged into ] in August 2017.<ref>{{Cite web|url=https://www.gamedeveloper.com/production/ea-confirms-bioware-montreal-is-merging-with-motive|title=EA confirms BioWare Montreal is merging with Motive|last=Kerr|first=Chris|website=Game Developer|date=August 1, 2017|access-date=February 25, 2022|archive-date=December 26, 2018|archive-url=https://web.archive.org/web/20181226141544/http://www.gamasutra.com/view/news/302885/EA_confirms_BioWare_Montreal_is_merging_with_Motive.php|url-status=live}}</ref>
* ], VP Technology (formerly a manager at ])
*] in ]; founded as '''EA2D''', the studio was renamed in August 2011 and closed in March 2013.<ref>{{Cite web|last=Orland|first=Kyle|title=EA Confirms EA2D Is Now BioWare San Francisco|url=https://www.gamedeveloper.com/business/ea-confirms-ea2d-is-now-bioware-san-francisco|access-date=February 25, 2022|website=Game Developer|date=August 5, 2011|archive-date=September 23, 2019|archive-url=https://web.archive.org/web/20190923121536/https://www.gamasutra.com/view/news/126404/EA_Confirms_EA2D_Is_Now_BioWare_San_Francisco.php|url-status=live}}</ref><ref>{{Cite web|title=EA closes BioWare San Francisco|url=https://www.shacknews.com/article/78074/report-bioware-san-francisco-closed|access-date=2019-09-09|website=Shacknews|date=March 5, 2013 |archive-date=July 31, 2020|archive-url=https://web.archive.org/web/20200731004546/https://www.shacknews.com/article/78074/report-bioware-san-francisco-closed|url-status=live}}</ref>
* ], Engineer (formerly at Xerox PARC)
* ] in ]; acquired in January 1995, the studio closed in 2001.
* ], Engineer (formerly at Xerox PARC)
* Codemasters Cheshire in ], ]; merged with ] in May 2022.<ref>{{cite web |last=Subhan |first=Ishraq |date=May 12, 2022 |title=EA merges Criterion and Codemasters Cheshire to work on Need For Speed |url=https://www.eurogamer.net/ea-merges-criterion-and-codemasters-cheshire-to-work-on-need-for-speed |access-date=May 12, 2022 |work=]}}</ref>
* ], Producer (formerly sales)
*] in ]; acquired in February 2000, the studio closed in June 2013.<ref>{{Cite web|title=EA confirms dissolution of Danger Close|url=https://www.gamesindustry.biz/articles/2013-06-14-ea-confirms-danger-close-closure|access-date=2020-11-21|website=GamesIndustry.biz|date=June 14, 2013 |archive-date=November 29, 2020|archive-url=https://web.archive.org/web/20201129130436/https://www.gamesindustry.biz/articles/2013-06-14-ea-confirms-danger-close-closure|url-status=live}}</ref>
* EA Baltimore in ]; founded in 1998, the studio closed in 2002.
* ] in ]; acquired in June 2002 as '''Black Box Games''', later rebranded as '''EA Black Box'''. The studio closed in April 2013.<ref>{{Cite web|url=https://www.gamespot.com/articles/ea-to-buy-black-box/1100-2870273/|title=EA to buy Black Box|website=GameSpot|access-date=2019-09-09|archive-date=December 10, 2019|archive-url=https://web.archive.org/web/20191210102332/https://www.gamespot.com/articles/ea-to-buy-black-box/1100-2870273/|url-status=live}}</ref><ref>{{Cite magazine|url=http://www.gameinformer.com/b/news/archive/2013/04/24/ea-partners-facing-closure.aspx|archive-url=https://web.archive.org/web/20131017082956/http://www.gameinformer.com/b/news/archive/2013/04/24/ea-partners-facing-closure.aspx|url-status=dead|archive-date=2013-10-17|title= EA Partners, Other Divisions Facing Closure - News - www.GameInformer.com|magazine=]|date=2013-10-17|access-date=2019-09-09}}</ref>
* ] in ]; founded in 1995 as '''EA UK''', the studio was renamed in 2008 and closed in October 2011.
* EA Chicago in ]; founded in February 2004, the studio closed in November 2007.
* EA Chillingo in ]; acquired in October 2010,<ref>{{Cite web |last=Graft |first=Kris |date=October 20, 2010 |title=EA Acquires UK Angry Birds Publisher Chillingo |url=https://www.gamasutra.com/view/news/31093/EA_Acquires_UK_Angry_Birds_Publisher_Chillingo.php |url-status=live |archive-url=https://web.archive.org/web/20200217031551/https://www.gamasutra.com/view/news/121786/EA_Acquires_UK_Angry_Birds_Publisher_Chillingo.php |archive-date=February 17, 2020 |access-date=2019-09-09 |website=Game Developer}}</ref> reduced to bare staff in 2017 to primarily support mobile publishing,<ref>{{Cite web |title=Sources: EA closes Chillingo office in UK |url=https://www.pocketgamer.biz/news/65938/sources-ea-closes-chillingo-office-in-uk/ |url-status=live |archive-url=https://web.archive.org/web/20200716154714/https://www.pocketgamer.biz/news/65938/sources-ea-closes-chillingo-office-in-uk/ |archive-date=July 16, 2020 |access-date=2020-07-16 |website=pocketgamer.biz |date=June 8, 2017 |editor-last1=Chapple |editor-first1=Craig}}</ref> dissolved in June 2023.<ref>{{Cite web|access-date=2023-12-11|title=CHILLINGO LIMITED overview|website=Companies House|url=https://find-and-update.company-information.service.gov.uk/company/05322932|archive-date=December 11, 2023|archive-url=https://web.archive.org/web/20231211201201/https://find-and-update.company-information.service.gov.uk/company/05322932|url-status=live}}</ref>
* EA Japan, office closed in March 2019.<ref>{{Cite web |last= |first= |date=2019-03-27 |title=EA、日本のオフィスを閉鎖へ |url=https://jp.ign.com/games/34300/news/ea |access-date=2024-12-20 |website=IGN Japan |language=ja}}</ref>
* EA North Carolina in ]; the studio closed in September 2013.<ref>{{Cite web|url=http://www.escapistmagazine.com/news/view/128214-Exclusive-EA-Shutters-North-Carolina-Studio|title=Exclusive: EA Shutters North Carolina Studio |website=The Escapist|date=September 27, 2013|access-date=2019-09-09|archive-date=December 6, 2016|archive-url=https://web.archive.org/web/20161206232412/http://www.escapistmagazine.com/news/view/128214-Exclusive-EA-Shutters-North-Carolina-Studio|url-status=live}}</ref>
* ] in ]; the studio was acquired in August 1998 as '''Westwood Pacific''', the studio was renamed in 2002 and closed in 2003.
* ] in ]; the studio was acquired in August 2006 and closed in July 2013.<ref>{{Cite web|url=https://www.eurogamer.net/articles/news240806_eabuysphenomic|title=EA buys Phenomic|last=Loughrey|first=Paul|date=2006-08-24|website=Eurogamer|access-date=2019-09-09|archive-date=July 14, 2019|archive-url=https://web.archive.org/web/20190714050423/https://www.eurogamer.net/articles/news240806_eabuysphenomic|url-status=live}}</ref><ref>{{Cite web|url=https://www.gamesindustry.biz/articles/2013-07-12-ea-phenomic-closed|title=EA Phenomic closed|website=GamesIndustry.biz|date=July 12, 2013 |access-date=2019-09-09|archive-date=September 8, 2019|archive-url=https://web.archive.org/web/20190908112740/https://www.gamesindustry.biz/articles/2013-07-12-ea-phenomic-closed|url-status=live}}</ref>
* ] in ]; the studio was acquired in December 2006 and closed in April 2017.<ref>{{Cite web|url=https://www.gamespot.com/articles/ea-forms-wii-centric-studio/1100-6162544/|title=EA forms Wii-centric studio|website=GameSpot|access-date=September 9, 2019|archive-date=July 14, 2019|archive-url=https://web.archive.org/web/20190714224928/https://www.gamespot.com/articles/ea-forms-wii-centric-studio/1100-6162544/|url-status=live}}</ref>
* ] in ]; the studio was acquired in January 1996 and closed in 2002.
* Easy Studios in ]; the studio was founded in 2008 and closed in March 2015.
* Firemint in ]; the studio was acquired in May 2011 and merged with Iron Monkey Studios to become ] in July 2012.
*] in ]; acquired in July 2005, the studio was merged into ].<ref>{{Cite web|date=2016-01-24|title=Press l Electronic Arts|url=http://info.ea.com/news/pr/pr656.pdf|access-date=2020-11-21|archive-url=https://web.archive.org/web/20160124053044/http://info.ea.com/news/pr/pr656.pdf|archive-date=January 24, 2016}}</ref>
* Iron Monkey Studios in ]; the studio was acquired in May 2011 and merged with Firemint to become ] in July 2012.
* ] in ]; acquired in July 2018, shut down in January 2023.<ref>{{Cite web |date=2018-07-09 |title=Electronic Arts Acquires Industrial Toys |url=https://www.businesswire.com/news/home/20180709005820/en/Electronic-Arts-Acquires-Industrial-Toys |url-status=live |archive-url=https://web.archive.org/web/20200607215809/https://www.businesswire.com/news/home/20180709005820/en/Electronic-Arts-Acquires-Industrial-Toys |archive-date=June 7, 2020 |access-date=2019-09-09 |website=BusinessWire}}</ref>
* ] in ]; the studio was acquired in 1999 and closed in 2001.
* ] in ]; acquired in July 2006 as '''EA Mythic''', the studio became '''Mythic Entertainment''' in July 2008, then '''BioWare Mythic''' in June 2009 and again '''Mythic Entertainment''' in 2012. The studio closed in May 2014.<ref>{{Cite web|url=https://www.gamespot.com/articles/ea-drops-warhammer-on-mythic/1100-6152958/|title=EA drops Warhammer on Mythic|website=GameSpot|access-date=2019-09-09|archive-date=October 21, 2019|archive-url=https://web.archive.org/web/20191021090418/https://www.gamespot.com/articles/ea-drops-warhammer-on-mythic/1100-6152958/|url-status=live}}</ref><ref>{{Cite news|url=https://kotaku.com/ea-shuts-down-mythic-the-studio-behind-warhammer-onlin-1583376655|title=EA Shuts Down Longtime Game Studio Mythic Entertainment|last=Schreier|first=Jason|access-date=September 9, 2019|archive-date=June 20, 2020|archive-url=https://web.archive.org/web/20200620191729/https://kotaku.com/ea-shuts-down-mythic-the-studio-behind-warhammer-onlin-1583376655|url-status=live}}</ref>
* ] in ]; the studio was acquired in February 2004 and closed in the same year.
* ] in ]; the studio was acquired in September 1992 and closed in February 2004.
* ] in ] and ]; the studio was acquired in October 2007 and closed in November 2009.<ref name=":02"/><ref>{{Cite news|url=https://www.ausgamers.com/news/read/2707354|title=Pandemic Brisbane Shuts Down - AusGames.com|access-date=September 9, 2019|archive-date=May 22, 2018|archive-url=https://web.archive.org/web/20180522194744/https://www.ausgamers.com/news/read/2707354|url-status=live}}</ref><ref name="PandemicClose"/>
* ] in ]; the studio was acquired in 2009 and closed in June 2013.<ref>{{Cite news|url=https://www.wsj.com/articles/SB10001424052748704402404574525473636440080|title=Electronic Arts to Cut 17% of Staff And Buy Playfish|last=Kane|first=Yukari Iwatani|date=2009-11-10|work=The Wall Street Journal|access-date=2019-09-09|issn=0099-9660|archive-date=July 9, 2017|archive-url=https://web.archive.org/web/20170709175726/https://www.wsj.com/articles/SB10001424052748704402404574525473636440080|url-status=live}}</ref>
* Quicklime Games; closed in April 2013.<ref name="quicklime">{{Cite web|last=Shaw|first=Gillian|title=Electronic Arts closing PopCap and Quicklime in latest layoffs to hit Vancouver's gaming sector|url=https://vancouversun.com/news/staff-blogs/electronic-arts-shuts-studios-popcap-and-quicklime-in-latest-layoffs-to-hit-vancouvers-gaming-sector|access-date=2020-07-16|website=www.vancouversun.com|language=en-ca|archive-date=January 24, 2021|archive-url=https://web.archive.org/web/20210124152420/https://vancouversun.com/news/staff-blogs/electronic-arts-shuts-studios-popcap-and-quicklime-in-latest-layoffs-to-hit-vancouvers-gaming-sector|url-status=live}}</ref>
* Ridgeline Games in ], Washington founded in October 2021, closed in February 2024.<ref>{{cite web |last=Robinson |first=Andy |date=October 19, 2021 |title=EA announces new Battlefield studio and campaign led by Halo's co-creator |url=https://www.videogameschronicle.com/news/ea-is-launching-a-new-fps-studio-with-halos-co-creator/ |access-date=October 19, 2021 |work=] |archive-date=October 19, 2021 |archive-url=https://web.archive.org/web/20211019161322/https://www.videogameschronicle.com/news/ea-is-launching-a-new-fps-studio-with-halos-co-creator/ |url-status=live }}</ref><ref>{{cite web |last=Robinson |first=Andy |date=February 28, 2024 |title=EA has closed Battlefield single-player studio Ridgeline Games |url=https://www.videogameschronicle.com/news/ea-has-closed-battlefield-single-player-studio-ridgeline-games/ |access-date=February 28, 2024 |work=]}}</ref>
* Uprise in ]; founded as '''Uprise''' and acquired in 2012 as '''ESN'''. From 2014, the studio was named '''Uprise''' again. It merged into DICE Stockholm in 2019.<ref>{{Cite web|date=2019-01-24|title=Dice lägger ner sitt Uppsala-kontor|url=https://digital.di.se/artikel/dice-lagger-ner-sitt-uppsala-kontor|access-date=2020-07-16|website=digital.di.se/|archive-date=July 16, 2020|archive-url=https://web.archive.org/web/20200716133427/https://digital.di.se/artikel/dice-lagger-ner-sitt-uppsala-kontor|url-status=live}}</ref>
* Victory Games in ]; founded in February 2011 as '''BioWare Victory''', the studio was renamed in November 2012 and closed in October 2013.
* ] in ]; founded in 1998 as '''EA Redwood Shores''', the studio was renamed in 2009 and closed in October 2017.<ref>{{Cite news|url=https://kotaku.com/dead-space-devs-change-their-name-to-visceral-games-5239938|title=Dead Space Devs Change Their Name To Visceral Games|last=McWhertor|first=Michael|access-date=September 9, 2019|archive-date=July 14, 2019|archive-url=https://web.archive.org/web/20190714190836/https://kotaku.com/dead-space-devs-change-their-name-to-visceral-games-5239938|url-status=live}}</ref><ref>{{Cite web|url=https://www.eurogamer.net/articles/2017-10-17-ea-has-shut-down-visceral-games|title=EA has shut down Visceral Games|last=Wales|first=Matt|date=2017-10-17|website=Eurogamer|access-date=2019-09-09|archive-date=April 12, 2020|archive-url=https://web.archive.org/web/20200412012003/https://www.eurogamer.net/articles/2017-10-17-ea-has-shut-down-visceral-games|url-status=live}}</ref>
* ] in ]; the studio closed in November 2014.<ref>{{Cite magazine|url=https://www.gameinformer.com/b/news/archive/2014/11/04/ea-terminates-development-of-moba-dawngate-service-ends-in-90-days.aspx|title=EA Terminates Development Of MOBA Dawngate, Service Ends In 90 Days|last=Futter|first=Mike|magazine=Game Informer|access-date=2019-09-09|archive-date=September 2, 2019|archive-url=https://web.archive.org/web/20190902141550/https://www.gameinformer.com/b/news/archive/2014/11/04/ea-terminates-development-of-moba-dawngate-service-ends-in-90-days.aspx|url-status=dead}}</ref>
* ] in ]; the studio was acquired in August 1998 and closed in March 2003.<ref>{{Cite web|url=https://money.cnn.com/1998/08/17/life/q_ea/|title=Electronic Arts buys Westwood Studios - Aug. 17, 1998|website=money.cnn.com|access-date=2019-09-09|archive-date=May 31, 2020|archive-url=https://web.archive.org/web/20200531000558/https://money.cnn.com/1998/08/17/life/q_ea/|url-status=live}}</ref><ref>{{Cite web|url=https://www.gamespot.com/articles/ea-consolidates-studios-closes-westwood/1100-2909852/|title=EA consolidates studios, closes Westwood|website=GameSpot|access-date=2019-09-09|archive-date=June 12, 2020|archive-url=https://web.archive.org/web/20200612213056/https://www.gamespot.com/articles/ea-consolidates-studios-closes-westwood/1100-2909852/|url-status=live}}</ref>


