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{{Short description|American video game company}} | |||
{{Redirect|EA}} | {{Redirect|EA}} | ||
{{ |
{{About|the video game company|the art form|Electronic art}} | ||
{{Pp-vandalism|small=yes}} | |||
{{Very long|date=February 2017}} | |||
{{Use |
{{Use American English|date=February 2019}} | ||
{{Use mdy dates|date=February 2019}} | |||
{{Infobox company | {{Infobox company | ||
| name = Electronic Arts Inc. | | name = Electronic Arts Inc. | ||
| logo = Electronic |
| logo = Electronic Arts 2020.svg | ||
| logo_size = 150px | |||
| image = Electronic Arts Redwood City May 2011.jpg | | image = Electronic Arts Redwood City May 2011.jpg | ||
| image_caption = The EA headquarters building at |
| image_caption = The EA headquarters building at Redwood City, California, in May 2011 | ||
| type = ] | | type = ] | ||
| traded_as = {{Unbulleted list|{{NASDAQ|EA}}|] component|] component}} | | traded_as = {{Unbulleted list|{{NASDAQ|EA}}|] component|] component}} | ||
| industry = ] | | industry = ] | ||
| founded = {{Start date and age|1982|05|27}} in ], |
| founded = {{Start date and age|1982|05|27}} in ], US | ||
| founder = ] | | founder = ] | ||
| hq_location_city = ], ] | | hq_location_city = ] | ||
| hq_location_country = |
| hq_location_country = US | ||
| area_served = Worldwide | | area_served = Worldwide | ||
| key_people = {{Unbulleted list | | key_people = {{Unbulleted list | ||
| ] {{nowrap|(] and ])}} | |||
| ] (]) | |||
| ] {{nowrap|(] of EA Entertainment)}} | |||
| ] (]) | |||
| Cam Weber {{nowrap|(president of ])}} | |||
}} | }} | ||
| products = See ] | |||
| products = {{Unbulleted list|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]|]}} | |||
| revenue = {{Increase}} {{US$| |
| revenue = {{Increase}} {{US$|7.56 billion|link=yes}} | ||
| revenue_year = |
| revenue_year = 2024 | ||
| operating_income = {{Increase}} |
| operating_income = {{Increase}} US$1.52 billion | ||
| income_year = |
| income_year = 2024 | ||
| net_income = {{Increase}} |
| net_income = {{Increase}} US$1.27 billion | ||
| net_income_year = |
| net_income_year = 2024 | ||
| assets = {{ |
| assets = {{Decrease}} US$13.4 billion | ||
| assets_year = |
| assets_year = 2024 | ||
| equity = {{Increase}} |
| equity = {{Increase}} US$7.51 billion | ||
| equity_year = |
| equity_year = 2024 | ||
| num_employees = {{ |
| num_employees = {{circa|13,700}} | ||
| num_employees_year = |
| num_employees_year = 2024 | ||
| divisions = {{Unbulleted list|EA Entertainment|]}} | |||
| subsid = ]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />]<br />] | |||
| subsid = See {{section link||Company structure}} | |||
| website = {{URL|ea.com}} | |||
| 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 |
'''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> | ||
The company sparked controversies over its advertising efforts, and acquisition of other studios. | |||
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=== | |||
The company began developing games in-house and supported consoles by the early 1990s. EA later grew via acquisition of several successful developers. By the early 2000s, EA had become one of the world's largest third-party publishers. 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.<ref>{{cite web |last=Curtis |first=Tom |title=EA reorganizes after a landmark $1B digital year |url=http://www.gamasutra.com/view/news/129086/EA_reorganizes_after_a_landmark_1B_digital_year.php |publisher=Gamasutra |deadurl=no |archiveurl=https://web.archive.org/web/20170327174853/http://www.gamasutra.com/view/news/129086/EA_reorganizes_after_a_landmark_1B_digital_year.php |archivedate=March 27, 2017}}</ref> 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) |url=http://kotaku.com/5875652/this-is-what-eas-up-to-on-the-day-zynga-hired-one-of-their-top-guys |publisher=Kotaku |accessdate=January 22, 2017 |deadurl=no |archiveurl=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 |archivedate=January 5, 2017}}</ref> 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 |accessdate=October 22, 2016}}</ref> In 2009, EA acquired the London-based social gaming startup ],<ref>{{cite web |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 |publisher=] |date=November 9, 2009 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160925101139/https://techcrunch.com/2009/11/09/not-playing-around-electronic-arts-buys-playfish-for-275-million/ |archivedate=September 25, 2016}}</ref> and in June 2011, EA launched ], an online service to sell downloadable games 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}}</ref> There is also a "On The House" feature in Origin that lets you download full versions of EA games for free, it is updated regularly. In July 2011, EA announced that it had acquired ], the company behind hits such as '']'' and '']''.<ref>{{cite web |title=EA to Acquire NFS world hack |url=http://nfs-world-hack.com/ |deadurl=no |archiveurl=https://web.archive.org/web/20140819173827/http://www.nfs-world-hack.com/ |archivedate=August 19, 2014}}</ref> | |||
] 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. | |||
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>{{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 |publisher=Gamasutra |accessdate=January 22, 2017 |deadurl=no |archiveurl=https://web.archive.org/web/20170327180206/http://www.gamasutra.com/view/news/39623/EA_reorganizes_after_a_landmark_1B_digital_year.php |archivedate=March 27, 2017}}</ref> | |||
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> | |||
===1982–2000 - The Beginning=== | |||
] | |||
In February 1982, Trip Hawkins arranged a meeting with ] of ]<ref>{{cite web |url=http://www.sequoiacap.com/company/electronic-arts/ |title=Electronic Arts entry |publisher=Sequoiacap.com |date= |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090308085728/http://www.sequoiacap.com/company/electronic-arts |archivedate=March 8, 2009}}</ref> to discuss financing his new venture, ''Amazin' Software''. Valentine encouraged Hawkins to leave ], where Hawkins served as Director of Product Marketing, and allowed Hawkins use of Sequoia Capital's spare office space to start the company. On May 28, 1982, Trip Hawkins incorporated and established the company with a personal investment of an estimated {{US$|200,000|link=yes}}. The company was not named Amazin' Software, but instead ''Electronic Arts''. Seven months later in December 1982, Hawkins secured {{US$|2 million}} of ] from Sequoia Capital, ], and ]. | |||
] | ] | ||
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" /> | |||
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, employee headcount rose to 11, including Tim Mott, ], David Maynard, and Steve Hayes.<ref name="Gamespy"/><ref>{{cite web |last=Fleming |first=Jeffrey |url=http://www.gamasutra.com/view/feature/130129/we_see_farther__a_history_of_.php?print=1 |title=We See Farther - A History of Electronic Arts |website=] |date=February 12, 2007 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160304075442/http://www.gamasutra.com/view/feature/130129/we_see_farther__a_history_of_.php?print=1 |archivedate=March 4, 2016}}</ref> Having outgrown the office space provided by Sequoia Capital, the company relocated to a ] office that overlooked the ] landing path. Headcount rose rapidly in 1983, including ], ], Stewart Bonn, David Gardner, and Nancy Fong. | |||
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. | |||
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> | |||
{{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}}}} | |||
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 the company sustain growth into {{US$|18 million}} in its third full year.{{citation needed|date=September 2016}} This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company would leverage to leapfrog its early competitors.<ref name="NGen11"/> | |||
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 December 1986, David Gardner and Mark Lewkaspais moved to the UK to open a European headquarters. Up until that point publishing of Electronic Arts Games, and the conversion of many of their games to ] versions in Europe was handled by ]. | |||
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> | |||
Most of the early employees of the company disliked the Amazin' Software name that Hawkins had originally chosen when he incorporated the company.<ref name="Gamespy">{{cite web |url=http://www.gamespy.com/articles/697/697083p5.html |title=GameSpy Retro: Developer Origins |publisher=] |first=John |last=Keefer |date=March 31, 2006 |accessdate=October 22, 2016 |archiveurl=https://web.archive.org/web/20090531112022/http://www.gamespy.com/articles/697/697083p5.html |archivedate=May 31, 2009}}</ref> While at Apple, Hawkins had enjoyed company offsite meetings at ] and organized such a planning offsite for EA in October 1982. | |||
===1991–2007: Larry Probst era, continuous expansion, and success into the new millennium=== | |||
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 had suggested the name "SoftArt". However, 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 best-selling book about the film studio, ], and liked the reputation that the company had created. Early advisers Andy Berlin, Jeff Goodby, and Rich Silverstein (who would soon form their own ad agency Goodby, Silverstein & Partners) were also fans of that approach, and the discussion was led by Hawkins and Berlin. Hawkins said everyone had a vote but they would lose it if they went to sleep.{{Citation needed|date=August 2007}} | |||
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> | |||
] | |||
Hawkins liked the word "electronic", and various employees had considered the phrases "Electronic Artists" and "Electronic Arts". Other candidates included Gordon's suggestion of "Blue Light", a reference from the ] film '']''.{{Citation needed|date=August 2007}} 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..." meaning that the developers whose games EA would publish were the artists. This statement from Hayes immediately tilted sentiment towards Electronic Arts and the name was unanimously endorsed.{{Citation needed|date=August 2007}} | |||
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. | |||
A novel approach to giving credit to its developers was one of EA's trademarks in its early days. This characterization was even further reinforced with EA's packaging of most of their games in the "]" pioneered by EA because Hawkins thought that a record album style 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 numerous 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 |last= |first= |title=EA Studios: The 32-Bit Generation |journal=] |issue=11 |publisher=] |date=November 1995 |pages=97–99}}</ref> EA also shared lavish profits with their developers, which added to their industry appeal. The square "album cover" boxes (such as the covers for 1983's '']'' and '']'') were a popular packaging concept by Electronic Arts, which wanted to represent their ] as "rock stars".<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=Gamasutra.com |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090303114831/http://www.gamasutra.com/view/feature/3923/the_history_of_the_pinball_.php |archivedate=March 3, 2009}}</ref> | |||
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> | |||
In the mid-1980s Electronic Arts aggressively marketed products for the ], a premier home computer of the late 1980s and early 1990s in Europe. 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 '']'' (1985) and its subsequent versions became perhaps the most famous piece of software available for Amiga platform.<ref>Jimmy Maher: ''The Future was Here'', a book published by MIT press, 2012</ref> Other Amiga programs released by EA included '']'', '']'' and '']''. 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). | |||
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 | 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> | |||
In 1988 EA published a flight simulator game exclusively for Amiga, '']'', which received attention due to its vector graphics that were notable for 1988 standards. Another significant Amiga release (also initially available for Atari ST, later converted for numerous other platforms) was '']'' (1989) developed by ]. It was a pioneering and influential title in the genre that was later called "]s". | |||
===2007–2013: John Riccitiello era=== | |||
In 1990, Electronic Arts began producing ]s for the ], after previously licensing its computer games to other console-game publishers.<ref name="cgw199005">{{cite news |url=http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=71 |title=Electronic Arts Inks Pact With Nintendo |work=Computer Gaming World |date=May 1990 |accessdate=November 16, 2013 |page=50 |deadurl=no |archiveurl=https://web.archive.org/web/20131203054555/http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=71 |archivedate=December 3, 2013}}</ref> Eventually, Trip Hawkins left EA to found the now defunct ]. | |||
] | |||