=== Labels ===
Another employee, Nancy ], joined in March of ] to head up the art department.


==== EA Sports ====
The other early founders of the company universally disliked the Amazin' Software name. In October 1983 they held an off-site meeting to come up with a better name for the company.
{{Main|EA Sports}}
First introduced in 1991 as the Electronic Arts Sports Network, before being renamed due to a trademark dispute with ESPN,<ref>{{cite book |title=American Sports: A History of Icons, Idols, and Ideas |last=Nelson |first=Murry R. |publisher=] |date=2013 |page=372}}</ref> EA Sports publishes all the ]s from EA, including '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'' and '']''.{{citation needed|date=February 2019}} '']'' is a discounted series of EA Sports. In 2011, '']'' ranked EA Sports eighth on their list of most valuable sports brands, with a value of {{US$|625&nbsp;million|long=no}}.<ref>{{cite web |url=https://www.forbes.com/sites/mikeozanian/2011/10/03/the-forbes-fab-40-the-worlds-most-valuable-sports-brands-3/ |title=The Forbes Fab 40: The World's Most Valuable Sports Brands |last=Ozanian |first=Mike |work=] |date=October 3, 2011 |access-date=February 17, 2019 |archive-date=February 18, 2019 |archive-url=https://web.archive.org/web/20190218141850/https://www.forbes.com/sites/mikeozanian/2011/10/03/the-forbes-fab-40-the-worlds-most-valuable-sports-brands-3/ |url-status=live }}</ref>


==== EA All Play ====
Two advertising agents who were moonlighting for the startup suggested the name "Softart." Their proposed name was meant to imply that the company's software was a new kind of art. Unfortunately, one of EA's early investors was ], the creators of ], and wouldn't let them use such a similar name. However, the name concept was liked by all the attendees.
EA All Play is a mobile-oriented label that, since 2012, publishes digital titles like '']''', '']'', and '']'', as well as ] board games like '']''.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2013-01-10-ea-mobile-doubles-down-on-free-to-play |title=EA Mobile doubles down on free-to-play |last=Handrahan |first=Matthew |work=] |publisher=] |date=January 10, 2013 |access-date=February 20, 2019 |archive-date=January 26, 2018 |archive-url=https://web.archive.org/web/20180126060151/http://www.gamesindustry.biz/articles/2013-01-10-ea-mobile-doubles-down-on-free-to-play |url-status=live }}</ref>


==== EA Competitive Gaming Division ====
Then Gordon proposed "Electronic Artists," in tribute to the film company ]. However, Steve Hayes opposed, saying, "We're not the artists, they are..." meaning that the developers whose games EA would publish were the artists. Finally Tim Mott proposed ''Electronic Arts'', and the name was liked and approved by all.
The EA Competitive Gaming Division (CGD), founded in 2015 by Peter Moore and currently headed by Todd Sitrin, is the group dedicated on enabling global eSports competitions on EA's biggest franchises including ''FIFA'', ''Madden NFL'', ''Battlefield'' and more.<ref>{{cite web |url=https://www.ea.com/news/announcing-the-ea-competitive-gaming-division-led-by-peter-moore |title=Announcing the EA Competitive Gaming Division, Led by Peter Moore |first=Electronic |last=Arts |date=December 10, 2015 |access-date=August 27, 2018 |archive-date=June 20, 2018 |archive-url=https://web.archive.org/web/20180620153143/https://www.ea.com/news/announcing-the-ea-competitive-gaming-division-led-by-peter-moore |url-status=live }}</ref>