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 1995 Electronic Arts won the ] award for best software publisher of the year.<ref>{{cite journal |last= |first= |title=PlayStation Dominates European Show |journal=] |issue=6 |publisher=] |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, which was completed in 1998.<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 | accessdate = October 19, 2017 | work = ] }}</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> | |||
===2000–2007=== | |||
] | |||
EA is headquartered in the ] neighborhood of ].<ref>{{cite web |url=http://www.ea.com/locations/redwood-shores |title=EA Redwood Shores |publisher= |deadurl=no |archiveurl=https://web.archive.org/web/20160312062824/http://www.ea.com/locations/redwood-shores |archivedate=March 12, 2016}}</ref> Following the retirement and departure of Trip Hawkins in 2000, EA decided to replace its logo with a new one, and ] took over the reins. | |||
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 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 $310 million, Sees "Weakness At Retail" In October |publisher=Kotaku |date=October 30, 2008 |access-date=February 25, 2022 |url-status=live |archive-url=https://web.archive.org/web/20081219093651/http://kotaku.com/5071454/ea-loses-310-million-sees-weakness-at-retail-in-october |archive-date=December 19, 2008}}</ref> | |||
In 2004, EA made a multimillion-dollar donation to fund the development of game production curriculum at ]. On February 1, 2006, Electronic Arts announced that it would cut worldwide staff by 5 percent.<ref>{{cite web |url=http://www.gamespot.com/articles/electronic-arts-cuts-staff-by-5-percent/1100-6143510/ |title=Electronic Arts cuts staff by 5 percent |publisher=GameSpot |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20140401003024/http://www.gamespot.com/articles/electronic-arts-cuts-staff-by-5-percent/1100-6143510/ |archivedate=April 1, 2014}}</ref> On June 20, 2006 EA purchased ], who are finished making '']''.<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=9786 |title=Electronic Arts To Acquire Mythic Entertainment |publisher=Gamasutra.com |date=June 20, 2006 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090214112155/http://www.gamasutra.com/php-bin/news_index.php?story=9786 |archivedate=February 14, 2009}}</ref> | |||
Due to the ], Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1,100 jobs, which it said represented about 11% of its workforce. It also closed 12 of their facilities. Riccitiello, in a conference call with reporters, stated that their poor performance in the fourth quarter was not due entirely to the poor economy, but also to the fact that they did not release any blockbuster titles in the quarter. In the quarter ending December 31, 2008, the company lost {{US$|641 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> | |||
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 |publisher=GameSpot |date=December 13, 2004 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20141113140107/http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |archivedate=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=http://sports.espn.go.com/espn/sportsbusiness/news/story?id=1945691 |title=All Madden, all the time |publisher=ESPN |date=December 14, 2004 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20081207134254/http://sports.espn.go.com/espn/sportsbusiness/news/story?id=1945691 |archivedate=December 7, 2008}}</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> | |||
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 |accessdate=March 24, 2009 |archiveurl=https://web.archive.org/web/20080320143652/http://archive.gamespy.com/articles/july03/25smartest/index11.shtml |archivedate=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 |url=http://www.gamesindustry.biz/content_page.php?aid=21443 |archiveurl=https://www.webcitation.org/5QVPgdwsx?url=http://www.gamesindustry.biz/content_page.php?aid=21443 |archivedate=July 21, 2007 |title=EA moves towards new IPs |publisher=Gamesindustry.biz |date=November 30, 2006 |accessdate=March 24, 2009 |deadurl=yes |df=mdy }}</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 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 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 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 |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 | Game Guru |publisher=Gameguru.in |date=September 14, 2006 |accessdate=May 31, 2011}}</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> | |||
===2007–2013=== | |||
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 |accessdate=August 6, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150924152912/http://www.polygon.com/2014/12/8/7355841/larry-probst-electronic-arts-longtime-executive-chairman-steps-down |archivedate=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=http://www.gamasutra.com/php-bin/news_index.php?story=14374 |title=EA Announces New Company Structure |publisher=Gamasutra.com |date=June 18, 2007 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090214112142/http://www.gamasutra.com/php-bin/news_index.php?story=14374 |archivedate=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=http://blog.wired.com/games/2008/02/riccitiello.html |title=EA's CEO: How I Learned To Acquire Developers And Not *** Them Up |publisher=Blog.wired.com |date=February 8, 2008 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090403082654/http://blog.wired.com/games/2008/02/riccitiello.html |archivedate=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 |accessdate=May 31, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20110512043327/http://www.nytimes.com/2008/02/19/arts/television/19game.html?_r=1&oref=slogin |archivedate=May 12, 2011}}</ref> | |||
===2013–2022: Andrew Wilson era, Disney partnership, and monetization=== | |||
Also, in 2007, EA announced that it would be bringing some of its major titles to the ]. EA has 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=http://www.macworld.com/article/1059567/eaships.html |title=EA ships four Mac games |publisher=MacWorld |date=March 17, 2009 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20151111081922/http://www.macworld.com/article/1059567/eaships.html |archivedate=November 11, 2015}}</ref> | |||
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> | |||
In October 2007, EA purchased Super Computer International, a long-standing industry provider of game server hosting for development studios, who were currently developing the new Playlinc software. A week later they then purchased VG Holding Corp, the parent company of BioWare and ]. | |||
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> | |||
It was revealed in February 2008 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 |publisher=CNET |date=February 24, 2008 |last=Terdiman |first=Daniel |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20150923230748/http://www.cnet.com/news/ea-tries-to-buy-take-two-to-keep-its-top-spot/ |archivedate=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 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20081223015918/http://kotaku.com/336364/analyst-convinced-that-take%2Btwo-will-be-swallowed |archivedate=December 23, 2008}}</ref><ref>{{cite web |url=http://www.mcvuk.com/news/read/viacom-to-buy-take-two-for-1-5-billion |title=Viacom to buy Take Two for $1.5 billion? |publisher=MCVUK |last=Dinsey |first=Stuart |date=February 7, 2008 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20140911205628/http://www.mcvuk.com/news/read/viacom-to-buy-take-two-for-1-5-billion |archivedate=September 11, 2014}}</ref> In May 2008, EA announced that it will purchase the assets of Hands-On Mobile Korea, a South Korean mobile game developer and publisher. The company will become EA Mobile Korea.<ref name="Hands On Korea acquisition">{{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 |deadurl=no |archiveurl=https://web.archive.org/web/20170202011503/http://archive.boston.com/business/articles/2008/05/22/electronic_arts_to_acquire_korean_mobile_developer/ |archivedate=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=] |accessdate=September 14, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20120628170907/http://www.ctvnews.ca/electronic-arts-drops-buyout-bid-for-rival-1.324796 |archivedate=June 28, 2012}}</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> | |||
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=http://kotaku.com/5078340/electronic-arts-ditches-casual-label-merges-it-with-the-sims |title=Electronic Arts: Electronic Arts Ditches Casual Label, Merges It With The Sims |publisher=Kotaku.com |date=November 6, 2008 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090319110641/http://kotaku.com/5078340/electronic-arts-ditches-casual-label-merges-it-with-the-sims |archivedate=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 compliment their objectives."<ref>{{cite web |last=Crecente |first=Brian |url=http://kotaku.com/5071439/electronic-arts-lays-off-six-hundred |title=Electronic Arts: Electronic Arts Lays Off Six Hundred |publisher=Kotaku.com |date=October 30, 2008 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090403051744/http://kotaku.com/5071439/electronic-arts-lays-off-six-hundred |archivedate=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 million}} net loss for the quarter.<ref>{{cite web |last=McWhertor |first=Michael |url=http://kotaku.com/5071454/ea-loses-310-million-sees-weakness-at-retail-in-october |title=Things Are Tough All Over: EA Loses $310 million, Sees "Weakness At Retail" In October |publisher=Kotaku.com |date=October 30, 2008 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20081219093651/http://kotaku.com/5071454/ea-loses-310-million-sees-weakness-at-retail-in-october |archivedate=December 19, 2008}}</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> | |||
Due to the ], Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1100 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|link=yes}}. As of early May 2009, the subsidiary studio EA Redwood Shores was known as Visceral Games.<ref>{{cite web |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 |accessdate=May 2, 2009 |last=Wolverton |first=Troy |date=February 3, 2009 |publisher=] |deadurl=no |archiveurl=https://web.archive.org/web/20170202093451/http://www.mercurynews.com/2009/02/03/electronic-arts-has-lousy-quarter-slashes-1100-jobs/ |archivedate=February 2, 2017}}</ref><ref>{{cite news |url=http://www.orlandosentinel.com/business/orl-earnings0409feb04,0,7016950.story |archiveurl=https://web.archive.org/web/20090210172827/http://www.orlandosentinel.com/business/orl-earnings0409feb04%2C0%2C7016950.story |archivedate=February 10, 2009 |title=EA loss widens after weak holiday season |accessdate=May 2, 2009 |agency=Associated Press |date=February 4, 2009 |publisher=] |deadurl=yes |df=mdy-all}}</ref> On June 24, 2009, EA announced it will merge two of its development studios, ] and ] into one single ] and ] development powerhouse. The move will actually place Mythic under control of BioWare as ] and ] will be in direct control of the new entity.<ref>{{cite web |url=https://arstechnica.com/gaming/news/2009/06/ea-combines-bioware-and-mythic-into-new-rpgmmo-group.ars |title=EA combines BioWare and Mythic into new RPG/MMO group |accessdate=June 25, 2009 |last=Webster |first=Andrew |date=June 24, 2009 |publisher=Ars Technica |deadurl=no |archiveurl=https://web.archive.org/web/20090625130221/http://arstechnica.com/gaming/news/2009/06/ea-combines-bioware-and-mythic-into-new-rpgmmo-group.ars |archivedate=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 |accessdate=September 6, 2013 |date=September 18, 2012 |author=BioWare Community Team |deadurl=no |archiveurl=https://web.archive.org/web/20130824174859/http://blog.bioware.com/2012/09/18/ray-muzyka-greg-zeschuk-retire/ |archivedate=August 24, 2013}}</ref><ref name="FROM RAY MUZYKA">{{cite web |url=http://blog.bioware.com/2012/09/18/from-ray-muzyka/ |title=FROM RAY MUZYKA |accessdate=March 4, 2015 |date=September 18, 2012 |publisher=BioWare |last=Muzyka |first=Ray |deadurl=no |archiveurl=https://web.archive.org/web/20150321052304/http://blog.bioware.com/2012/09/18/from-ray-muzyka/ |archivedate=March 21, 2015}}</ref><ref name="FROM GREG ZESCHUK">{{cite web |url=http://blog.bioware.com/2012/09/18/from-greg-zeschuk/ |title=FROM GREG ZESCHUK |accessdate=March 4, 2015 |date=September 18, 2012 |publisher=BioWare |last=Zeschuk |first=Greg |deadurl=no |archiveurl=https://web.archive.org/web/20150321052302/http://blog.bioware.com/2012/09/18/from-greg-zeschuk/ |archivedate=March 21, 2015}}</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> | |||