==== SEED ====
According to the 1982 business plan, EA's original business goals were to grow to a billion dollar company in about 6 years. Another goal was to "make software that makes a personal computer worth owning." At the time, Electronic Arts was the 136th game publisher in the US, but the first to reach the billion-dollar goal (although it actually took 12 years).
The Search for Extraordinary Experiences Division (SEED) was revealed at the ] as a technology research division and incubator, using tools like ] and ] to bring in player experiences and other external factors to help them develop more immersive narratives and games.<ref>{{cite web |url=https://www.polygon.com/e3/2017/6/10/15776266/e3-2017-ea-seed-announcement |title=SEED is a stealthy, high-tech incubator inside EA |first=Charlie |last=Hall |date=June 10, 2017 |access-date=June 12, 2017 |work=] |url-status=live |archive-url=https://web.archive.org/web/20170610224531/https://www.polygon.com/e3/2017/6/10/15776266/e3-2017-ea-seed-announcement |archive-date=June 10, 2017}}</ref><ref>{{cite web |url=http://www.glixel.com/interviews/ea-boss-andrew-wilsons-vision-of-gamings-future-will-blow-your-mind-w487144 |title=EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind |first=John |last=Davidson |date=June 10, 2017 |access-date=June 12, 2017 |work=] |url-status=live |archive-url=https://web.archive.org/web/20170612223011/http://www.glixel.com/interviews/ea-boss-andrew-wilsons-vision-of-gamings-future-will-blow-your-mind-w487144 |archive-date=June 12, 2017}}</ref> SEED has offices in Los Angeles and Stockholm.<ref>{{cite web |url=https://www.gamedeveloper.com/programming/ea-opens-seed-game-tech-research-division |title=EA opens 'SEED' game tech research division |first=Chris |last=Kerr |date=June 12, 2017 |access-date=June 12, 2017 |work=Game Developer |archive-date=June 16, 2017 |archive-url=https://web.archive.org/web/20170616025828/http://www.gamasutra.com/view/news/299835/EA_opens_SEED_game_tech_research_division.php |url-status=live }}</ref>


==== Former labels ====
A novel approach to giving credit to its developers was one of EA's trademarks in its early days. EA was the first video game publisher to treat its developers like ]s in an industry where developers were more prone to be treated like nameless factory workers. This chracterization was even further reinforced with EA's packaging of most of their games in the "album cover" format of the late ]-]. EA routinely referred to their developers as "artists" and gave them photo credits in their games and numerous full-page ] ads. EA also shared lavish profits with their developers, which added to their industry appeal. Because of this novel treatment, EA was able to easily attract the best developers.
* EA Kids — A label for educational titles. In January 1995, EA sold the label to and in conjunction with ] formed the independent ABC/EA Home Software, which was later absorbed into ] in that year's May.<ref>{{cite magazine |title=New EA*Kids Line Debuts, Two Old Favotites Return |last=Taft |first=Charles |magazine=] |date=October 26, 1993 |volume=12 |issue=18 |page=482}}</ref><ref>{{cite news |title=ABC goes interactive with Electronic Arts |work=] |date=January 1995 |page=5}}</ref><ref>{{cite magazine |title=EA, Cap Cities Beget Creative Wonders |last=Gillen |first=Marilyn A. |magazine=] |date=May 13, 1995 |volume=107 |issue=19 |page=90}}</ref> In October 1997, EA and ABC sold Creative Wonders to ] for $40 million.<ref>{{Cite news|url=https://www.nytimes.com/1997/10/25/business/company-news-learning-agrees-to-acquire-creative-wonders.html|title=Company News; Learning Agrees to Acquire Creative Wonders|newspaper=The New York Times|date=October 25, 1997|last1=Jones|first1=Dow|access-date=November 1, 2021|archive-date=November 1, 2021|archive-url=https://web.archive.org/web/20211101192916/https://www.nytimes.com/1997/10/25/business/company-news-learning-agrees-to-acquire-creative-wonders.html|url-status=live}}</ref>
* EA Sports Big — A label used from 2000 to 2008 for arcade-styled sports games.
* EA Sports Freestyle — A short-lived replacement for EA Sports Big used from 2008 to 2009, which focused exclusively on casual sports games, regardless of genre. Later arcade and extreme sports game released by EA, such as ], ], ], and the '']'' series u<nowiki/>sed the EA Sports or EA label instead.<ref name="usgamer-big">{{cite web |url=https://www.usgamer.net/articles/the-rise-and-fall-of-ea-sports-big-told-by-the-creator-of-ssx |title=The Rise and Fall of EA Sports Big, as Told by the Creator of SSX |last=Bajda |first=Piotr |work=] |publisher=] |date=January 9, 2018 |access-date=February 16, 2019 |archive-date=January 17, 2019 |archive-url=https://web.archive.org/web/20190117070130/https://www.usgamer.net/articles/the-rise-and-fall-of-ea-sports-big-told-by-the-creator-of-ssx |url-status=live }}</ref><ref>{{Cite web|url=https://www.stack.com/a/game-on-3-on-3-nhl-arcade|title=Game On: 3 on 3 NHL Arcade|first=Matt|last=Siracusa|website=STACK|date=December 2009|access-date=February 19, 2021|archive-date=May 11, 2021|archive-url=https://web.archive.org/web/20210511074252/https://www.stack.com/a/game-on-3-on-3-nhl-arcade|url-status=live}}</ref>
* Electronic Arts Studios
* EA Games- A label used for non-sports games between 2000 and 2005. In 2005 the label was dropped and non-sports games used a EA label instead.


==Partnership and initiatives==
In May of 1983 EA shipped:
* ] for the ] and ]
* ] for the Atari 800
* ] for the Atari 800 and Apple II
* ] for the Atari 800
* ] for the Atari 800


===EA Partners program (1997–present)===
Today, ''Archon'', ''Pinball Construction Set'', ''Worms'' and ''M.U.L.E.'' are still considered cornerstone products in the history of video games.
EA Partners ] program was dedicated to publishing and distributing games developed by third-party developers. EA Partners began as EA Distribution, formed in 1997 and led by Tom Frisina, a former executive from ] and Three-Sixty who helped both companies find third-party developers as to provide publishing support for them. Frisina's early partners included ], ] for the rights to the '']'' property, ], and eventually ]; in the latter two cases, these studios were acquired by EA as part of the EA DICE family.<ref name="gi history ea partners"/> In 2003, EA's president John Riccitiello pushed for a renaming of the EA Distribution label, seeing the potential to bring in more independent developers and additional revenue streams. While they rebranded the label as EA Partners in 2003, Riccitiello left EA the following year, which disrupted the direction the label had been aiming to go.<ref name="gi history ea partners">{{cite magazine | url = https://www.gameinformer.com/b/news/archive/2010/05/25/a-history-of-ea-partners.aspx | title = A History Of EA Partners | first = Bryon | last = Vore | date = May 25, 2010 | access-date = March 25, 2019 | magazine = ] | archive-date = August 27, 2019 | archive-url = https://web.archive.org/web/20190827094458/https://www.gameinformer.com/b/news/archive/2010/05/25/a-history-of-ea-partners.aspx | url-status = dead }}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/ea-partners-formed/1100-6075118/ |title=EA Partners formed |last=Layton |first=Thomas |work=] |publisher=] |date=September 15, 2003 |access-date=February 20, 2019 |archive-date=February 21, 2019 |archive-url=https://web.archive.org/web/20190221112432/https://www.gamespot.com/articles/ea-partners-formed/1100-6075118/ |url-status=live }}</ref>


], who had signed on with EA Partner for their next ''Oddworld'' games, found the situation difficult as EA Partners was reluctant to support games where they did not own the intellectual property rights and instead favored internal development.<ref name="gi history ea partners"/> The situation with EA Partners switched gears in 2005 after EA and ] signed an EA Partners deal for the physical distribution of '']''; EA Partners realized it needed to be flexible to handle the different publishing opportunities presented to them. A similar breakthrough was reached with signing on ] for the distribution of the '']'' games, requiring them to work closely with ] on the plastic instrument controllers necessary for the titles.<ref name="gi history ea partners"/> A number of major partnerships were made over the next few years, including ], ], ], ], ] and ], ], ], ], and ].<ref name="gi history ea partners"/> While many of these partnerships proved successful, the division had two major marks on its name. It was associated with the situation around '']'' developed by ], which had been significantly backed by loans from taxpayer funds from the state of ]. ''Kingdoms'' failed to be commercially successful, and EA Partners pulled out of making a sequel, leaving 38 Studios in default of its loan payback to the state. Secondly, while '']'' from ] launched as a subscription game, Funcom had to switch their monetization model to free-to-play to improve their revenues, which further affected EA Partners.{{better source needed|date=October 2021}}<ref>{{cite web | url = https://www.eurogamer.net/articles/2013-04-25-ea-partners-publisher-of-portal-2-left-4-dead-crysis-and-more-is-shutting-down | title = EA Partners, publisher of Portal 2, Left 4 Dead, Crysis and more, is shutting down | first = Wesley | last = Yin-Poole | date = April 25, 2013 | access-date = March 25, 2019 | work = ] | archive-date = March 25, 2019 | archive-url = https://web.archive.org/web/20190325212528/https://www.eurogamer.net/articles/2013-04-25-ea-partners-publisher-of-portal-2-left-4-dead-crysis-and-more-is-shutting-down | url-status = live }}</ref>
After a very successful run on home computers, Electronic Arts later branched out and produced console games as well. Eventually Trip Hawkins moved on to found the now defunct ] company.


Around April 2013, as part of a large 1000-employee layoff, many reporters claimed that EA Partners was also being shut down for its poor commercial performance,<ref>{{cite web | url = https://www.theverge.com/gaming/2013/4/25/4266216/ea-announces-more-layoffs-partner-program-shutdown-rumored | title = Electronic Arts layoffs and studio closures pile up, EA Partners could be on the chopping block | first = Adi | last = Robertson | date = April 23, 2013 | access-date = March 25, 2019 | work = ] | archive-date = March 27, 2019 | archive-url = https://web.archive.org/web/20190327090755/https://www.theverge.com/gaming/2013/4/25/4266216/ea-announces-more-layoffs-partner-program-shutdown-rumored | url-status = live }}</ref> but the program remained active as the company refocused its efforts.<ref>{{cite web | url = https://www.polygon.com/2013/6/9/4412194/ea-partners-isnt-dead-says-exec | title = EA Partners isn't dead, says exec | first = Brian | last = Crecente | date = June 9, 2013 | access-date = March 25, 2019 | work = ] | archive-date = April 6, 2019 | archive-url = https://web.archive.org/web/20190406065404/https://www.polygon.com/2013/6/9/4412194/ea-partners-isnt-dead-says-exec | url-status = live }}</ref> The label remained dormant over the next several years, while Letts expanded on the EA Originals program, but following the move of EA Partners and EA Origins into the Strategic Growth group in August 2018,<ref>{{cite web | url = https://variety.com/2018/gaming/news/ea-chief-design-officer-patrick-soderlund-leaves-company-1202904465/ | title = EA Chief Design Officer Patrick Soderlund Leaves Company | first = Brian | last = Crecente | date = August 14, 2018 | access-date = March 25, 2019 | work = ] | archive-date = November 3, 2018 | archive-url = https://web.archive.org/web/20181103170537/https://variety.com/2018/gaming/news/ea-chief-design-officer-patrick-soderlund-leaves-company-1202904465/ | url-status = live }}</ref> the label was revived on the March 2019 with a publishing deal with Velan Studios, formed from the former heads of Vicarious Visions.<ref>{{cite magazine |url=https://www.hollywoodreporter.com/news/ea-inks-publishing-deal-new-game-studio-vicarious-visions-founders-1196825 |title=EA Partners will publish the first game from Karthik and Guha Bala's newly formed Velan Studios |first=Patrick |last=Shanley |date=March 25, 2019 |access-date=March 25, 2019 |magazine=] |archive-date=April 4, 2019 |archive-url=https://web.archive.org/web/20190404032346/https://www.hollywoodreporter.com/news/ea-inks-publishing-deal-new-game-studio-vicarious-visions-founders-1196825 |url-status=live }}</ref>
Though started in ], EA is now headquartered in southern ].


Notable publishing/distribution agreements include:
==Notable games published by EA==
* '']'' – ]
* '']'' – ]
* '']'' – ]
* '']'' – ]
* '']'' series – ]
* '']'' – ]
* '']'' – ]<ref>{{cite web |url=http://www.mcvuk.com/news/39141/EA-Partners-signs-new-Insomniac-game |title=EA Partners signs new Insomniac game &#124; Games Industry &#124; MCV |publisher=Mcvuk.com |date=May 25, 2010 |access-date=March 19, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110511075427/http://www.mcvuk.com/news/39141/EA-Partners-signs-new-Insomniac-game |archive-date=May 11, 2011}}</ref>
* '']'' – ]
* '']'' – ], ]
* '']'' series – ] and ]
* '']'' – ]<ref>{{cite web |url=http://www.darkdemonscrygaia.com/showthread.php?p=410839#post410839 |title=Funcom and Electronic Arts to co-publish 'The Secret World' MMO – The Secret World Official Forums |publisher=Darkdemonscrygaia.com |date=January 10, 2011 |access-date=March 19, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110511182014/http://www.darkdemonscrygaia.com/showthread.php?p=410839 |archive-date=May 11, 2011}}</ref>
* '']'' – ]
* '']'' series – ]
* '']'' – ]
* '']'' – ]


=== EA Originals label (2017–present) ===
Some of the most notable and popular games of video game history have been published by EA. Many of these are included in the list below. Though EA published these titles, they did not always develop them. Many were developed by independent game development studios.
{{anchor|EA Originals|Fe}}
* ] (])
EA Originals is a label within Electronic Arts own EA Partners program to help support ]. EA funds the money for development, and once it recoups that, all additional revenue goes to the partner studio that created the game. That studio also gets to keep the intellectual property rights for whatever it creates, and even has creative control over the project. The program was announced at EA's press event at the 2016 E3 Conference, and builds upon the success they had with '']'' from Coldwood Interactive in 2015. The first game to be supported under this program was '']'' by ], released in 2018.<ref>{{cite web |url=http://kotaku.com/ea-originals-gives-big-support-to-small-games-1781848153 |title=EA Originals Gives Big Support To Small Games |first=Mike |last=Fahey |date=June 12, 2016 |access-date=June 12, 2016 |work=] |url-status=live |archive-url=https://web.archive.org/web/20160612214057/http://kotaku.com/ea-originals-gives-big-support-to-small-games-1781848153 |archive-date=June 12, 2016}}</ref><ref>{{cite web |url=https://www.polygon.com/2017/8/23/16190766/fe-game-trailer-impressions-gamescom-2017 |title=The breathtaking Fe could be 2018's most moving game |first=Allegra |last=Frank |date=August 23, 2017 |access-date=August 23, 2017 |work=] |archive-date=August 23, 2017 |archive-url=https://web.archive.org/web/20170823224912/https://www.polygon.com/2017/8/23/16190766/fe-game-trailer-impressions-gamescom-2017 |url-status=live }}</ref> It was followed by '']'' from ], '']'' from Coldwood Interactive and '']'' from Jo-Mei Games.<ref>{{cite web|title=Announcing EA Originals|date=June 12, 2016|url=https://www.ea.com/en-au/news/announcing-ea-originals|access-date=May 11, 2020|archive-date=July 17, 2020|archive-url=https://web.archive.org/web/20200717173954/https://www.ea.com/en-au/news/announcing-ea-originals|url-status=live}}</ref>
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (])
* ] (1995-Current0
* ] (])
* ] (])
* ] (])


In 2019, during its EA Play event, EA teased three new titles. Among the games featured were '']'' from Zoink and an unnamed title from Hazelight Studios. It was also announced that Glowmade would be entering the initiative with a title called ''RustHeart''.<ref>{{cite web|title=New EA Originals Games From A Way Out, Fe Devs Announced - E3 2019|url=https://www.ign.com/articles/2019/06/08/new-ea-originals-games-from-a-way-out-fe-devs-announced-e3-2019|first=Adam|last=Bankhurst|website=]|date=June 9, 2019|access-date=June 9, 2020|archive-date=July 30, 2020|archive-url=https://web.archive.org/web/20200730231215/https://www.ign.com/articles/2019/06/08/new-ea-originals-games-from-a-way-out-fe-devs-announced-e3-2019|url-status=live}}</ref> In June 2020, Hazelight Studios' untitled project was revealed as '']'' and was released the following year. In February 2023, Jeff Gamon, general manager of EA Partners, which oversees the Originals label, said the label would invest on bigger games, although for those cases the deal would not be as generous as the smaller games, as those are larger companies. Gamon said that the company still plans to release smaller and niche games, and do not want to completely abandon its roots.<ref>{{Cite web |date=2023-02-06 |title=EA Originals: "We are moving away from niche" |url=https://www.gamesindustry.biz/ea-originals-we-are-moving-away-from-niche |access-date=2023-02-18 |website=GamesIndustry.biz |language=en |archive-date=February 18, 2023 |archive-url=https://web.archive.org/web/20230218125324/https://www.gamesindustry.biz/ea-originals-we-are-moving-away-from-niche |url-status=live }}</ref>
==Brands==


'']'' and '']'' released in 2023 under the Originals label.<ref>{{cite web |title=Ascendant Studios lays off 45% of its employees due to poor sales of Immortals of Aveum |url=https://gameworldobserver.com/2023/09/14/ascendant-studios-lays-off-45-of-its-employees-due-to-poor-sales-of-immortals-of-aveum |website=GameWorldObserver |date=September 14, 2023 |access-date=20 May 2024}}</ref>
EA now operates under several brand names. They are:
* ]: all non-sports games
* ]: realistic sports simulations
* ]: extreme sports games
* ]: online games site, with numerous EA brand tie-ins


In December 2023, EA announced '']'' under the Originals label.<ref>{{cite web |title=Tales of Kenzera: ZAU Is a Stylish Action Platformer from EA Originals |url=https://www.pushsquare.com/news/2023/12/tales-of-kenzera-zau-is-a-stylish-action-platformer-from-ea-originals |website=Push Square |date=December 8, 2023 |access-date=20 May 2024}}</ref>
EA has also merged with, or bought out several other developers, including ] (makers of '']'') and Maxis, who brought us '']'', '']'' and '']''.


{| class="wikitable"
EA also operates the games channel on ].
|+ List of EA Originals games
! scope="col" | Year
! scope="col" | Title
! scope="col" | Developer
! scope="col" | Platform(s)
|-
! scope="row" | 2016
|'']''
| Coldwood Interactive
| ], ], ]
|-
! rowspan="2" scope="row" | 2018
| '']''
| ]
| Microsoft Windows, ], PlayStation 4, Xbox One
|-
| '']''
| ]
| Microsoft Windows, PlayStation 4, Xbox One
|-
! rowspan="2" scope="row" | 2019
| '']''
| Coldwood Interactive
| rowspan="2" | Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One
|-
| '']''
| Jo-Mei Games
|-
! scope="row" | 2020
| '']''
| Final Strike Games
| Microsoft Windows, PlayStation 4, Xbox One
|-
! rowspan="3" scope="row" | 2021
| '']''<ref>{{cite web|title='It Takes Two' is a co-op platformer from the creator of 'A Way Out'|url=https://www.engadget.com/it-takes-two-hazelight-234016493.html|first=Jon|last=Fingas|website=]|date=June 18, 2020|access-date=July 17, 2020|archive-date=July 26, 2020|archive-url=https://web.archive.org/web/20200726080601/https://www.engadget.com/it-takes-two-hazelight-234016493.html|url-status=live}}</ref>
| Hazelight Studios
| Microsoft Windows, PlayStation 4, ], Xbox One, ], Nintendo Switch
|-
| '']''<ref>{{Cite web|last=Peters|first=Jay|date=2021-02-17|title=Knockout City is a new dodgeball game from the makers of Mario Kart Live|url=https://www.theverge.com/2021/2/17/22285802/knockout-city-dodgeball-game-velan-studios-ea|access-date=2021-02-17|website=]|archive-date=February 18, 2021|archive-url=https://web.archive.org/web/20210218074702/https://www.theverge.com/2021/2/17/22285802/knockout-city-dodgeball-game-velan-studios-ea|url-status=live}}</ref>{{Efn|Publishing duties moved to Velan Studios in 2022|name=|group=lower-alpha}}
| ]
| Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S
|-
| '']''
| Zoink
| Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S
|-
! scope="row" rowspan="2" | 2023
| '']''<ref>{{cite web|url=https://www.videogameschronicle.com/news/ea-and-koei-tecmo-premiere-wild-hearts-trailer-and-confirm-feb-release/|title=EA and Koei Tecmo premiere Wild Hearts trailer and confirm Feb release|first=Andy|last=Robinson|website=]|date=September 28, 2022|access-date=September 29, 2022|archive-date=September 28, 2022|archive-url=https://web.archive.org/web/20220928191630/https://www.videogameschronicle.com/news/ea-and-koei-tecmo-premiere-wild-hearts-trailer-and-confirm-feb-release/|url-status=live}}</ref>
| ]
| rowspan="2" | Microsoft Windows, PlayStation 5, Xbox Series X/S
|-
|'']''<ref name=":0">{{Cite news |title=Immortals of Aveum is a magic shooter from the minds behind Dead Space and Call of Duty |language=en |work=Polygon |url=https://www.polygon.com/game-awards-tga/23500921/immortals-of-aveum-trailer-announced-release-date |access-date=2022-12-09 |archive-date=December 9, 2022 |archive-url=https://web.archive.org/web/20221209022138/https://www.polygon.com/game-awards-tga/23500921/immortals-of-aveum-trailer-announced-release-date |url-status=live }}</ref>
|]
|-
!2024
|'']''
|Surgent Studios
|Microsoft Windows, Nintendo Switch, PlayStation 5, Xbox Series X/S
|-
!2025
| '']''
| Hazelight
| Microsoft Windows, PlayStation 5, Xbox Series X/S
|-
! scope="row" | TBA
| ''RustHeart''
| Glowmade
|
|}