On November 9, 2009, EA announced its acquisition of social casual games developer ] for {{US$|275 million|link=yes}}.<ref>{{cite news |url=https://www.wsj.com/articles/SB10001424052748704402404574525473636440080 |title=EA to Acquire Playfish for $275 million |accessdate=November 9, 2009 |last=Yukari Iwatani |first=Kane |work=] |date=November 9, 2009}}</ref> On the same day, the company announced layoffs of 1500 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 |url=https://www.reuters.com/article/2009/11/09/us-electronicarts-idUSTRE5A853220091109 |title=Electronic Arts posts loss, to cut jobs |accessdate=November 9, 2009 |publisher=Reuters |date=November 9, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20120514092514/http://www.reuters.com/article/2009/11/09/us-electronicarts-idUSTRE5A853220091109 |archivedate=May 14, 2012}}</ref> resulting in the shutdown of popular communities such as {{webarchive |url=https://web.archive.org/web/20060112215615/http://www.battlefield-news.de/ |date=January 12, 2006 |title=Battlefield News }} and the {{webarchive |url=https://web.archive.org/web/20090205053534/http://ea-ct.de/ |date=February 5, 2009 |title=EA Community Team }}. These layoffs also led to the complete shutdown of ].<ref>{{cite web |url=http://kotaku.com/5406830/confirmed-ea-closes-pandemic-studios-says-brand-will-live-on |title=Confirmed: EA Closes Pandemic Studios, Says Brand Will Live On |accessdate=November 17, 2009 |last=Crecente |first=Brian |authorlink=Brian Crecente |deadurl=no |archiveurl=https://web.archive.org/web/20091119041805/http://kotaku.com/5406830/confirmed-ea-closes-pandemic-studios-says-brand-will-live-on |archivedate=November 19, 2009}}</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 $1.2 billion to take lead in racing game market|work=]|url=https://www.theverge.com/2020/12/14/22173732/ea-codemasters-buyout-agreed-price-need-for-speed-dirt|access-date=December 20, 2020|archive-date=December 21, 2020|archive-url=https://web.archive.org/web/20201221072317/https://www.theverge.com/2020/12/14/22173732/ea-codemasters-buyout-agreed-price-need-for-speed-dirt|url-status=live}}</ref><ref>{{cite web |url=https://www.videogameschronicle.com/news/ea-has-officially-completed-its-purchase-of-codemasters/ |title=EA has officially completed its purchase of Codemasters |first=Andy |last=Robinson |date=18 February 2021 |website=] |access-date=18 February 2021 |archive-date=February 18, 2021 |archive-url=https://web.archive.org/web/20210218140837/https://www.videogameschronicle.com/news/ea-has-officially-completed-its-purchase-of-codemasters/ |url-status=live }}</ref> | |||
{{anchor|Chillingo}}{{Redirect-distinguish|Chillingo|Chilango}} | |||
In October 2010, EA announced the acquisition of UK based iPhone and iPad games publisher Chillingo for {{US$|20 million}} in cash. Chillingo published the popular '']'' for iOS and '']'' for all platforms, but the deal did not include those properties,<ref name="htanna">{{cite news |title=EA buys Angry Birds publisher Chillingo |url=http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/10/ea-buys-iphone-game-publisher-chillingo.html |work=LA times |accessdate=October 21, 2010 |date=October 20, 2010 |deadurl=no |archiveurl=https://web.archive.org/web/20101023055619/http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/10/ea-buys-iphone-game-publisher-chillingo.html |archivedate=October 23, 2010}}</ref> so ] became published by ], and ] became published by ]. | |||
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 $2.1 Billion Deal | first = Eddie | last = Makuch | date = April 29, 2021 | access-date = February 25, 2022 | work = ] | archive-date = February 25, 2022 | archive-url = https://web.archive.org/web/20220225170315/https://www.gamespot.com/articles/ea-completes-acquisition-of-glu-mobile-in-2-1-billion-deal/1100-6490777/ | url-status = live }}</ref> | |||
===2013–present=== | |||
On March 18, 2013, John Riccitello announced that he would be stepping down as CEO and a member of the Board of Directors on March 30, 2013. Larry Probst was also appointed executive chairman on the same day.<ref>{{cite web |title=Electronic Arts Announces Change in Executive Leadership |url=http://investor.ea.com/releasedetail.cfm?ReleaseID=749234 |publisher=Electronic Arts |accessdate=March 18, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130319030438/http://investor.ea.com/releasedetail.cfm?ReleaseID=749234 |archivedate=March 19, 2013}}</ref> | |||
The ] of Saudi Arabia acquired 7.4 million shares of EA, valued at {{US$|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> | |||
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 name=cutler2013>{{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=] |accessdate=May 8, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130504175531/http://techcrunch.com/2013/04/25/ea-memo-layoffs/ |archivedate=May 4, 2013}}</ref><ref name=paczkowski2013>{{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=] |accessdate=May 8, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20130513203920/http://allthingsd.com/20130509/ea-reboot-cost-900-jobs/ |archivedate=May 13, 2013}}</ref> In May 2013, EA announced that they had partnered with ] to release '']'' games from 2013 to 2023 exclusively. EA's subsidiaries including ], ], ], ], Capital Games and external developer ], were responsible in creating new video games set in the '']'' universe.<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 |accessdate=May 5, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160427011433/http://www.polygon.com/2013/5/6/4306022/ea-disney-star-wars-games-exclusive-rights |archivedate=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 |accessdate=May 5, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160505013042/http://arstechnica.com/gaming/2016/05/ex-god-of-war-director-leading-respawns-new-star-wars-game/ |archivedate=May 5, 2016}}</ref> Andrew Wilson was appointed the CEO of EA.<ref>{{cite web |title=Andrew Wilson named EA CEO |url=http://www.gamespot.com/articles/andrew-wilson-named-ea-ceo/1100-6414557/ |publisher=Gamespot |accessdate=September 18, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20131023215933/http://www.gamespot.com/articles/andrew-wilson-named-ea-ceo/1100-6414557/ |archivedate=October 23, 2013}}</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 |url=http://www.gamesindustry.biz/articles/2015-04-16-ea-just-closed-two-thirds-of-its-core-free-to-play-games |publisher=gamesindustry.biz |accessdate=May 10, 2015 |deadurl=no |archiveurl=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 |archivedate=May 11, 2015}}</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> | |||
During ], vice president of the company, Patrick Söderlund, announced that the company will start investing more on smaller titles such as '']'' so as to broaden the company's portfolio.<ref>{{cite web |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 |work=] |date=June 16, 2015 |accessdate=June 16, 2015 |deadurl=no |archiveurl=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 |archivedate=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 |accessdate=December 11, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20151213024419/http://www.gamespot.com/articles/ea-launching-its-own-competitive-gaming-division-h/1100-6433016/ |archivedate=December 13, 2015}}</ref> | |||
===2023–present: Internal restructuring and layoffs=== | |||
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 |accessdate=May 18, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160521051810/http://www.gamespot.com/articles/ea-forms-new-team-to-explore-future-tech-including/1100-6439904/ |archivedate=May 21, 2016}}</ref> | |||
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> | |||
In October 2017, EA Announced the closure of Visceral Games. Shortly afterwards, the publisher announced they were acquiring Respawn Entertainment.<ref>https://venturebeat.com/2017/11/09/electronic-arts-acquires-respawn-entertainment-455/</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> | |||
==Electronic Arts company structure== | |||
EA is headed by chairman ] and CEO ]. Many have attributed former CEO John Riccitiello's success in leading EA to his passion as a gamer.<ref>{{cite web |url=http://kotaku.com/5568591/the-unexpected-gamer-who-runs-ea |title=The Unexpected Gamer Who Runs EA |last=Totilo |first=Stephen |publisher=Kotaku |deadurl=no |archiveurl=https://web.archive.org/web/20100624034845/http://kotaku.com/5568591/the-unexpected-gamer-who-runs-ea |archivedate=June 24, 2010}}</ref> Electronic Arts has four main labels (divisions), with numerous studios falling under each one.<ref>{{cite web |url=http://yahoo.brand.edgar-online.com/displayfilinginfo.aspx?FilingID=5960135-11435-63788&type=sect&dcn=0000891618-08-000290 |title=EDGAR Online via Yahoo! Finance, Electronic Arts FY 2008 10K Filing |publisher=Yahoo.brand.edgar-online.com |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090211220047/http://yahoo.brand.edgar-online.com/displayfilinginfo.aspx?FilingID=5960135-11435-63788&type=sect&dcn=0000891618-08-000290 |archivedate=February 11, 2009}}</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> | |||
=== EA Worldwide Studios === | |||
Formerly EA Games, Home to the largest number of studio and development teams, this label is responsible for action-adventure, role playing, racing and combat games, marketed under the EA brand. In addition to traditional packaged-goods games, EA Worldwide Studios also develops massively multiplayer online role-playing games. Led by ].<ref name="vg247.com">{{cite web |url=http://www.vg247.com/2013/09/24/ea-restructuring-corporate-positions-patrick-soderlund-to-take-over-as-head-of-ea-sports-report/ |title=EA restructuring corporate positions, Patrick Söderlund to take over as head of EA Sports |work=VG247.com |deadurl=no |archiveurl=https://web.archive.org/web/20131103222826/http://www.vg247.com/2013/09/24/ea-restructuring-corporate-positions-patrick-soderlund-to-take-over-as-head-of-ea-sports-report/ |archivedate=November 3, 2013}}</ref><ref>https://www.ea.com/news/an-organizational-update</ref> | |||
* ] | |||
* ] (formerly Digital Illusions Creative Entertainment, DICE) | |||
** ] | |||
* ] | |||
* EA ]—focuses on creating multiplatform, role-playing, MMO and strategy games. Includes | |||
** ] Austin | |||
* ] | |||
* ] | |||
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> | |||
=== ] === | |||
{{Main article|EA Sports}}Publishes all the realistic, casual, and freestyle sports-based titles from EA, including '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'' and '']''. Led by Patrick Söderlund.<ref name="vg247.com" /> | |||
* ] (Florida) | |||
* ] (Burnaby) | |||
== Games == | |||
{{Main|List of Electronic Arts games}} | |||
{{Main article|EA Maxis}}Known for ], EA Maxis develops and markets life-simulation games and online communities. The label is headquartered at EA's campus in ]. Maxis' original studio in ] was closed in March 2015 and the EA Salt Lake studio was closed in April 2017. The studio now sits under the leadership of the SVP of EA Mobile.<ref>{{cite web |url=http://www.gamespot.com/articles/the-sims-boss-lucy-bradshaw-leaves-ea-after-23-yea/1100-6430880/ |title=The Sims Boss Lucy Bradshaw Leaves EA After 23 Years |website=GameSpot |access-date=May 19, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20150925194616/http://www.gamespot.com/articles/the-sims-boss-lucy-bradshaw-leaves-ea-after-23-yea/1100-6430880/ |archivedate=September 25, 2015}}</ref> The label had previously been renamed ''EA Play''. | |||
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. | |||
* ] | |||
* ] | |||
* Tracktwenty | |||
== Company structure == | |||
{{further|List of acquisitions by Electronic Arts}} | |||
Includes original EA and partner franchises like '']'', '']'', '']'', '']'', '']'', '']'', '']'', as well as online games for the ] online service. | |||
* ] | |||
* ] | |||
As of April 2021, Electronic Arts' largest acquisition is the purchase of ], 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 ], 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> | |||
===SEED=== | |||
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> | |||
The Search for Extraordinary Experiences Division (SEED) was revealed at ] as a technology research division and incubator, using tools like ] and ] to bring in player experiences and other external factors to help them with developing 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 |accessdate=June 12, 2017 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20170610224531/https://www.polygon.com/e3/2017/6/10/15776266/e3-2017-ea-seed-announcement |archivedate=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 |accessdate=June 12, 2017 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20170612223011/http://www.glixel.com/interviews/ea-boss-andrew-wilsons-vision-of-gamings-future-will-blow-your-mind-w487144 |archivedate=June 12, 2017}}</ref> SEED has offices in Los Angeles and Stockholm.<ref>{{cite web |url=http://www.gamasutra.com/view/news/299835/EA_opens_SEED_game_tech_research_division.php |title=EA opens 'SEED' game tech research division |first=Chris |last=Kerr |date=June 12, 2017 |accessdate=June 12, 2017 |work=]}}</ref> | |||
=== EA Entertainment === | |||
==Owned studios== | |||
* ] 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> | |||
===Current=== | |||
* ] in |
** ] 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 ], ] | |||
* ] 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> | |||
* ] in ], England, founded as Criterion Software in 1993, acquired in August 2004. | |||
** Criterion Cheshire in ] | |||
* EA Baton Rouge (formerly North American Testing Center) in ], ], opened in September 2008. | |||
* ] 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 ], started in January 1983. | |||
** ] 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 Casual Entertainment | |||
* 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 China in Shanghai, China | |||
* EA |
* 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> | |||
* ] in ], Sweden, founded in 1992, acquired in 2005. | |||
* EA |
* EA Korea Studio in ]; founded in 1998. | ||
* ] in ]; founded in 2004. | |||
* ] in Madrid, Spain | |||
** 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 India, ], India | |||
** EA Redwood Studios in ]; founded in 2016. | |||
* EA Japan, ], Japan | |||
** ] in ]; acquired in July 2012. | |||
* , ], Japan | |||
** ] 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> | |||
* EA Kitchener in ], Canada | |||
*** ] 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> | |||
* EA Brazil in ], Brazil | |||
** 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> | |||
* Spearhead in ], South Korea, founded in 1998 as EA Korea. | |||
** Slingshot Games in ]. | |||
* ] in Los Angeles, California, founded as DreamWorks Interactive LLC in 1995, acquired in 2000. | |||
* |
** 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> | |||
* EA Russia in ], translate in Russian | |||
* ] 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> | |||
* ] in ], California | |||
** 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> | |||
* ] in ], Canada started in 2004. | |||
** 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> | |||
* EA San Francisco in ] | |||
* ] 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> | |||
* ] in Singapore | |||
** 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> | |||
* ] made up of ] in ] and ] ], publisher of EA's sports franchise games | |||
* ] 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 ] founded as Tiburon Entertainment in 1994, acquired in 1998. | |||
* ] 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> | |||
* ] in ], ] and ], founded as EA Gothenburg in 2011, rebranded in 2012. | |||
* |
** 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> | |||
* ] in ] founded in 2006. | |||
** 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> | |||
* Uprise (formerly ESN) in ], Sweden, founded in 2002, acquired in 2012. | |||
** 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> | |||
* EA Capital Games in ] founded in 2008, specialised in creating mobile games. | |||
* 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> | |||
* Frosbite Labs, started in 2016<ref>https://www.gamasutra.com/view/news/272992/Frostbite_Labs_is_EAs_new_skunkworks_for_developing_future_tech.php</ref> | |||
* ] in ], acquired in 2017. | |||
=== |
=== EA Sports === | ||
{{main|EA Sports}} | |||
* Original HQ in ], California, moved to Redwood City in 1998. | |||
* ] 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> | |||
* ] in ], Texas founded in 1983, acquired in 1992, closed in 2004. | |||
** Codemasters Birmingham in ], ] | |||
* ] in Surrey, England, founded in 1987, acquired in 1995,<ref>{{cite journal |last= |first= |title=1995: The Calm Before the Storm? |journal=] |issue=13 |publisher=] |date=January 1996 |page=38}}</ref> merged with EA UK and effectively closed in 2001. | |||
** Codemasters Kuala Lumpur in ], ] | |||
* EA Baltimore in ], Maryland, established in 1996 as part of Origin, closed in 2000 | |||
* EA Cologne in ] | |||
* EA Seattle in ], founded in 1982 as ], acquired January 29, 1996, closed in 2002 | |||
* 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> | |||
* ] in ], California, founded in 1987, acquired in June 1997, folded into Redwood Shores (now Visceral Games) in 2004. | |||
* ] in ]; acquired in April 1998. | |||
* ] in ], Nevada, founded in 1987, acquired from ] in August 1998, merged into EA Los Angeles in 2003. | |||
* EA Romania in ]; acquired in 2006. | |||
* ] (known previously as Burst Studios and Westwood Pacific) in ], California, formerly part of ], Founded in 1995, acquired with Westwood and Virgin Interactive USA in 1998, closed in 2003 | |||
* ] in ]; acquired in 1991. | |||
* Easy Studios in ], Sweden. Founded in 2008 developing PC games for EA's new Play4Free series. Merged to DICE, after the shutdown of Play4Free series in 2015. | |||
* 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> | |||
* ] (known also as GameStorm), founded in 1981, acquired in 1999, closed in 2001. | |||
* ] in ], started in 1998, acquired DICE fully October 2, 2006; closed DICE Canada studio hours later. | |||
* ] in ], moved to ] in Guildford. | |||
* EA Chicago in ], founded in 1990 as ], acquired in 2004, closed November 6, 2007. | |||
* ] in Los Angeles, California and ], Queensland, Australia, founded in 1998, acquired October 2007 from ], closed November 17, 2009. | |||
* ], in ], Surrey, formerly ], closed in 2011. | |||
* ] in Burnaby, ], founded in 1998, acquired in 2002, closed on April 2013. | |||
* EA Mobile Brazil in São Paulo, Brazil, closed in 2013. | |||
* ] in ], founded as Phenomic Game Development in 1997, acquired August 2006 and closed down in 2013. | |||
* ] in London, England, acquired in 2009, closed down in 2013. | |||
* ] in ], founded as DreamWorks Interactive, LLC. in 1995, acquired in 2000, renamed as ] and closed down in 2013. | |||
* EA North Carolina in ], closed in 2013<ref>{{cite web |last=Davis |first=Ian |url=http://www.escapistmagazine.com/news/view/128214-Exclusive-EA-Shutters-North-Carolina-Studio |title=Exclusive: EA Shutters North Carolina Studio |publisher=] |date=September 27, 2013 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20161206232412/http://www.escapistmagazine.com/news/view/128214-Exclusive-EA-Shutters-North-Carolina-Studio |archivedate=December 6, 2016}}</ref> | |||
* ] in Los Angeles, California, also has offices in Austin, Texas and Shanghai, China; founded in 2010 and closed down in 2013 as Danger Close. | |||
* ] in ], Virginia, founded as Interworld Productions in 1995, acquired in June 2006 and closed down in May 2014. | |||
* ] in ], California, founded in 1987, acquired in July 1997, and closed down in March 2015. | |||
* ] was disbanded in November 2014.<ref>{{cite web |url=http://www.gameinformer.com/b/news/archive/2014/11/04/ea-terminates-development-of-moba-dawngate-service-ends-in-90-days.aspx |last=Futter |first=Mike |work=Game Informer |title=EA Terminates Development Of MOBA Dawngate, Service Ends In 90 Days |date=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20161008194047/http://www.gameinformer.com/b/news/archive/2014/11/04/ea-terminates-development-of-moba-dawngate-service-ends-in-90-days.aspx |archivedate=October 8, 2016}}</ref> | |||
* ] in ], Utah, founded as ], founded in 1992, acquired December 2006. Closed in April 2017. | |||
* ] in ], founded in March 2009, merged into Motive Studios in August 2017. | |||
* ] in ], also has an office in Shanghai, China; founded as EA Redwood Shores in 1998. Closed in October 2017. | |||
=== Former === | |||
==Partnership and Initiatives== | |||
* ] 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> | |||
===EA Partners program=== | |||
*] 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> | |||
The EA Partners ] program is dedicated to publishing and distributing games developed by third-party developers. Notable publishing/distribution agreements include: | |||
* ] in ]; acquired in January 1995, the studio closed in 2001. | |||
* ] – ] | |||
* 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> | |||
*] 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 === | |||
==== EA Sports ==== | |||
{{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 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 ==== | |||
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 ==== | |||
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 ==== | |||
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 ==== | |||
* 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== | |||
===EA Partners program (1997–present)=== | |||
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> | |||
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> | |||
Notable publishing/distribution agreements include: | |||
* '']'' – ] | |||
* '']'' – ] | * '']'' – ] | ||
* '']'' – ] | * '']'' – ] | ||
Line 227: | Line 263: | ||
* '']'' series – ] | * '']'' series – ] | ||
* '']'' – ] | * '']'' – ] | ||
* '']'' – ]<ref>{{cite web |url=http://www.mcvuk.com/news/39141/EA-Partners-signs-new-Insomniac-game |title=EA Partners signs new Insomniac game | Games Industry | MCV |publisher=Mcvuk.com |date=May 25, 2010 | |
* '']'' – ]<ref>{{cite web |url=http://www.mcvuk.com/news/39141/EA-Partners-signs-new-Insomniac-game |title=EA Partners signs new Insomniac game | Games Industry | 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 ] | * '']'' series – ] and ] | ||
* '']'' – ]<ref>{{cite web |url=http://www.darkdemonscrygaia.com/showthread.php?p=410839#post410839 |title=Funcom and Electronic Arts to co-publish |
* '']'' – ]<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 – ] | * '']'' series – ] | ||
Line 237: | Line 273: | ||
* '']'' – ] | * '']'' – ] | ||
=== EA Originals |
=== EA Originals label (2017–present) === | ||
{{anchor|EA Originals|Fe}} | {{anchor|EA Originals|Fe}} | ||
EA Originals is a |
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> | ||
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> | |||
==Games by Electronic Arts== | |||
{{Main|List of Electronic Arts games}} | |||
Some of the most notable and popular games of video game history have been published by EA, and many of these are listed below. Though EA published these titles, they did not always develop them; some were developed by independent game development studios. EA developed their first internally developed game in 1987. | |||
* '']'' (1983) by ]<ref>{{cite web |quote=In 2008, ''Pinball Construction Set'' was awarded at the 59th Annual ]s for User Generated Content/Game Modification |url=http://kotaku.com/342028/2008-tech-emmy-winners |title=2008 Tech Emmy Winners |last=Ashcraft |first=Brian |publisher=Kotaku |date=January 8, 2008 |accessdate=August 30, 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20120929094303/http://kotaku.com/342028/2008-tech-emmy-winners |archivedate=September 29, 2012 |df=mdy}}</ref> | |||
* '']'' (1983) by ] and ] | |||
* '']'' (1983) by ] and ] | |||
* '']'' (1985) by ] | |||
* '']'' (1987), EA's first internally developed title | |||
* '']'' series (1988–present) | |||
* '']'' (1989) by ] which EA acquired in 1995 | |||
* '']'' series (1993-2007, previous games published in-house)<ref name=escapistOrigin>{{cite web|url=http://www.escapistmagazine.com/articles/view/issues/issue_14/87-The-Conquest-of-Origin|publisher=''The Escapist''|title=The Conquest of Origin|first=Allen|last= Varney|date=October 11, 2005|accessdate=August 1, 2017}}</ref> | |||
* '']'' (1992) by EA's High Score Production group | |||
* '']'' series (1993–present) | |||
* '']'' series (1997-2014) | |||
* '']'' series (1999-2013) | |||
* '']'' series (1995-2013) | |||
* '']'' series (1999–present) by ] | |||
* '']'' series (1999–2012) by ] | |||
* '']'' series (1994–present) | |||
* '']'' series (1999–2005) | |||
* '']'' (2000) | |||
* '']'' series (2000–present) by ] (2000-2006, 2012–present) and ] (2006–present) | |||
* '']'' series (2002–present) by ] | |||
* '']'' series (2007–2013) by ] | |||
* '']'' series (2007–2010) by ] | |||
* '']'' series (2008–present) by ] | |||
* '']'' series (2008–2013) by ] | |||
* '']'' series (2008–2013) by ] | |||
* '']'' series (2008–present) by ] | |||
* '']'' series (2009–present) by ] | |||
* '']'' series (2008–present) by ] | |||
* '']'' (2010) by ] | |||
* '']'' (2011) by ] | |||
* '']'' (2014–present) by EA Canada | |||
* '']'' series (2015–present) by ] | |||
* '']'' series (2014–present) by ] | |||
===Upcoming titles=== | |||
* '']'' (Microsoft Windows, PlayStation 4, Xbox One) | |||
* '']'' (PlayStation 4, Xbox One) | |||
* '']'' (Microsoft Windows, PlayStation 4, Xbox One) | |||
* '']'' (Microsoft Windows, PlayStation 4, Xbox One, Nintendo Switch) | |||
* '']'' (Microsoft Windows, PlayStation 4, Xbox One) | |||
* '']'' (Microsoft Windows, PlayStation 4, Xbox One) | |||
==Controversies== | |||
===Studio acquisition and management practices=== | |||
{{See also|List of acquisitions by Electronic Arts}} | |||