==Criticism and controversies==
==Trivia==
{{Main|Criticism of Electronic Arts}}
Since the mid-2010s, Electronic Arts has been in the center of numerous controversies involving acquisitions of companies and alleged anti-consumerist practices in their individual games, as well as lawsuits alleging EA's anti-competition when signing sports-related contracts.


== Notes ==
EA's classic Square/Circle/Triangle corporate logo was devised by ] of ] design firm. The three shapes were meant to stand for the "basic alphabet of graphic design." The shapes were rasterized to connote technology.
<references group="lower-alpha"></references>


==References==
Many customers mistook the square/circle/triangle logo for a stylized "EOA." Though they thought the "E" stood for "Electronic" and "A" for "Arts," they had no idea what the "O" could stand for, except perhaps the ''o'' in "Electronic."
{{Reflist}}


==Further reading==
Nancy Fong and Bing Gordon came up with the idea to hide the three shapes on the game covers, borrowing the idea from the ]s concerning the placement of the bunny symbols on the covers of ] magazine.
* {{cite web |url=http://www.gamespot.com/articles/innovation-does-size-matter/1100-6141548/ |title=Innovation: does size matter? |last=Sinclair |first=Brendan |date=January 4, 2006 |website=] |publisher=]}}
* {{cite web |url=https://www.cnet.com/news/game-makers-see-workplace-changes/ |title=Game makers see workplace changes |last=Becker |first=David |date=March 8, 2005 |website=] |publisher=]}}
* {{cite web |url=http://www.mtv.com/games/video_games/news/story.jhtml?id=1540701 |title=What's The 'Coolest Job Ever'? Electronic Arts' Summer Interns Tell Their Story |last=Totilo |first=Stephen |date=September 13, 2006 |website=] |publisher=] |archive-date=May 19, 2007 |archive-url=https://web.archive.org/web/20070519120427/http://www.mtv.com/games/video_games/news/story.jhtml?id=1540701 |url-status=dead}}
* {{cite web |url=http://www.itworld.com/article/2782527/careers/six-degrees-of-hire-learning.html |title=Six Degrees of Hire Learning |last=Deck |first=Stewart |date=December 19, 2000 |website=] |publisher=]}}
* {{cite web |url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_14/87-The-Conquest-of-Origin |title=The Conquest of Origin |last=Varney |first=Allen |date=October 11, 2005 |website=] |publisher=] |access-date=January 22, 2017 |archive-date=January 4, 2018 |archive-url=https://web.archive.org/web/20180104140634/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_14/87-The-Conquest-of-Origin |url-status=dead }}


==External links== ==External links==
{{Commons category|Electronic Arts}}
* {{Official website}}
{{Finance links
| name = Electronic Arts Inc.
| symbol = EA
| sec_cik = 712515
| yahoo = EA
| google = EA:NASDAQ
}}


{{Electronic Arts}}
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{{NASDAQ-100}}
*
{{Sim series|all=yes}}
*
{{Authority control}}
{{Portal bar|Companies|San Francisco Bay Area|Video games}}


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Latest revision as of 08:42, 20 December 2024

American video game company "EA" redirects here. For other uses, see EA (disambiguation). This article is about the video game company. For the art form, see Electronic art.

Electronic Arts Inc.
The EA headquarters building at Redwood City, California, in May 2011
Company typePublic
Traded as
IndustryVideo games
FoundedMay 27, 1982; 42 years ago (1982-05-27) in San Mateo, California, US
FounderTrip Hawkins
HeadquartersRedwood City, California, US
Area servedWorldwide
Key people
ProductsSee list of Electronic Arts games
RevenueIncrease US$7.56 billion (2024)
Operating incomeIncrease US$1.52 billion (2024)
Net incomeIncrease US$1.27 billion (2024)
Total assetsDecrease US$13.4 billion (2024)
Total equityIncrease US$7.51 billion (2024)
Number of employeesc. 13,700 (2024)
Divisions
SubsidiariesSee § Company structure
Websiteea.com
Footnotes / references
Financials as of March 31, 2024.

Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as "software artists". EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's Skate or Die! The company shifted toward internal game studios, often through acquisitions, such as Distinctive Software becoming EA Canada in 1991.

Into the 21st century, EA develops and publishes games of established franchises, including Battlefield, Need for Speed, The Sims, Medal of Honor, Command & Conquer, Dead Space, Mass Effect, Dragon Age, Army of Two, Apex Legends, and Star Wars, as well as the EA Sports titles FC, FIFA, Madden NFL, NBA Live, NHL, PGA, and UFC. Since 2022, their desktop titles appear on self-developed EA App, an online gaming digital distribution platform for PCs and a direct competitor to Valve's Steam and Epic Games' Store. EA also owns and operates major gaming studios such as DICE, Motive Studio, BioWare, and Respawn Entertainment.

History

1982–1991: Trip Hawkins era, founding, and early success

Founder Trip Hawkins in 2013

Trip Hawkins had been an Apple Inc. employee since 1978, at a time when the firm had only about fifty employees. Over the next four years, the market for home personal computers skyrocketed. By 1982, Apple had completed its initial public offering (IPO) and become a Fortune 500 company with over one thousand employees. In February 1982, Hawkins arranged a meeting with Don Valentine of Sequoia Capital to discuss financing his new venture, Amazin' Software. Valentine encouraged Hawkins to leave Apple, where the latter served as Director of Product Marketing, and allowed Hawkins to use Sequoia Capital's spare office space to start the company. Trip Hawkins incorporated and established the company with a personal investment of an estimated US$200,000 on May 27, 1982.

For more than seven months, Hawkins refined his Electronic Arts business plan. With aid from his first employee (with whom he worked in marketing at Apple), Rich Melmon, the original plan was written, mostly by Hawkins, on an Apple II in Sequoia Capital's office in August 1982. During that time, Hawkins also employed two of his former staff from Apple, Dave Evans and Pat Marriott, as producers, and a Stanford MBA classmate, Jeff Burton from Atari for international business development. The business plan was again refined in September and reissued on October 8, 1982. By November, the employee headcount rose to 11, including Tim Mott, Bing Gordon, David Maynard, and Steve Hayes. Having outgrown the office space provided by Sequoia Capital, the company relocated to a San Mateo office that overlooked the San Francisco Airport landing path.

When he incorporated the company, Hawkins originally chose Amazin' Software as their company name, but his other early employees of the company universally disliked the name; as a result, the company changed its name to Electronic Arts in November 1982. He scheduled an off-site meeting in the Pajaro Dunes, where the company once held such off-site meetings. Hawkins had developed the ideas of treating software as an art form and calling the developers "software artists". Hence, the latest version of the business plan suggested the name "SoftArt". Hawkins and Melmon knew the founders of Software Arts, the creators of VisiCalc, and thought their permission should be obtained. Dan Bricklin did not want the name used because it sounded too similar (perhaps "confusingly similar") to Software Arts; however, the name concept was liked by all the attendees. Hawkins had also recently read a bestselling book about the film studio United Artists and liked the reputation that the company had created. Hawkins said everyone had a vote, but they would lose it if they went to sleep.

Electronic Arts' original corporate logo, designed by Barry Deutsch, 1982–1999

Hawkins liked the word "electronic", and various employees had considered the phrases "Electronic Artists" and "Electronic Arts". When Gordon and others pushed for "Electronic Artists", in tribute to the film company United Artists, Steve Hayes opposed, saying, "We're not the artists, they are..." This statement from Hayes immediately tilted sentiment towards Electronic Arts and the name was unanimously endorsed and adopted later in 1982. He recruited his original employees from Apple, Atari, Xerox PARC, and VisiCorp, and got Steve Wozniak to agree to sit on the board of directors. Hawkins was determined to sell directly to buyers. Combined with the fact that Hawkins was pioneering new game brands, this made sales growth more challenging. Retailers wanted to buy known brands from existing distribution partners. Former CEO Larry Probst arrived as VP of Sales in late 1984 and helped expand the already successful company. This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company leveraged to leapfrog its early competitors.

Promoting its developers was a trademark of EA's early days. Games were sold in square packages modeled after album covers (such as those for 1983's M.U.L.E. and Pinball Construction Set). Hawkins thought the packaging would both save costs and convey an artistic feeling. EA routinely referred to their developers as "artists" and gave them photo credits in their games and full-page magazine ads. Their first such ad, accompanied by the slogan "We see farther," was the first video game advertisement to feature software designers. EA shared lavish profits with their developers, which added to their industry appeal.

The Amiga will revolutionize the home computer industry. It's the first home machine that has everything you want and need for all the major uses of a home computer, including entertainment, education and productivity. The software we're developing for the Amiga will blow your socks off. We think the Amiga, with its incomparable power, sound and graphics, will give Electronic Arts and the entire industry a very bright future.

–Trip Hawkins, 1985 Amiga advertisement

In the mid-1980s, Electronic Arts aggressively marketed products for the Amiga, a home computer introduced in 1985. Commodore had given EA development tools and prototype machines before Amiga's actual launch. For Amiga EA published some notable non-game titles. A drawing program Deluxe Paint (1985) and its subsequent versions became perhaps the most famous piece of software available for Amiga platform. In addition, EA's Jerry Morrison conceived the idea of a file format that could store images, animations, sounds, and documents simultaneously, and would be compatible with third-party software. He wrote and released to the public the Interchange File Format, which soon became an Amiga standard. Other Amiga programs released by EA included Deluxe Music Construction Set, Instant Music and Deluxe Paint Animation. Some of them, most notably Deluxe Paint, were ported to other platforms. For Macintosh EA released a black & white animation tool called Studio/1, and a series of Paint titles called Studio/8 and Studio/32 (1990).

Relationships between Electronic Arts and their external developers often became difficult when the latter missed deadlines or diverged from the former's creative directions. In 1987, EA released Skate or Die!, their first internally developed game. EA continued publishing their external developers' games while experimenting with their internal development strategy. This led to EA's decision of purchasing out a series of companies they identify as successful, as well as the decision to release annualized franchises to cut budget costs. Because of Trip Hawkins' obsession of simulating a sports game, he signed a contract with football coach John Madden that led to EA's developing and releasing annual Madden NFL games.

In 1988, EA published a flight simulator game exclusively for Amiga, F/A-18 Interceptor, with filled-polygon graphics that were advanced for the time. Another significant Amiga release (also initially available for Atari ST, later converted for other platforms) was Populous (1989) developed by Bullfrog Productions. It was a pioneering title in the genre that was later called "god games". In 1990, Electronic Arts began producing console games for the Nintendo Entertainment System, after previously licensing its computer games to other console-game publishers.

1991–2007: Larry Probst era, continuous expansion, and success into the new millennium

In 1991, Trip Hawkins stepped down as EA's CEO and was succeeded by Larry Probst. Hawkins went on to found the now-defunct 3DO Company, but still remained EA's chair until July 1994. In October 1993, 3DO developed the 3DO Interactive Multiplayer, which at the time was the most powerful game console. Once a critic of game consoles, Hawkins had conceived a console that unlike its competitors would not require a first-party license to be marketed, and was intended to appeal to the PC market. Electronic Arts was The 3DO Company's primary partner in sponsoring their console, showcasing on it their latest games. With a retail price of US$700 (equivalent to $1,476.43 in 2023) compared to its competitors' $100, the console lagged in sales, and with the 1995 arrival to North America of Sony's PlayStation, a cheaper and more powerful alternative, combined with a lower quality of the 3DO's software library as a backfiring of its liberal license policy, it fell further behind and lost competition. Electronic Arts dropped its support for 3DO in favor of the PlayStation, 3DO's production ceased in 1996 and, for the remainder of the company's lifetime, 3DO developed video games for other consoles and the IBM PC until it folded in 2003.

EA headquarters in October 2007

In 1994, Electronic Arts and THQ signed a licensing agreement to develop and release EA's titles, like John Madden Football, FIFA International Soccer, Shaq Fu, Jungle Strike and Urban Strike for various consoles. In 1995, Electronic Arts won the European Computer Trade Show award for best software publisher of the year. As the company was still expanding, they opted to purchase space in Redwood Shores, California in 1995 for construction of a new headquarters, which was completed in 1998. Early in 1997, Next Generation identified Electronic Arts as the only company to regularly profit from video games over the past five years, and noted it had "a critical track record second to none". In 1999, EA replaced their long-running Shapes logo with one based on the EA Sports logo used at the time. EA also started to use a brand-specific structure around this time, with the main publishing side of the company rebranding to EA Games. The EA Sports brand was retained for major sports titles, the new EA Sports Big label would be used for casual sports titles with an arcade twist, and the full Electronic Arts name would be used for co-published and distributed titles. EA began to move toward direct distribution of digital games and services with the acquisition of the popular online gaming site Pogo.com in 2001. In 2009, EA acquired the London-based social gaming startup Playfish.

In December 1997, Electronic Arts ended their Japanese publishing joint-venture with Victor Entertainment, entitled Electronic Arts Victor, and purchased out Victor's 35% stake in the venture. On May 1, 1998, Electronic Arts announced the formation of two joint-ventures with Square. The first; Electronic Arts Square K.K., would publish Electronic Arts' titles in Japan and also developed the PlayStation 2 launch title X-Squad. The second; Square Electronic Arts L.L.C., would publish Square's titles in North America. The venture was described as a success by Square, as it allowed the company to release more of their titles in the North American market. In February 2003, with the preparation of Square and Enix's merger into Square Enix; both partnerships were announced to be dissolved at the end of March with each partner buying the other's shares. Electronic Arts Square was renamed as Electronic Arts K.K. and began self-publishing EA's titles in Japan from then on while Square Electronic Arts was folded under Square Enix's North American operations.

In 2004, EA made a multimillion-dollar donation to fund the development of game production curriculum at the University of Southern California's Interactive Media Division. On February 1, 2006, Electronic Arts announced that it would cut worldwide staff by 5 percent. On June 20, 2006, EA purchased Mythic Entertainment, who are finished making Warhammer Online. After Sega's ESPN NFL 2K5 successfully grabbed market share away from EA's dominant Madden NFL series during the 2004 holiday season, EA responded by making several large sports licensing deals which include an exclusive agreement with the NFL, and in January 2005, a 15-year deal with ESPN. The ESPN deal gave EA exclusive first rights to all ESPN content for sports simulation games. On April 11, 2005, EA announced a similar, 6-year licensing deal with the Collegiate Licensing Company (CLC) for exclusive rights to college football content.

Much of EA's success, both in terms of sales and with regards to its stock market valuation, is due to its strategy of platform-agnostic development and the creation of strong multi-year franchises. EA was the first publisher to release yearly updates of its sports franchises—Madden, FIFA, NHL, NBA Live, Tiger Woods, etc.—with updated player rosters and small graphical and gameplay tweaks. Recognizing the risk of franchise fatigue among consumers, EA announced in 2006 that it would concentrate more of its effort on creating new original intellectual property. In September 2006, Nokia and EA announced a partnership in which EA becomes an exclusive major supplier of mobile games to Nokia mobile devices through the Nokia Content Discoverer. In the beginning, Nokia customers were able to download seven EA titles (Tetris, Tetris Mania, The Sims 2, Doom, FIFA 06, Tiger Woods PGA Tour 06 and FIFA Street 2) on the holiday season in 2006. Rick Simonson is the executive vice-president and director of Nokia and starting from 2006 is affiliated with John Riccitiello and are partners.

2007–2013: John Riccitiello era

John Riccitiello at Web Summit 2017

In February 2007, Probst stepped down from the CEO job while remaining on the board of directors. His handpicked successor is John Riccitiello, who had worked at EA for several years previously, departed for a while, and then returned. Riccitiello previously worked for Elevation Partners, Sara Lee and PepsiCo. In June 2007, new CEO John Riccitiello announced that EA would reorganize itself into four labels, each with responsibility for its own product development and publishing (the city-state model). The goal of the reorganization was to empower the labels to operate more autonomously, streamline decision-making, increase creativity and quality, and get games into the market faster. This reorganization came after years of consolidation and acquisition by EA of smaller studios, which some in the industry blamed for a decrease in quality of EA titles. In 2008, at the DICE Summit, Riccitiello called the earlier approach of "buy and assimilate" a mistake, often stripping smaller studios of its creative talent. Riccitiello said that the city-state model allows independent developers to remain autonomous to a large extent, and cited Maxis and BioWare as examples of studios thriving under the new structure.

During 2007, EA announced that it would be bringing some of its major titles to the Mac. EA also released Battlefield 2142, Command & Conquer 3: Tiberium Wars, Crysis, Harry Potter and the Order of the Phoenix, Madden NFL 08, Need for Speed: Carbon, and Spore for the Mac. All of the new games have been developed for the Macintosh using Cider, a technology developed by TransGaming that enables Intel-based Macs to run Windows games inside a translation layer running on Mac OS X. They are not playable on PowerPC-based Macs.

In February 2008, it was revealed that Electronic Arts had made a takeover bid for rival game company Take-Two Interactive. After its initial offer of US$25 per share, all cash stock transaction offer was rejected by the Take-Two board, EA revised it to US$26 per share, a 64% premium over the previous day's closing price and made the offer known to the public. Rumours had been floating around the Internet prior to the offer about Take-Two possibly being bought over by a bigger company, albeit with Viacom as the potential bidder. In May 2008, EA announced that it would purchase the assets of Hands-On Mobile Korea, a South Korean mobile game developer and publisher. The company became EA Mobile Korea. In September 2008, EA dropped its buyout offer of Take-Two. No reason was given.

As of November 6, 2008, it was confirmed that Electronic Arts is closing their Casual Label & merging it with their Hasbro partnership with The Sims Label. EA also confirmed the departure of Kathy Vrabeck, who was given the position as former president of the EA Casual Division in May 2007. EA made this statement about the merger: "We've learned a lot about casual entertainment in the past two years, and found that casual gaming defies a single genre and demographic. With the retirement and departure of Kathy Vrabeck, EA is reorganizing to integrate casual games—development and marketing—into other divisions of our business. We are merging our Casual Studios, Hasbro partnership, and Casual marketing organization with The Sims Label to be a new Sims and Casual Label, where there is a deep compatibility in the product design, marketing and demographics. ... In the days and weeks ahead, we will make further announcements on the reporting structure for the other businesses in the Casual Label including EA Mobile, Pogo, Media Sales and Online Casual Initiatives. Those businesses remain growth priorities for EA and deserve strong support in a group that will complement their objectives." This statement comes a week after EA announced it was laying off 6% about 600 of their staff positions and had a US$310 million net loss for the quarter.

Due to the 2008 economic crisis, Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1,100 jobs, which it said represented about 11% of its workforce. It also closed 12 of their facilities. Riccitiello, in a conference call with reporters, stated that their poor performance in the fourth quarter was not due entirely to the poor economy, but also to the fact that they did not release any blockbuster titles in the quarter. In the quarter ending December 31, 2008, the company lost US$641 million. On February 2, 2009, Ludlum Entertainment had signed a deal with Electronic Arts to grant exclusive rights to bring the work of Robert Ludlum into video gaming. As of early May 2009, the subsidiary studio EA Redwood Shores was known as Visceral Games. On June 24, 2009, EA announced it would merge two of its development studios, BioWare and Mythic into one single role-playing video game and MMO development powerhouse. The move placed Mythic under control of BioWare as Ray Muzyka and Greg Zeschuk went in direct control of the new entity. By fall 2012, both Muzyka and Zeschuk had chosen to depart the merged entity in a joint retirement announcement.