During its period of fastest growth, EA was often criticized for buying smaller development studios primarily for their intellectual property assets, and then producing drastically changed games of their franchises. For example, ]-produced '']'' and '']'' were developed quickly under EA's ownership, over the protests of ''Ultima'' creator ],<ref name="Ultima VII and IX rushed into production">{{cite web |last=Massey |first=Dana |url=http://www.escapistmagazine.com/articles/view/issues/issue_14/87-The-Conquest-of-Origin.3 |title="The Conquest of Origin", page 2 |publisher=Escapistmagazine.com |date=October 11, 2005 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090212070241/http://www.escapistmagazine.com/articles/view/issues/issue_14/87-The-Conquest-of-Origin.3 |archivedate=February 12, 2009}}</ref> and these two are widely considered<ref name="gamespy-pc">{{cite web |url=http://pc.gamespy.com/pc/tabula-rasa/512497p2.html |title=Many believe Ultima IX was unfairly maligned because of rushed development schedule |publisher=Pc.gamespy.com |date=May 7, 2004 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090211005005/http://pc.gamespy.com/pc/tabula-rasa/512497p2.html |archivedate=February 11, 2009}}</ref> to be sub-par compared to the rest of the series.<ref>{{cite web |url=http://www.gamefaqs.com/computer/doswin/review/R90704.html |title=Ultima VIII received poorly by fans |publisher=Gamefaqs.com |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090611052314/http://www.gamefaqs.com/computer/doswin/review/R90704.html |archivedate=June 11, 2009}}</ref><ref>{{cite web |url=http://www.gamefaqs.com/computer/doswin/review/R33325.html |title=Ultima IX received poorly by fans |publisher=Gamefaqs.com |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20100418225722/http://www.gamefaqs.com/computer/doswin/review/R33325.html |archivedate=April 18, 2010}}</ref> | |||
In early 2008, CEO ] acknowledged that this practice by EA was wrong and that the company now gives acquired studios greater autonomy without "meddling" in their corporate culture.<ref name="aquiringdev-wired"/> | |||
In 2008, ] of ] said that EA is no longer the "Evil Empire"<ref name="Gamespot">{{cite web |last=Thorsen |first=Tor |url=http://uk.gamespot.com/news/6193876.html |title=E3 2008: Video Q&A: Carmack on 'one-game' id-EA deal |website=] |publisher=] |date=July 15, 2008 |accessdate=October 22, 2016 |archiveurl=https://web.archive.org/web/20110815215744/http://uk.gamespot.com/news/6193876.html |archivedate=August 15, 2011}}</ref> | |||
<blockquote>I'll admit that, if you asked me years ago, I still had thoughts that EA was the Evil Empire, the company that crushes the small studios...I'd have been surprised, if you told me a year ago that we'd end up with EA as a publisher. When we went out and talked to people, especially EA Partners people like ], we got almost uniformly positive responses from them.</blockquote> | |||
Like other EA Partners, such as ]/], Carmack stressed that EA Partners deal "isn't really a publishing arrangement. Instead, they really offer a menu of services—Valve takes one set of things, ] takes a different set, and we're probably taking a third set".<ref name="Gamespot"/> | |||
EA was criticized for shutting down some of its acquired studios after they released poorly performing games (for instance, Origin).<ref>{{cite web |url=http://www.gamepro.com.au/index.php/id;476539124;fp;4;fpid;4 |title=EA to Shut Down Origin Systems |publisher=GamePro |last=Zealot |first=Funky |date=February 25, 2004 |accessdate=September 17, 2008 |deadurl=yes |archiveurl=https://web.archive.org/web/20090210232411/http://www.gamepro.com.au/index.php/id%3B476539124%3Bfp%3B4%3Bfpid%3B4 |archivedate=February 10, 2009 |df=mdy-all}}</ref> Though, in some of the cases, the shutdown was merely a reformation of teams working at different small studios into a single studio.<ref>{{cite web |url=http://news.softpedia.com/news/EA-Closes-Down-Warrington-Studio-38110.shtml |title=EA Closes Down Warrington Studio – Another development studio shut down |publisher=Softpedia |last=Matei |first=Robert |date=October 17, 2006 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080609035051/http://news.softpedia.com/news/EA-Closes-Down-Warrington-Studio-38110.shtml |archivedate=June 9, 2008}}</ref><ref>{{cite web |url=http://www.gamespot.com/articles/ea-shuts-down-dice-canada/1100-6159448/ |title=EA shuts down DICE Canada |publisher=GameSpot |last=Sinclair |first=Brendan |date=October 6, 2006 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20140329183429/http://www.gamespot.com/articles/ea-shuts-down-dice-canada/1100-6159448/ |archivedate=March 29, 2014}}</ref> In the past, '']'' was rushed to completion over the objections of designer ] and it shipped during the holiday season with several major bugs. Studios such as Origin and ] had previously produced games attracting significant fanbases. Many fans also became annoyed that their favorite developers were closed down, but some developers, for example the EALA studio, have stated that they try to carry on the legacy of the old studio (]). Once EA received criticism from labor groups for its dismissals of large groups of employees during the closure of a studio. However, later, it was confirmed that layoffs were not heavily confined to one team or another, countering early rumors that the teams were specifically targeted—countering the implication that the under performance of certain games might have been the catalyst.<ref>{{cite web |url=http://www.1up.com/news/layoffs-restructuring |title=Layoffs and Restructuring at EA LA |publisher=1UP.com |last=Nutt |first=Christian |date=January 26, 2005 |accessdate=September 17, 2008}}</ref> | |||
EA was once criticized for the acquisition of 19.9 percent of shares of its competitor ], a move that Ubisoft's then spokesperson initially described as a "hostile act".<ref>{{cite web |title=Electronic Arts buys stake in Ubisoft in "hostile" act |url=http://www.gamespot.com/articles/electronic-arts-buys-stake-in-ubisoft-in-hostile-act/1100-6115370/ |publisher=Gamespot |deadurl=no |archiveurl=https://web.archive.org/web/20160117102704/http://www.gamespot.com/articles/electronic-arts-buys-stake-in-ubisoft-in-hostile-act/1100-6115370/ |archivedate=January 17, 2016}}</ref> However, Ubisoft CEO Yves Guillemot later indicated that a merger with EA was a possibility, stating, "The first option for us is to manage our own company and grow it. The second option is to work with the movie industry, and the third is to merge."<ref name="Ubisoft president 'still considering' EA acquisition">{{cite web |url=http://www.joystiq.com/2007/05/29/ubisoft-president-still-considering-ea-acquisition/ |title=Ubisoft president 'still considering' EA acquisition |publisher=Joystiq |last=Miller |first=Ross |date=May 29, 2007 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20090211001225/http://www.joystiq.com/2007/05/29/ubisoft-president-still-considering-ea-acquisition/ |archivedate=February 11, 2009}}</ref> However, in July 2010, EA elected to sell its reduced 15 percent share in ].<ref>{{cite web |url=http://www.gamespot.com/articles/electronic-arts-sells-its-stake-in-ubisoft/1100-6269387/ |title=Electronic Arts sells its stake in Ubisoft |last=Makuch |first=Eddie |date=July 16, 2010 |accessdate=July 16, 2010 |publisher=]}}</ref> That share equated to roughly {{€|94 million}} ({{US$|122 million}}).<ref>{{cite web |work=The Glass Garden |date=July 16, 2010 |accessdate=July 16, 2010 |title=Electronic Arts Sells 15% Stake In France's Ubisoft |url=http://www.glassgraden.com/news/Electronic-Arts-Sells-15%-Stake-in-France%E2%80%99s-Ubisoft |deadurl=no |archiveurl=https://web.archive.org/web/20170327174857/http://www.glassgraden.com/news/Electronic-Arts-Sells-15%25-Stake-in-France%E2%80%99s-Ubisoft |archivedate=March 27, 2017}}</ref> | |||
===Treatment of employees=== | |||
In 2004, Electronic Arts was criticized for employees working extraordinarily long hours, up to 100 hours per week, as a routine practice rather than occasionally to meet critical goals such as release of a major new product. The publication of the ] blog, with criticisms such as "The current mandatory hours are 9 a.m. to 10 p.m.—seven days a week—with the occasional Saturday evening off for good behavior (at 6:30 PM)."<ref>{{cite web |url=http://ea-spouse.livejournal.com/274.html |title=The original ea_spouse blog entry |publisher=] |deadurl=yes |archiveurl=https://web.archive.org/web/20160215195334/http://ea-spouse.livejournal.com/274.html |archivedate=February 15, 2016 |df=mdy-all}}</ref> The company has since settled a ] lawsuit brought by ]s to compensate for unpaid overtime.<ref>{{cite web |last=Feldman |first=Curt |url=http://www.gamespot.com/articles/employees-readying-class-action-lawsuit-against-ea/1100-6112998/ |title=Employees readying class-action lawsuit against EA |publisher=Gamespot.com |date=November 11, 2004 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20131113111900/http://www.gamespot.com/articles/employees-readying-class-action-lawsuit-against-ea/1100-6112998/ |archivedate=November 13, 2013}}</ref> The class was awarded {{US$|15.6 million}}. As a result, many of the lower-level developers (artists, programmers, producers, and designers) are now working at an hourly rate. A similar suit brought by ] was settled for {{US$|14.9 million}}.<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=9051 |title=Programmers Win EA Overtime Settlement, EA_Spouse Revealed |publisher=Gamasutra.com |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090429192052/http://www.gamasutra.com/php-bin/news_index.php?story=9051 |archivedate=April 29, 2009}}</ref> | |||
Since these criticisms first aired, it has been reported that EA has taken steps to address work-life balance concerns by focusing on long-term project planning, compensation, and communication with employees. These efforts accelerated with the arrival of John Riccitiello as CEO in February 2007. In December 2007, an internal EA employee survey showed a 13% increase in employee morale and a 21% increase in perception of management recognition over a three-year period.<ref>{{cite web |url=http://www.canada.com/vancouversun/story.html?id=fac8e0f4-c0e7-47e5-a236–7cdc586e4ab4&k=64455 |title='Big corporation' does a turnaround |accessdate=August 29, 2012 |deadurl=yes |archiveurl=https://archive.is/20120723231037/http://www.canada.com/vancouversun/story.html?id=fac8e0f4-c0e7-47e5-a236%E2%80%937cdc586e4ab4&k=64455 |archivedate=July 23, 2012 |df=mdy}}</ref> | |||
In May 2008, "EA Spouse" blog author Erin Hoffman, speaking to videogame industry news site '']'', stated that EA had made significant progress, but may now be falling into old patterns again. Hoffman said that "I think EA is tremendously reformed, having made some real strong efforts to get the right people into their human resources department", and "I've been hearing from people who have gotten overtime pay there and I think that makes a great deal of difference. In fact, I've actually recommended to a few people I know to apply for jobs there", but she also said she has begun to hear "horror stories" once again.<ref>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=18621 |title='EA_Spouse' Hoffman: Quality Of Life Still Issue, Despite EA Improvement |publisher=Gamasutra.com |date=May 13, 2008 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090415035104/http://www.gamasutra.com/php-bin/news_index.php?story=18621 |archivedate=April 15, 2009}}</ref> | |||
===Game quality=== | |||
For 2006, the games review aggregation site ] gives the average of EA games as 72.0 (out of 100); 2.5 points behind ] (74.5) but ahead of the other first-party publishers ] (71.6) and ] (71.2). The closest third-party publisher is ] (publishing as ] and ]) at 70.3. The remaining top 10 publishers (], ], ], ], ]) all rate in the mid 60s. Since 2005, EA has published eight games that received "Universal Acclaim" in at least one platform (Metacritic score 90 or greater): '']'', '']'', '']'', '']'', '']'', '']'', '']'', and '']''. | |||
EA's aggregate review performance had shown a downward trend in quality over recent years and was expected to affect market shares during competitive seasons. Pacific Crest Securities analyst Evan Wilson had said, "Poor reviews and quality are beginning to tarnish the EA brand. According to our ongoing survey of GameRankings.com aggregated review data, Electronic Arts' overall game quality continues to fall... Although market share has not declined dramatically to date, in years such as 2007, which promises to have tremendous competition, it seems likely if quality does not improve."<ref name="Analyst: EA brand tarnished">{{cite web |last=Sinclair |first=Brendan |url=https://www.gamespot.com/articles/analyst-ea-brand-tarnished/1100-6162530/ |title=Analyst: EA brand tarnished |publisher=Gamespot.com |date=November 30, 2006 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20131018000225/http://www.gamespot.com/articles/analyst-ea-brand-tarnished/1100-6162530/ |archivedate=October 18, 2013}}</ref><ref name="EA brand 'tarnished' according to analyst">{{cite web |last=Reimer |first=Jeremy |url=https://arstechnica.com/gaming/2006/12/8339/ |title=EA brand "tarnished" according to analyst |publisher=Arstechnica.com |date=December 1, 2006 |accessdate=March 24, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20121020115219/http://arstechnica.com/gaming/2006/12/8339/ |archivedate=October 20, 2012}}</ref> | |||