On November 9, 2009, EA announced layoffs of 1,500 employees, representing 17% of its workforce, across a number of studios including EA Tiburon, Visceral Games, Mythic and EA Black Box. Also affected were "projects and support activities" that, according to Chief Financial Officer Eric Brown "don't make economic sense", resulting in the shutdown of popular communities such as Battlefield News and the EA Community Team. These layoffs also led to the complete shutdown of Pandemic Studios.

"Chillingo" redirects here. Not to be confused with Chilango.

In October 2010, EA announced the acquisition of England-based iPhone and iPad games publisher Chillingo for US$20 million in cash. Chillingo published the popular Angry Birds for iOS and Cut the Rope for all platforms, but the deal did not include those properties, so Cut the Rope became published by ZeptoLab, and Angry Birds became published by Rovio Entertainment. On May 4, 2011, EA reported $3.8 billion in revenues for the fiscal year ending March 2011, and on January 13, 2012, EA announced that it had exceeded $1 billion in digital revenue during the previous calendar year. In a note to employees, EA CEO John Riccitiello called this "an incredibly important milestone" for the company.

In June 2011, EA launched Origin, an online service to sell downloadable games for personal computers directly to consumers. Around this time, Valve, which runs Steam in direct competition with Origin, announced changes to storefront policy disallowing games that used in-game purchases that were not tied to Steam's purchasing process, and removed several of EA's games, including Crysis 2, Dragon Age II, and Alice: Madness Returns in 2012. Although it released a new packaged version of Crysis 2 that included all the downloadable content without the storefront features, EA did not publish any additional games on Steam until 2019, instead selling all personal computer versions of games through Origin.

In July 2011, EA announced that it had acquired PopCap Games, the company behind games such as Plants vs. Zombies, Peggle and Bejeweled. EA continued its shift toward digital goods in 2012, folding its mobile-focused EA Interactive (EAi) division "into other organizations throughout the company, specifically those divisions led by EA Labels president Frank Gibeau, COO Peter Moore, and CTO Rajat Taneja, and EVP of digital Kristian Segerstrale."

2013–2022: Andrew Wilson era, Disney partnership, and monetization

On March 18, 2013, John Riccitiello announced that he would be stepping down as CEO and a member of the Board of Directors on March 30, 2013. Larry Probst was also appointed executive chairman on the same day. Andrew Wilson was named as the new CEO of EA by September 2013. In April 2013, EA announced a reorganization which was to include dismissal of 10% of their workforce, consolidation of marketing functions which were distributed among the five label organizations, and subsumption of Origin operational leadership under the President of Labels. EA acquired the lucrative exclusive license to develop games within the Star Wars universe from Disney in May 2013, shortly after Disney's closure of its internal LucasArts game development in 2013. EA secured its license from 2013 through 2023, and began to assign new Star Wars projects across several of its internal studios, including BioWare, DICE, Visceral Games, Motive Studios, Capital Games and external developer Respawn Entertainment.

In April 2015, EA announced that it would be shutting down various free-to-play games in July of that year, including Battlefield Heroes, Battlefield Play4Free, Need for Speed: World, and FIFA World. The reorganization and revised marketing strategy lead to a gradual increase in stock value. In July 2015, Electronic Arts reached an all-time high with a stock value of US$71.63, surpassing the previous February 2005 record of $68.12. This is also up 54% from $46.57 in early January 2015. The surge was partly attributed to EA's then-highly anticipated Star Wars Battlefront reboot, which released one month before Star Wars: The Force Awakens, also highly anticipated.

During E3 2015, EA vice-president Patrick Söderlund announced that the company would start investing more on smaller titles such as Unravel so as to broaden the company's portfolio. On December 10, 2015, EA announced a new division called Competitive Gaming Division, which focuses on creating competitive game experience and organizing ESports events. It was once headed by Peter Moore. In May 2016, Electronic Arts announced that they had formed a new internal division called Frostbite Labs. The new department specializes in creating new projects for virtual reality platforms, and "virtual humans". The new department is located in Stockholm and Vancouver. EA announced the closure of Visceral Games in October 2017. Prior, Visceral had been supporting EA's other games but was also working on a Star Wars title named Project Ragtag since EA's acquisition of the Star Wars license, even hiring Amy Hennig to direct the project. While EA did not formally give a reason for the closure, industry pundits believed that EA was concerned about the principally single-player game which would be difficult to monetize, as well as the slow pace of development.

EA's original approach to the microtransactions in Star Wars Battlefront II sparked an industry-wide debate on the use of random-content loot boxes. While other games had used loot boxes, EA's original approach within Battlefront II from its early October 2017 launch included using such mechanics for pay to win gameplay elements, as well as locking various Star Wars characters behind expensive paywalls, leading several gaming journalists and players to complain. EA modified some of the costs of these elements in anticipation of the game's full November 2017 launch, but they were reportedly told by Disney to disable all microtransactions until they could come up with a fairer monetization scheme. By March 2018, EA had developed a fairer system that eliminated the pay to win elements and drastically reduced costs for unlocking characters. The controversy over Battlefront II's loot boxes led to an 8.5% drop in stock value in one month—about $3.1 billion and impacted EA's financial results for the following quarters. Furthermore, the visibility of this controversy led to debate at government levels around the world to determine if loot boxes were a form of gambling and if they should be regulated.

In January 2018, EA announced eMLS, a new competitive league for EA Sports' FIFA 18 through its Competitive Gaming Division (CGD) and MLS. That same month, EA teamed up with ESPN and Disney XD in a multi-year pact to broadcast Madden NFL competitive matches across the world through its Competitive Gaming Division arm. On August 14, 2018, Patrick Söderlund announced his departure from EA as its vice-president and chief design officer, after serving twelve years with the company. With Söderlund's departure, the SEED group was moved as part of EA's studios, while the EA Originals and EA Partners teams were moved under the company's Strategic Growth group.

On February 6, 2019, Electronic Arts' stock value was hit by a decline of 13.3%, the worst decline since Halloween 2008. This was largely due to the marketing of their anticipated title Battlefield V, which was released after the holiday season of October 2018. Stocks were already declining since late August, when EA announced that Battlefield V's release would be delayed until November. Upon release, the game was met with a mixed reception, and EA sold one million fewer copies than their expected figure of 7.3 million. Also attributed to the stock plunge was the game's lack of the game mode Battle Royale, popularized by PlayerUnknown's Battlegrounds and then Fortnite. Stocks then surged 9.6% with the surprise release of Apex Legends, which garnered 25 million players in just one week, significantly surpassing Fortnite's record of 10 million players in two weeks. In advance of the end of its financial quarter ending March 31, 2019, Wilson announced they were cutting about 350 jobs, or about 4% of its workforce, primarily from their marketing, publishing, and operations divisions. Wilson stated the layoffs were necessary to "address our challenges and prepare for the opportunities ahead".

EA announced in October 2019 that it would be returning to release games on Steam, starting with the November 2019 release of Star Wars: Jedi Fallen Order, as well as bringing the EA Access subscription service to Steam. While EA plans to continue to sell games on Origin, the move to add Steam releases was to help get more consumers to see their offerings. Due to COVID-19 lockdowns and growing demand for online games, EA's revenue grew to $1.4bn in the first quarter of 2020. EA rebranded both EA Access and Origin to EA Play on August 18, 2020, but otherwise without changing the subscription price or services offered as part of a streamlining effort. In December 2020, EA placed a bid to buy Codemasters, a British developer of racing games, in a deal worth $1.2 billion, outbidding an earlier offer placed by Take-Two Interactive. The acquisition, agreed to by Codemasters, was completed by February 18, 2021, with all shares of Codemasters transferred to Codex Games Limited, a subsidiary of EA. Wilson stated that "the franchises in our combined portfolio will enable us to create innovative new experiences and bring more players into the excitement of cars and motorsport".

In January 2021, Disney announced it had revived the Lucasfilm Games label for its licensed video game properties and announced new games including a new Star Wars game that would be developed by Ubisoft aimed for release in 2023, indicating that EA's ten-year exclusive license in 2013 to the Star Wars property was likely not extended. EA still maintained a non-exclusive license to Star Wars games, affirming more titles would be coming following this announcement. As of February 2021, EA's Star Wars games had sold more than 52 million copies and brought in more than $3 billion in revenue. After a six-year absence from producing college sports-based game due to legal issues related to student athlete likenesses with the NCAA, EA announced in February 2021 that it was returning to college sports with a planned EA Sports College Football title to likely be released in 2023. The company announced its plans to extend its mobile commitment in February 2021 by acquiring Glu Mobile in an deal estimated worth $2.1 billion. The acquisition was completed by the end of April 2021.

The Public Investment Fund of Saudi Arabia acquired 7.4 million shares of EA, valued at $1.1 billion, in February 2021. Former CEO and current chairman Probst stated in May 2021 he was retiring from the company. Current EA CEO Wilson took over as chairman. In June 2021, EA confirmed that they had suffered a data breach, with game and engine source code taken from their servers, including the source for the Frostbite Engine and FIFA 21; EA assured no player or user data had been obtained. Hackers that had taken the code had started selling it around on the dark web. The perpetuators of this breach began to extort EA for money in July, releasing small portions of the data to public forums and threatening to release more if their demands were not met.

EA acquired mobile game developer Playdemic Studios in Manchester, England from Warner Bros. Interactive Entertainment in June 2021 for $1.4 billion, following the merger of Discovery, Inc. with WarnerMedia. As of June 2021, the acquisition was expected to complete by 2022. In their SEC filings in September 2021, the company said that current CFO and COO Blake Jorgensen would be stepping down by mid-2022. The company's COO role was taken over by Chief Studios Officer Laura Miele, while a search for a new CFO was launched. Longtime Microsoft executive Chris Suh was later appointed as CFO in March 2022. Industry reports around May 2022 asserted that EA had been looking to be acquired by larger media firms, including Disney, Apple, and Comcast/NBCUniversal. These reports said that EA had been nearing a final deal that would have had NBCUniversal spun out from Comcast before bringing EA within it. Amazon was also mentioned as a possible customer for EA; CNBC reported in late August that Amazon was no longer interested in a takeover.