EA had also received criticism for developing games that lack innovation vis-à-vis the number of gaming titles produced under the EA brand that show a history of yearly updates, particularly in their sporting franchises. These typically retail as new games at full market price and feature only updated team rosters in addition to incremental changes to game mechanics, the user interface, and graphics. One critique compared EA to companies like Ubisoft and concluded that EA's innovation in new and old IPs "Crawls along at a snail's pace,"<ref name="EA innovation crawls along at snail's pace.">{{cite web |url=http://www.gamesindustry.biz/content_page.php?aid=27521 |archiveurl=https://web.archive.org/web/20080122025406/http://www.gamesindustry.biz/content_page.php?aid=27521 |archivedate=January 22, 2008 |title=EA innovation crawls along at "snail's pace" |publisher=Gamesindustry.biz |accessdate=March 24, 2009}}</ref> while even the company's own CEO, John Riccitiello, acknowledged the lack of innovation seen in the industry generally, saying, "We're boring people to death and making games that are harder and harder to play. For the most part, the industry has been rinse-and-repeat. There's been lots of product that looked like last year's product, that looked a lot like the year before." EA has announced that it is turning its attention to creating new game IPs in order to stem this trend, with recently acquired and critically acclaimed studios BioWare and Pandemic would be contributing to this process.<ref name="EA CEO John Riccitiello: More innovation is needed in videogames">{{cite web |url=http://www.gamesindustry.biz/content_page.php?aid=26508 |archiveurl=https://web.archive.org/web/20080122025401/http://www.gamesindustry.biz/content_page.php?aid=26508 |archivedate=January 22, 2008 |title=EA CEO John Riccitiello: More innovation is needed in videogames |publisher=Gamesindustry.biz |accessdate=March 24, 2009}}</ref><ref>{{cite web |url=http://www.gamesindustry.biz/articles/ea-completes-bioware-pandemic-deal |title=BioWare/Pandemic deal goes through |accessdate=August 29, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120921020758/http://www.gamesindustry.biz/articles/ea-completes-bioware-pandemic-deal |archivedate=September 21, 2012}}</ref> In 2012, EA’s games were ranked highest of all large publishers in the industry, according to Metacritic.<ref>{{cite web |last=Dietz |first=Jason |title=Metacritic's 3rd Annual Game Publisher Rankings |url=http://www.metacritic.com/feature/game-publisher-rankings-for-2012-releases |work=metacritic.com |deadurl=no |archiveurl=https://web.archive.org/web/20130508163844/http://www.metacritic.com/feature/game-publisher-rankings-for-2012-releases |archivedate=May 8, 2013}}</ref> | |||
On December 19, 2013, EA was hit with a class action lawsuit over the bugs in the '']'' DLC. EA issued a statement regarding the various issues and bugs of the game and promised players that these issues would be fixed before the launch of the next generation consoles. This was not the case as players on both the ] and ] had the same problems. The problems were so severe that they made certain parts of the game unplayable due to campaign save files being corrupted and players being unable to start or join multiplayer servers. Players expressed their outrage on the ] of Battlelog, EA Answers HQ and social news sites such as ].<ref>{{cite web |url=http://www.ibtimes.com/ea-class-action-lawsuit-battlefield-4-bugs-bf4-dlc-problems-trigger-suit-electronic-arts-denies |title=EA Class-Action Lawsuit: 'Battlefield 4' Bugs And 'BF4' DLC Problems Trigger Suit; Electronic Arts Denies Wrongdoing |deadurl=no |archiveurl=https://web.archive.org/web/20131223060505/http://www.ibtimes.com/ea-class-action-lawsuit-battlefield-4-bugs-bf4-dlc-problems-trigger-suit-electronic-arts-denies |archivedate=December 23, 2013}}</ref> EA DICE responded by apologizing for the bugs and promising that they would halt all production of the release of new DLC packages until they fixed the various problems. | |||
===Sports licensing and exclusivity=== | |||
On June 5, 2008, a lawsuit was filed in ], California alleging Electronic Arts is breaking United States anti-trust laws by signing exclusive contracts with the ], the ] and ], to use players' names, likenesses and team logos. This keeps other companies from being able to sign the same agreements. The suit further accuses EA of raising the price of games associated with these licenses as a result of this action.<ref>{{cite web |url=http://www.aolcdn.com/tmz_documents/0611_nfl_ea_wm.pdf |title=Anti-trust lawsuit over exclusive license contracts |format=PDF |accessdate=May 31, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20110510050257/http://www.aolcdn.com/tmz_documents/0611_nfl_ea_wm.pdf |archivedate=May 10, 2011}}</ref> In an interview with ], Peter Moore said it was the NFL that sought the deal. "To be clear, the NFL was the entity that wanted the exclusive relationship. EA bid, as did a number of other companies, for the exclusive relationship", Moore said. "It wasn't on our behest that this went exclusive... We bid and we were very fortunate and lucky and delighted to be the winning licensee."<ref>{{cite web |url=https://arstechnica.com/news.ars/post/20080612-lawsuit-flags-ea-for-illegal-procedure-on-football-monopoly.html |title=Lawsuit flags EA for illegal procedure on football monopoly |publisher=Arstechnica |last=Kuchera |first=Ben |date=June 12, 2008 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20081001151357/http://arstechnica.com/news.ars/post/20080612-lawsuit-flags-ea-for-illegal-procedure-on-football-monopoly.html |archivedate=October 1, 2008}}</ref> While EA argued the player's likenesses was incidentally used, this was rejected by the ] in 2015.<ref>{{cite news |last1=Kravets |first1=David |title=NFL players win appeals court ruling in EA Madden NFL flap |url=https://arstechnica.com/tech-policy/2015/01/nfl-players-win-appeals-court-ruling-in-ea-madden-nfl-flap/ |accessdate=June 28, 2016 |publisher=Ars Technica |date=January 6, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20160710175334/http://arstechnica.com/tech-policy/2015/01/nfl-players-win-appeals-court-ruling-in-ea-madden-nfl-flap/ |archivedate=July 10, 2016}}</ref> A further appeal to the ] was unsuccessful.<ref>{{cite news |last1=Kravets |first1=David |title=Supreme Court punts in 1st Amendment Madden NFL legal fight |url=https://arstechnica.com/tech-policy/2016/03/supreme-court-punts-in-1st-amendment-madden-nfl-legal-fight/ |accessdate=June 28, 2016 |publisher=Ars Technica |date=March 21, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160707162450/http://arstechnica.com/tech-policy/2016/03/supreme-court-punts-in-1st-amendment-madden-nfl-legal-fight/ |archivedate=July 7, 2016}}</ref> In June 2016, EA settled with ] for $600,000.<ref>{{cite news |last1=Kravets |first1=David |title=EA punts, gives $600k to former football star in Madden NFL rights flap |url=https://arstechnica.com/tech-policy/2016/06/ea-punts-gives-600k-to-former-football-star-in-madden-nfl-rights-flap/ |accessdate=June 28, 2016 |publisher=Ars Technica |date=June 28, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160628220106/http://arstechnica.com/tech-policy/2016/06/ea-punts-gives-600k-to-former-football-star-in-madden-nfl-rights-flap/ |archivedate=June 28, 2016}}</ref> | |||
On September 26, 2013, EA settled a series of wide-ranging class action lawsuits filed by former ] players accusing EA and others of unauthorized use of player likenesses in their football and basketball games. EA settled the lawsuit for an undisclosed amount.<ref>{{cite web |url=http://www.cbssports.com/collegefootball/writer/dennis-dodd/23859858/ea-sports-settles-likeness-suits-thousands-of-current-former-players-eligible-for-money |title=EA Sports settles suits, thousands of players eligible for money |deadurl=no |archiveurl=https://web.archive.org/web/20130927001948/http://www.cbssports.com/collegefootball/writer/dennis-dodd/23859858/ea-sports-settles-likeness-suits-thousands-of-current-former-players-eligible-for-money |archivedate=September 27, 2013}}</ref><ref>{{cite news |url=https://www.nytimes.com/2013/09/27/sports/ncaafootball/ea-sports-wont-make-college-video-game-in-2014.html?_r=0 |title=E.A. Sports Settles Lawsuit With College Athletes |work=The New York Times |first=Steve |last=Eder |date=September 26, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20170219062622/http://www.nytimes.com/2013/09/27/sports/ncaafootball/ea-sports-wont-make-college-video-game-in-2014.html?_r=0 |archivedate=February 19, 2017}}</ref> The settlement is reported to be around $40 million, to be paid to between 200,000 and 300,000 players.<ref>{{cite web |last=Rovell |first=Darren |url=http://espn.go.com/college-football/story/_/id/9731696/ea-sports-clc-settle-lawsuits-40-million-source |title=Players to receive $40 million |publisher=] |date=September 28, 2013 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160721034400/http://espn.go.com/college-football/story/_/id/9731696/ea-sports-clc-settle-lawsuits-40-million-source |archivedate=July 21, 2016}}</ref> | |||
===EULA and DRM=== | |||
In the September 2008 release of EA's game '']'' it was revealed that the ] scheme included a program called ] and a lifetime machine-activation limit of three (3) instances. A huge public outcry over this DRM scheme broke out over the Internet and swarmed Amazon.com with one-star ratings and critical reviews of the game in order to get EA to "pay attention to their consumers".<ref>{{cite news |url=http://news.bbc.co.uk/1/hi/technology/7604405.stm |title=Copyright row dogs Spore release |publisher=BBC News |date=September 10, 2008 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080916121953/http://news.bbc.co.uk/1/hi/technology/7604405.stm |archivedate=September 16, 2008}}</ref> This DRM scheme, which was intended to hinder the efforts of infringers to illegally use and distribute EA software, instead mainly affected paying customers, as the game itself was copied and distributed well before release.<ref>{{cite news |url=https://www.forbes.com/2008/09/12/spore-drm-piracy-tech-security-cx_ag_mji_0912spore.html |title=Spore's Piracy Problem |work=Forbes |date=September 12, 2008 |accessdate=November 18, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20081107032515/https://www.forbes.com/2008/09/12/spore-drm-piracy-tech-security-cx_ag_mji_0912spore.html |archivedate=November 7, 2008}}</ref> On September 13, 2008, it was announced (by TorrentFreak's statistics) that ''Spore'' was the most torrented game ever with over half a million illegal downloads within the first week of release.<ref>{{cite web |url=http://torrentfreak.com/spore-most-pirated-game-ever-thanks-to-drm-080913/ |title=Spore: Most Pirated Game Ever Thanks to DRM |publisher=TorrentFreak |author=Ernesto |date=September 13, 2008 |accessdate=September 17, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080915214210/http://torrentfreak.com/spore-most-pirated-game-ever-thanks-to-drm-080913/ |archivedate=September 15, 2008}}</ref> In response to customer reaction, EA officially announced its release of upcoming '']'' would increase the installation limit to 5 rather than 3.<ref>{{cite web |url=http://kotaku.com/5047048/ea-sticking-with-securom-though-red-alert-3s-will-go-a-little-easier-on-you |title=EA Sticking With SecuROM (Though Red Alert 3's Will Go A Little Easier On You) |deadurl=no |archiveurl=https://web.archive.org/web/20170202015637/http://kotaku.com/5047048/ea-sticking-with-securom-though-red-alert-3s-will-go-a-little-easier-on-you |archivedate=February 2, 2017}}</ref> | |||
On September 22, 2008, a global class action lawsuit was filed against EA regarding the DRM in ''Spore'', complaining about EA not disclosing the existence of SecuROM in the game manual, and addressing how SecuROM runs with the nature of a ], including how it remains on the ] even after ''Spore'' is uninstalled.<ref>{{cite web |url=http://www.courthousenews.com/2008/09/23/Spore.pdf |title=A copy of the ''Spore'' complaint filed |format=PDF |publisher=CourtHouseNews.com |deadurl=no |archiveurl=https://web.archive.org/web/20160117103250/http://www.courthousenews.com/2008/09/23/Spore.pdf |archivedate=January 17, 2016}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/54887 |title=Spore DRM Prompts $5M Class Action Lawsuit |last=Faylor |first=Chris |date=September 24, 2008 |publisher=ShackNews |accessdate=September 24, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080925103051/http://www.shacknews.com/onearticle.x/54887 |archivedate=September 25, 2008}}</ref><ref>{{cite web |url=http://kotaku.com/5054175/class-action-lawsuit-arises-over-spore-drm |title=Class Action Lawsuit Arises Over Spore DRM |last=Fahey |first=Mike |date=September 24, 2008 |publisher=Kotaku |accessdate=September 24, 2008 |deadurl=no |archiveurl=https://web.archive.org/web/20080927082357/http://kotaku.com/5054175/class-action-lawsuit-arises-over-spore-drm |archivedate=September 27, 2008}}</ref> On October 14, 2008, a similar class action lawsuit was filed against EA for the inclusion of DRM software in the free demo version of the Creature Creator.<ref>{{cite web |url=http://docs.justia.com/cases/federal/district-courts/california/candce/3:2008cv04733/208019/1/ |title=Spore Creature Creator Demo prompts class action |deadurl=no |archiveurl=https://web.archive.org/web/20081210191100/http://docs.justia.com/cases/federal/district-courts/california/candce/3%3A2008cv04733/208019/1/ |archivedate=December 10, 2008}}</ref> | |||
On March 31, 2009, EA released a "De-Authorization Management Tool" that allows customers who have installed games containing the SecuROM activation scheme to "de-authorize" a computer, freeing up one of the five machine "slots" to be used on another machine.<ref>{{cite web |url=http://games.slashdot.org/article.pl?sid=09/03/31/1917254 |title=EA Releases DRM License Deactivation Tool |publisher=slashdot.org |date=March 31, 2009 |accessdate=April 3, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090421085339/http://games.slashdot.org/article.pl?sid=09%2F03%2F31%2F1917254 |archivedate=April 21, 2009}}</ref> | |||
On June 24, 2009, EA announced a change in its approach to preventing copyright infringement of PC games. While eliminating the DRM that uniquely identifies a machine, the plan described a replacement with a traditional CD-key check. With an emphasis on downloaded content, the plan moved toward ].<ref>{{cite web |url=https://arstechnica.com/gaming/news/2009/06/eas-new-motto-please-pirate-our-games-er-storefronts.ars |title=EA's new motto: please pirate our games... er, storefronts |publisher=Ars Technica |date=June 24, 2009 |accessdate=June 25, 2009 |deadurl=no |archiveurl=https://web.archive.org/web/20090625014529/http://arstechnica.com/gaming/news/2009/06/eas-new-motto-please-pirate-our-games-er-storefronts.ars |archivedate=June 25, 2009}}</ref> In 2013, EA received criticism regarding its ] system as implemented in the '']'' reboot.<ref name="reddit.com/r/IAmA">{{cite web |url=https://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/ |title=We are the SimCity dev team from Maxis. AMAA! |publisher=Maxis |accessdate=December 24, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20121218123714/http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/ |archivedate=December 18, 2012}}</ref><ref name="Kotaku">{{cite web |url=http://kotaku.com/5971235/cloud-computing-is-why-the-new-simcity-needs-an-always+on-connection-studio-says |title=Cloud Computing is Why the New ''SimCity'' Needs an Always-On Connection, Studio Says |publisher=Kotaku |date=December 26, 2012 |accessdate=December 27, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20121230185754/http://kotaku.com/5971235/cloud-computing-is-why-the-new-simcity-needs-an-always%2Bon-connection-studio-says |archivedate=December 30, 2012}}</ref> | |||
===Advertising=== | |||
In 2009, EA arranged a fake protest outside the ] to draw attention to the game '']''.<ref name="1upDanteFake">{{cite web |url=http://www.1up.com/news/fake-dante-inferno-protest-spurs |archive-url=https://web.archive.org/web/20151117014055/http://www.1up.com/news/fake-dante-inferno-protest-spurs |dead-url=yes |archive-date=November 17, 2015 |last=Pigna |first=Kris |work=1UP.com |title=EA's Fake Dante's Inferno Protest Spurs Real Christian Backlash |date=June 13, 2009}}</ref> Ostensibly ] protestors bore placards objecting to the game's themes involving hell and damnation, and it was not clear until several days later that the event had been staged. Several Christian bloggers criticized the event for perpetuating negative stereotypes about Christians. | |||
A 2011 advertising campaign for '']'' featured older women reacting negatively to the game with the campaign slogan "Your mom hates Dead Space 2". Two hundred women had been selected for their conservative values and lack of familiarity with video games, and their reactions to a screening of the game were featured in EA's web and TV advertisements.<ref>{{cite web |url=http://kotaku.com/5739837/your-mama-plays-dead-space-2 |title=Your Mama Plays 'Dead Space 2' |last=Benedetti |first=Winda |deadurl=no |archiveurl=https://web.archive.org/web/20110125165352/http://kotaku.com/5739837/your-mama-plays-dead-space-2 |archivedate=January 25, 2011}}</ref> The campaign was at first admired, but soon described as sexist and ageist, with some claiming that it was reinforcing outdated stereotypes against female and older gamers.<ref>{{cite web |url=http://www.qj.net/qjnet/news/gamer-mom-on-dead-space-2-ads-shame-on-ea/page-2.html |title=Shame on EA |author=Glen M |deadurl=yes |archiveurl=https://web.archive.org/web/20110126091806/http://www.qj.net/qjnet/news/gamer-mom-on-dead-space-2-ads-shame-on-ea/page-2.html |archivedate=January 26, 2011 |df=mdy-all }}</ref><ref>{{cite web |url=http://technology.canoe.ca/Gaming/2011/01/28/17067716.html |title=Dead Space 2 overcomes familiarity factor |last=Tilley |first=Steve |deadurl=no |archiveurl=http://webarchive.loc.gov/all/20120801161022/http%3A//technology.canoe.ca/Gaming/2011/01/28/17067716.html |archivedate=August 1, 2012}}</ref><ref>{{cite news |url=https://blogs.forbes.com/insertcoin/2011/01/24/ea-using-moms-disapproval-to-sell-dead-space-2/?boxes=Homepagechannels |title=EA Using Mom’s Disapproval to Sell Dead Space 2 |last=Tassi |first=Paul |work=Forbes |date=January 24, 2011 |deadurl=no |archiveurl=https://web.archive.org/web/20110202183722/http://blogs.forbes.com/insertcoin/2011/01/24/ea-using-moms-disapproval-to-sell-dead-space-2/?boxes=Homepagechannels |archivedate=February 2, 2011}}</ref><ref>{{cite web |url=http://www.salon.com/2011/01/19/moms_hate_dead_space_game/ |title="Dead Space 2": Your mom doesn't want you to play this video game |last=Williams |first=Mary Elizabeth |deadurl=no |archiveurl=https://web.archive.org/web/20170202023520/http://www.salon.com/2011/01/19/moms_hate_dead_space_game/ |archivedate=February 2, 2017}}</ref> As of 2010, 40% of video game players were women and the average game player was 34 years old.<ref>{{cite web |url=http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf |title=Essential Facts About The Computer And Video Game Industry |publisher=Entertainment Software Association |deadurl=no |archiveurl=https://web.archive.org/web/20151126185929/http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf |archivedate=November 26, 2015}}</ref> | |||
On February 24, 2011, the '']'' team (at the time on '']'') published the episode "An Open Letter to EA Marketing", denouncing Electronic Arts' marketing decisions for the ''Dante's Inferno'', '']'' and ''Dead Space 2'' releases. They argue that EA's decisions to hire fake protesters and market games solely on shock value, while neglecting to defend the ''Medal of Honor'' on a ] basis for letting the player play as the ], have been hurtful to the gaming industry. They also argue that the advertisements are counterproductive to Electronic Arts' wishes to elevate games to an art medium as demonstrated in the 1980s Electronic Arts ad 'Can a Computer Make You Cry?'.<ref>{{cite web |url=http://chrishecker.com/Can_a_Computer_Make_You_Cry%3F |title=Electronic Arts: Can a Computer Make You Cry? |author=Electronic Arts |deadurl=no |archiveurl=https://web.archive.org/web/20100718173400/http://www.chrishecker.com/Can_a_Computer_Make_You_Cry |archivedate=July 18, 2010}}</ref><ref>{{cite web |url=http://penny-arcade.com/patv/episode/an-open-letter-to-ea-marketing |title=Extra Credits: An Open Letter to EA Marketing |author=Extra Credits |deadurl=no |archiveurl=https://web.archive.org/web/20120104033429/http://penny-arcade.com/patv/episode/an-open-letter-to-ea-marketing |archivedate=January 4, 2012}}</ref> | |||
'']''{{'}}s ending was poorly received by both critics and fans due to the inconsistencies between statements by BioWare staff during the game's development and the form the endings ultimately took.<ref>{{cite web |url=http://www.gamefront.com/player-starts-poll-asking-bioware-for-new-mass-effect-3-ending/ |title=Player Starts Poll Asking BioWare for New Mass Effect 3 Ending |last=Hornshaw |first=Phil |date=March 9, 2012 |publisher=] |accessdate=March 10, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120313002900/http://www.gamefront.com/player-starts-poll-asking-bioware-for-new-mass-effect-3-ending |archivedate=March 13, 2012}}</ref><ref>{{cite web |url=http://www.destructoid.com/mass-effect-3-fans-petition-bioware-to-change-the-ending-223615.phtml |title=Mass Effect 3 fans petition BioWare to change the ending |last=Sterling |first=Jim |date=March 10, 2012 |publisher=Destructoid |accessdate=March 10, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120314000409/http://www.destructoid.com/mass-effect-3-fans-petition-bioware-to-change-the-ending-223615.phtml |archivedate=March 14, 2012}}</ref><ref>{{cite web |url=http://www.digitalspy.com/gaming/news/a370523/mass-effect-3-fans-campaign-to-change-ending.html |title='Mass Effect 3' fans campaign to change ending |last=Langshaw |first=Mark |date=March 11, 2012 |publisher=] |accessdate=March 11, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120316002415/http://www.digitalspy.com/gaming/news/a370523/mass-effect-3-fans-campaign-to-change-ending.html |archivedate=March 16, 2012}}</ref><ref>{{cite news |url=http://content.usatoday.com/communities/gamehunters/post/2012/03/bioware-no-decision-yet-on-mass-effect-3-ending/1#.T2dolB7HZaQ |title=BioWare: No decision yet on 'Mass Effect 3' ending |last=Molina |first=Brett |date=March 19, 2012 |work=] |accessdate=March 19, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120321213535/http://content.usatoday.com/communities/gamehunters/post/2012/03/bioware-no-decision-yet-on-mass-effect-3-ending/1 |archivedate=March 21, 2012}}</ref> Displeased by the ending, one player took his complaint to the ], the agency created to protect consumers. His argument was that BioWare did not deliver on the promise of its game, saying the end product did not match with the advertising campaign and PR interviews for the game.<ref>{{cite web |last=Gregory |first=Jon |url=http://www.gameinformer.com/b/news/archive/2012/03/17/mass-effect-3-ending-fighter-goes-to-the-ftc.aspx |title=Mass Effect 3 Ending Fighter Goes To The FTC - News |publisher=www.GameInformer.com |date=March 17, 2012 |accessdate=April 22, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120419155840/http://www.gameinformer.com/b/news/archive/2012/03/17/mass-effect-3-ending-fighter-goes-to-the-ftc.aspx |archivedate=April 19, 2012}}</ref><!-- This news was from March 17, shouldn't there be some follow-up news by now?--> The U.S. ] also responded to the controversy, supporting claims by fans that BioWare falsely advertised the player's "complete" control over the game's final outcome.<ref name="ME3softpedia">{{cite news |url=http://news.softpedia.com/news/Better-Business-Bureau-Says-BioWare-Falsely-Advertised-Mass-Effect-3-264207.shtml |title=Better Business Bureau Says BioWare Falsely Advertised Mass Effect 3 - Softpedia |work=] |accessdate=April 13, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120414043112/http://news.softpedia.com/news/Better-Business-Bureau-Says-BioWare-Falsely-Advertised-Mass-Effect-3-264207.shtml |archivedate=April 14, 2012}}</ref><ref name="betterbusiness">{{cite news |url=http://asia.gamespot.com/news/mass-effect-3-falsely-advertised-says-bbb-6371157 |title=Mass Effect 3 falsely advertised, says BBB - GameSpot.com |work=] |accessdate=April 13, 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20120414004049/http://asia.gamespot.com/news/mass-effect-3-falsely-advertised-says-bbb-6371157 |archivedate=April 14, 2012 |df=mdy-all}}</ref> The UK's Advertising Standards Authority disagreed, ruling that EA and BioWare were not guilty of false advertisement since the endings were "thematically quite different", and the choices and readiness rating reflected in the ending content were significant enough to avoid ] misleading of consumers under existing law.<ref>{{cite web |url=http://screwattack.roosterteeth.com/news/bioware-and-ea-cleared-me3-advertising-kerfuffle |title=BioWare and EA cleared of ME3 advertising kerfuffle |publisher=ScrewAttack.com |date= |accessdate=August 15, 2012 }}{{dead link|date=September 2017 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> | |||
According to a ] administrator and a former moderator of the subreddit devoted to the 2015 '']'', moderators removed posts critical of the game at the direction of EA personnel in exchange for pre-release access to the game.<ref name="escapistBattlefrontReddit">{{cite web |url=http://www.escapistmagazine.com/news/view/161421-EA-Rep-Allegedly-Bribed-Reddit-To-Remove-Negative-Star-Wars-Battlefront |last=Lemon |first=Marshall |work=The Escapist |title=EA Rep May Have Influenced Reddit Mods To Censor Battlefront Critics |date=November 13, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20151117013903/http://www.escapistmagazine.com/news/view/161421-EA-Rep-Allegedly-Bribed-Reddit-To-Remove-Negative-Star-Wars-Battlefront |archivedate=November 17, 2015}}</ref> | |||
===LGBT controversies=== | |||
{{See also|Gender representation in video games#Portrayal of LGBT characters}} | |||
EA has been noted for its inclusion of LGBT characters in games, and was among the companies given a perfect LGBT workplace score by the ] in 2014.<ref name="polygonLGBT">{{cite web |url=http://www.polygon.com/2014/11/26/7293809/electronic-arts-lgbt-best-companies |title=EA scores top marks for LGBT equability in the workplace |last=Farokhmanesh |first=Megan |date=November 26, 2014 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20160105124823/http://www.polygon.com/2014/11/26/7293809/electronic-arts-lgbt-best-companies |archivedate=January 5, 2016}}</ref> | |||