2023–present: Internal restructuring and layoffs

In January 2023, EA cancelled development on Apex Legends Mobile and Battlefield Mobile, leading to the shutdown of developer Industrial Toys. On February 28, 2023, EA eliminated 200 QA testers from its Baton Rouge, Louisiana office. The testers predominantly worked on Respawn Entertainment's Apex Legends battle royale game. On March 29, EA announced it would lay off 6% of its workforce, or 775 employees.

In June 2023, EA announced an internal reorganization of the company. CEO Andrew Wilson announced a realignment of the company into two organizations – EA Sports and EA Entertainment – both of which would report directly to him, having Laura Miele, previously Chief Studios Officer and COO, as the president of EA Entertainment, and Cam Weber, formerly EVP and group General Manager of EA Sports as president of EA Sports. Vince Zampella, Samantha Ryan, and Jeff Karp continued on EA Entertainment, leading and overseeing specific studios under EA Entertainment. Also announced in the same day, CFO Chris Suh and chief experience officer Chris Bruzzo would be leaving the company at the end of the month, with the first leaving for another company while the other going to retire. In place of Suh as CFO came Stuart Canfield, a 20-year veteran of the company who had most recently been serving as SVP of enterprise finance and investor relations, while the company's new chief experiences officer became David Tinson, previously the company's chief marketing officer.

On August 23, EA announced it was eliminating 50 roles at BioWare, or 20% of its workforce. A group of former employees later sued EA, seeking better severance following their layoffs.

In December 2023, EA laid off an unknown number of Codemasters employees. In February 2024, EA announced that it would lay off 670 employees, or 5% of its global workforce. The cuts came with the cancellation of a first-person shooter set in the Star Wars universe, and that the company would be moving away from licensed IP in favor of EA-owned franchises.

In July 2024, actor labor union Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA), which also has numerous video game voice actors as members, would initiate a labor strike against a number of video publisher, including EA, over concerns about lack of A.I. protections not only video game actors, but also the use of A.I to replicate an actor’s voice, or create a digital replica of their likeness.

Games

Main article: List of Electronic Arts games

Since 1983 and the 1987 release of its Skate or Die!, Electronic Arts has respectively published and developed games, bundles, as well as a handful of earlier productivity software.

Company structure

Further information: List of acquisitions by Electronic Arts

As of April 2021, Electronic Arts' largest acquisition is the purchase of Glu Mobile, for $2.4 billion. Of the 39 companies acquired by EA, 20 are based in the U.S., five in the United Kingdom, six in Continental Europe, and eight elsewhere. The majority of these companies and studios are now defunct, with some having been merged into other entities. Of the six companies which EA purchased a stake in, two remaining companies are based in the U.S., while three other U.S. companies are defunct. After acquiring a 19.9% stake in France-based Ubisoft in 2004, EA sold a remaining 14.8% stake in it in 2010. Since June 2023, the company is organized in two main divisions: EA Entertainment Technology & Central Development (EA Entertainment for short, formerly EA Games) and EA Sports.

EA Entertainment

EA Sports

Main article: EA Sports

Former

Labels

EA Sports

Main article: EA Sports

First introduced in 1991 as the Electronic Arts Sports Network, before being renamed due to a trademark dispute with ESPN, EA Sports publishes all the sports games from EA, including FC, Madden NFL, Fight Night, NBA Live, NCAA Football, Cricket, NCAA March Madness, Tiger Woods PGA Tour, NHL, NASCAR and Rugby. FIFA is a discounted series of EA Sports. In 2011, Forbes ranked EA Sports eighth on their list of most valuable sports brands, with a value of $625 million.

EA All Play

EA All Play is a mobile-oriented label that, since 2012, publishes digital titles like The Simpsons', Tetris, and Battlefield, as well as Hasbro board games like Scrabble.

EA Competitive Gaming Division

The EA Competitive Gaming Division (CGD), founded in 2015 by Peter Moore and currently headed by Todd Sitrin, is the group dedicated on enabling global eSports competitions on EA's biggest franchises including FIFA, Madden NFL, Battlefield and more.

SEED

The Search for Extraordinary Experiences Division (SEED) was revealed at the 2017 Electronic Entertainment Expo as a technology research division and incubator, using tools like deep learning and neural networks to bring in player experiences and other external factors to help them develop more immersive narratives and games. SEED has offices in Los Angeles and Stockholm.

Former labels

  • EA Kids — A label for educational titles. In January 1995, EA sold the label to and in conjunction with Capital Cities/ABC formed the independent ABC/EA Home Software, which was later absorbed into Creative Wonders in that year's May. In October 1997, EA and ABC sold Creative Wonders to The Learning Company for $40 million.
  • EA Sports Big — A label used from 2000 to 2008 for arcade-styled sports games.
  • EA Sports Freestyle — A short-lived replacement for EA Sports Big used from 2008 to 2009, which focused exclusively on casual sports games, regardless of genre. Later arcade and extreme sports game released by EA, such as SSX (2012), NFL Blitz (2012), NBA Jam (2010), and the Skate series used the EA Sports or EA label instead.
  • Electronic Arts Studios
  • EA Games- A label used for non-sports games between 2000 and 2005. In 2005 the label was dropped and non-sports games used a EA label instead.

Partnership and initiatives

EA Partners program (1997–present)

EA Partners co-publishing program was dedicated to publishing and distributing games developed by third-party developers. EA Partners began as EA Distribution, formed in 1997 and led by Tom Frisina, a former executive from Accolade and Three-Sixty who helped both companies find third-party developers as to provide publishing support for them. Frisina's early partners included Looking Glass Studios, MGM Interactive for the rights to the James Bond property, DreamWorks Interactive, and eventually DICE; in the latter two cases, these studios were acquired by EA as part of the EA DICE family. In 2003, EA's president John Riccitiello pushed for a renaming of the EA Distribution label, seeing the potential to bring in more independent developers and additional revenue streams. While they rebranded the label as EA Partners in 2003, Riccitiello left EA the following year, which disrupted the direction the label had been aiming to go.

Oddworld Inhabitants, who had signed on with EA Partner for their next Oddworld games, found the situation difficult as EA Partners was reluctant to support games where they did not own the intellectual property rights and instead favored internal development. The situation with EA Partners switched gears in 2005 after EA and Valve signed an EA Partners deal for the physical distribution of The Orange Box; EA Partners realized it needed to be flexible to handle the different publishing opportunities presented to them. A similar breakthrough was reached with signing on Harmonix for the distribution of the Rock Band games, requiring them to work closely with MTV Games on the plastic instrument controllers necessary for the titles. A number of major partnerships were made over the next few years, including Namco Bandai, Crytek, Starbreeze Studios, id Software, Epic Games and People Can Fly, Double Fine Productions, Grasshopper Manufacture, Spicy Horse, and Realtime Worlds. While many of these partnerships proved successful, the division had two major marks on its name. It was associated with the situation around Kingdoms of Amalur: Reckoning developed by 38 Studios, which had been significantly backed by loans from taxpayer funds from the state of Rhode Island. Kingdoms failed to be commercially successful, and EA Partners pulled out of making a sequel, leaving 38 Studios in default of its loan payback to the state. Secondly, while The Secret World from Funcom launched as a subscription game, Funcom had to switch their monetization model to free-to-play to improve their revenues, which further affected EA Partners.

Around April 2013, as part of a large 1000-employee layoff, many reporters claimed that EA Partners was also being shut down for its poor commercial performance, but the program remained active as the company refocused its efforts. The label remained dormant over the next several years, while Letts expanded on the EA Originals program, but following the move of EA Partners and EA Origins into the Strategic Growth group in August 2018, the label was revived on the March 2019 with a publishing deal with Velan Studios, formed from the former heads of Vicarious Visions.

Notable publishing/distribution agreements include:

EA Originals label (2017–present)

EA Originals is a label within Electronic Arts own EA Partners program to help support independently developed video games. EA funds the money for development, and once it recoups that, all additional revenue goes to the partner studio that created the game. That studio also gets to keep the intellectual property rights for whatever it creates, and even has creative control over the project. The program was announced at EA's press event at the 2016 E3 Conference, and builds upon the success they had with Unravel from Coldwood Interactive in 2015. The first game to be supported under this program was Fe by Zoink, released in 2018. It was followed by A Way Out from Hazelight Studios, Unravel Two from Coldwood Interactive and Sea of Solitude from Jo-Mei Games.

In 2019, during its EA Play event, EA teased three new titles. Among the games featured were Lost in Random from Zoink and an unnamed title from Hazelight Studios. It was also announced that Glowmade would be entering the initiative with a title called RustHeart. In June 2020, Hazelight Studios' untitled project was revealed as It Takes Two and was released the following year. In February 2023, Jeff Gamon, general manager of EA Partners, which oversees the Originals label, said the label would invest on bigger games, although for those cases the deal would not be as generous as the smaller games, as those are larger companies. Gamon said that the company still plans to release smaller and niche games, and do not want to completely abandon its roots.

Wild Hearts and Immortals of Aveum released in 2023 under the Originals label.

In December 2023, EA announced Tales of Kenzera: Zau under the Originals label.

List of EA Originals games
Year Title Developer Platform(s)
2016 Unravel Coldwood Interactive Microsoft Windows, PlayStation 4, Xbox One
2018 Fe Zoink Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One
A Way Out Hazelight Studios Microsoft Windows, PlayStation 4, Xbox One
2019 Unravel Two Coldwood Interactive Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One
Sea of Solitude Jo-Mei Games
2020 Rocket Arena Final Strike Games Microsoft Windows, PlayStation 4, Xbox One
2021 It Takes Two Hazelight Studios Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch
Knockout City Velan Studios Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S
Lost in Random Zoink Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S
2023 Wild Hearts Omega Force Microsoft Windows, PlayStation 5, Xbox Series X/S
Immortals of Aveum Ascendant Studios
2024 Tales of Kenzera: Zau Surgent Studios Microsoft Windows, Nintendo Switch, PlayStation 5, Xbox Series X/S
2025 Split Fiction Hazelight Microsoft Windows, PlayStation 5, Xbox Series X/S
TBA RustHeart Glowmade

Criticism and controversies

Main article: Criticism of Electronic Arts

Since the mid-2010s, Electronic Arts has been in the center of numerous controversies involving acquisitions of companies and alleged anti-consumerist practices in their individual games, as well as lawsuits alleging EA's anti-competition when signing sports-related contracts.

Notes

  1. Publishing duties moved to Velan Studios in 2022

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