The positive portrayals of LGBT characters in games by EA subsidiary BioWare have motivated fan support and also backlash.<ref name="metroWriterQuits">{{cite web |url=http://metro.co.uk/2013/08/16/bioware-writer-quits-after-death-threats-to-family-3925970/ |title=BioWare writer received death threats to family |date=August 16, 2013 |accessdate=February 25, 2016 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20160220032037/http://metro.co.uk/2013/08/16/bioware-writer-quits-after-death-threats-to-family-3925970/ |archivedate=February 20, 2016}}</ref> Several employees involved in '']'' received hate mail and threats following its release.<ref name="metroWriterQuits"/><ref name="polygonPlague">{{cite web |url=http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups |title=Plague of game dev harassment erodes industry, spurs support groups |last=Crecente |first=Brian |date=August 15, 2013 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20151130013711/http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups |archivedate=November 30, 2015}}</ref> BioWare lead writer ] responded to a fan upset by the game's bisexual romances, denying the fan's ability to speak for all straight male gamers and writing, "the person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least."<ref name="kotakuGaider">{{cite web |title=Dragon Age II Writer Eloquently Defends The Game's Sexuality Balance |url=http://kotaku.com/5785306/dragon-age-ii-writer-eloquently-defends-the-games-sexuality-balance |last=Fahey |first=Mike |publisher=Kotaku |date=March 24, 2011 |accessdate=February 25, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160304063104/http://kotaku.com/5785306/dragon-age-ii-writer-eloquently-defends-the-games-sexuality-balance |archivedate=March 4, 2016}}</ref> | |||
Over the years from 2006 through 2012, various quotes both truly and falsely attributed to BioWare writer Jennifer Hepler were circulated online by fans who considered her emblematic of their complaints.<ref name="forbesChangingFace">{{cite web |title=The Changing Face of Games: Feeling Angry and Ignored, Fans Look for Someone to Blame |url=https://www.forbes.com/sites/danielnyegriffiths/2012/02/21/bioware-hepler-harassment/ |last=Griffiths |first=Daniel Nye |work=] |date=February 21, 2012 |accessdate=February 25, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160304044655/https://www.forbes.com/sites/danielnyegriffiths/2012/02/21/bioware-hepler-harassment/ |archivedate=March 4, 2016}}</ref> After one quote from a 2006 interview was used to link Hepler with unpopular changes to ''Dragon Age II'''s combat systems, Hepler was harassed by telephone and online.<ref name="polygonPlague"/> The issue tapped into longstanding discontent over games being simplified to appeal to broader audiences.<ref name="forbesChangingFace"/> Backlash was also related to Hepler's writing for Anders, the character that prompted the "straight male gamer" complaint.<ref name="forbesChangingFace"/><ref name="marysueHepler"/> According to Susana Polo in ], Hepler's gender may have intensified the harassment she experienced, but it was more directly the result of her being scapegoated for EA's pivot towards casual gamers.<ref name="marysueHepler">{{cite web |title=Inclusion: What Jennifer Hepler’s Story is All About |url=http://www.themarysue.com/inclusion-what-jennifer-heplers-story-is-all-about/ |last=Polo |first=Susana |date=February 20, 2012 |accessdate=February 25, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20160221195034/http://www.themarysue.com/inclusion-what-jennifer-heplers-story-is-all-about/ |archivedate=February 21, 2016}}</ref> | |||
EA refused to abandon plans to add gay romances to '']'' that were opposed by the ].<ref name="escapistFamilyResearch">{{cite web |url=http://www.escapistmagazine.com/news/view/115548-Family-Research-Council-Warns-of-Gay-Relationships-in-The-Old-Republic |title=Family Research Council Warns of Gay Relationships in The Old Republic |last=Chalk |first=Andy |date=January 27, 2012 |accessdate=February 25, 2016 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20160311132910/http://www.escapistmagazine.com/news/view/115548-Family-Research-Council-Warns-of-Gay-Relationships-in-The-Old-Republic |archivedate=March 11, 2016}}</ref> An online petition gathered more than 60,000 signatures in support of EA's decision before the petition became compromised by automated spam signatures.<ref name="kotakuRepublicHackers">{{cite web |url=http://www.kotaku.com.au/2012/04/star-wars-the-old-republic-poll-attacked-by-hackers-temporarily-shut-down/ |title=Star Wars: The Old Republic Petition Attacked By Hackers, Temporarily Shut Down |last=Serrels |first=Mark |date=April 11, 2012 |accessdate=February 25, 2016 |publisher=Kotaku |deadurl=no |archiveurl=https://web.archive.org/web/20160304061018/http://www.kotaku.com.au/2012/04/star-wars-the-old-republic-poll-attacked-by-hackers-temporarily-shut-down/ |archivedate=March 4, 2016}}</ref> The automated signatures were discovered by Reddit and ] users, who accused EA of using the issue to link broader criticism of EA with homophobia.<ref name="kotakuRepublicHackers"/> When eventually added to the game, the same-sex romances were ridiculed for being confined to a single "gay planet".<ref name="guardianGayPlanet">{{cite web |url=https://www.theguardian.com/technology/gamesblog/2013/jan/25/star-wars-old-republic-gay-planet |title=Star Wars: The Old Republic, the gay planet and the problem of the straight male gaze |last=Hamilton |first=Mary |date=January 25, 2013 |accessdate=February 25, 2016 |work=] |deadurl=no |archiveurl=https://web.archive.org/web/20160304112406/http://www.theguardian.com/technology/gamesblog/2013/jan/25/star-wars-old-republic-gay-planet |archivedate=March 4, 2016}}</ref> | |||
===''The Consumerist'' rating as "Worst Company in America"=== | |||
In April 2012, '']'' awarded EA with the title of "Worst Company in America" along with a ceremonial Golden Poo trophy.<ref>{{cite web |last=Morran |first=Chris |url=http://consumerist.com/2012/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012.html |title=The Voters Have Spoken: EA Is Your Worst Company In America For 2012! |website=] |date=April 4, 2012 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20120807214844/http://consumerist.com/2012/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012.html |archivedate=August 7, 2012}}</ref> The record-breaking poll drew in more than 250,000 votes and saw EA beating out such regulars as ] and ]. The final round of voting pitted EA against ]. EA won with 50,575 votes or 64.03%.<ref name="Hollywood Reporter">{{cite news |url=http://www.hollywoodreporter.com/news/electronic-arts-worst-company-america-308302 |title=Electronic Arts Named Worst Company in America |work=The Hollywood Reporter |first=John |last=Gaudiosi |date=April 7, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20120511045833/http://www.hollywoodreporter.com/news/electronic-arts-worst-company-america-308302 |archivedate=May 11, 2012}}</ref> This result came in the aftermath of the ] which several commentators viewed as a significant contribution to EA's win in the poll.<ref name="Hollywood Reporter" /><ref>{{cite web |last=Matyszczyk |first=Chris |url=http://news.cnet.com/8301-17852_3-57410992-71/ea-named-americas-worst-company-tries-to-make-amends/ |title=EA, named America's worst company, tries to make amends |website=] |publisher=] |date=April 8, 2012 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20140221224853/http://news.cnet.com/8301-17852_3-57410992-71/ea-named-americas-worst-company-tries-to-make-amends/ |archivedate=February 21, 2014}}</ref> Other explanations include use of day-one ] and EA's ] to squash competition.<ref>{{cite news |url=http://articles.latimes.com/2012/apr/04/business/la-fi-mo-electronic-arts-worst-company-consumerist-20120404 |title=Electronic Arts: 'Worst company in America'? Consumerist says yes |work=Los Angeles Times |first=Tiffany |last=Hsu |date=April 4, 2012 |deadurl=no |archiveurl=https://web.archive.org/web/20121027085508/http://articles.latimes.com/2012/apr/04/business/la-fi-mo-electronic-arts-worst-company-consumerist-20120404 |archivedate=October 27, 2012}}</ref> EA spokesman John Reseburg responded to the poll by saying, "We're sure that bank presidents, oil, tobacco and weapons companies are all relieved they weren't on the list this year. We're going to continue making award-winning games and services played by more than 300 million people worldwide."<ref>{{cite web |last=Brightman |first=James |url=http://www.gamesindustry.biz/articles/2012-04-04-ea-responds-to-worst-company-label-from-consumerist |title=EA responds to "worst company" label from Consumerist |website=gamesindustry.biz |date=April 4, 2012 |accessdate=July 9, 2013 |deadurl=no |archiveurl=https://web.archive.org/web/20131024102515/http://www.gamesindustry.biz/articles/2012-04-04-ea-responds-to-worst-company-label-from-consumerist |archivedate=October 24, 2013}}</ref><ref>{{cite news |url=https://www.forbes.com/sites/erikkain/2012/04/04/ea-responds-to-worst-company-award-by-mentioning-past-winners/ |title=EA Responds To 'Worst Company' Award By Mentioning Past Winners |date=April 4, 2012 |accessdate=July 9, 2013 |work=Forbes |first=Erik |last=Kain |deadurl=no |archiveurl=https://archive.is/20130710023908/http://www.forbes.com/sites/erikkain/2012/04/04/ea-responds-to-worst-company-award-by-mentioning-past-winners/ |archivedate=July 10, 2013}}</ref> | |||
In April 2013, EA won ''The Consumerist''{{'}}s poll for "Worst Company in America" a second time, consecutively, becoming the first company to do so. Games mentioned in the announcement included the critically controversial '']'' for its ending, '']'' for its use of micro transactions, and the more recent '']'' reboot due to its ]. Additionally, poor customer support, "nickel and diming", and public dismissiveness of criticisms were also given as explanations for the results of the poll. ''The Consumerist'' summarized the results by asking, "When we live in an era marked by massive oil spills, faulty foreclosures by bad banks, and rampant consolidation in the airline and telecom industry, what does it say about EA’s business practices that so many people have — for the second year in a row — come out to hand it the title of Worst Company in America?"<ref>{{cite web |last=Morran |first=Chris |url=http://consumerist.com/2013/04/09/ea-makes-worst-company-in-america-history-wins-title-for-second-year-in-a-row/ |title=EA Makes Worst Company In America History, Wins Title For Second Year In A Row! |website=] |date=April 9, 2013 |accessdate=October 22, 2016 |deadurl=no |archiveurl=https://web.archive.org/web/20161109131833/https://consumerist.com/2013/04/09/ea-makes-worst-company-in-america-history-wins-title-for-second-year-in-a-row/ |archivedate=November 9, 2016}}</ref> | |||
When asked about the poll by ], Frank Gibeau, President of EA Labels, responded "we take it seriously, and want to see it change. In the last few months, we have started making changes to the business practices that gamers clearly don’t like."<ref name="Takahashi">{{cite web |last=Takahashi |first=Dean |title=EA exec Frank Gibeau: Betting on next-gen consoles, mobile, and doing right by consumers (interview) |url=https://venturebeat.com/2013/07/23/eas-frank-gibeau-on-interview-part-1/2/ |work=VentureBeat |deadurl=no |archiveurl=https://web.archive.org/web/20130728080930/http://venturebeat.com/2013/07/23/eas-frank-gibeau-on-interview-part-1/2/ |archivedate=July 28, 2013}}</ref> Gibeau attributes the elimination of ]es, the decision to make '']'' a single-player, offline experience, as well as the unveiling of more new games to the shift in thinking. "The point is we are listening, and we are changing," Gibeau said.<ref name="Takahashi"/> | |||
'']'' 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> | |||
===''Dungeon Keeper Mobile'' app store vote manipulation=== | |||
In 2013, EA released '']'', a ] mobile variant of the popular 1990's strategy game '']''. The game was poorly received by both game critics and users. Critics noted that an in-game prompt claimed that "5-star ratings from you help us provide free updates!", suggesting that the games' creators would stop providing new content if players did not give the game sufficiently high ratings. The rating system involved a redirect process to the mobile storefront on which the game was sold; it was also pointed out that if players rated the game anything less than 5 stars, the game would not redirect them and not actually cast their vote, never indicating this to the user. This led to accusations of EA ] the game's rating system and its subsequent score on mobile storefronts.<ref>{{cite web |last=Webster |first=Andrew |url=https://www.theverge.com/2014/2/9/5395338/ea-dungeon-keeper-review-scam-google-play-store |title=EA steers angry customers away from reviewing games at Google Play |publisher=The Verge |date=September 30, 2013 |accessdate=February 11, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140210224801/http://www.theverge.com/2014/2/9/5395338/ea-dungeon-keeper-review-scam-google-play-store |archivedate=February 10, 2014}}</ref> | |||
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> | |||
In June 2014, Electronic Arts CEO ] made a public apology for the game, stating that it was a "shame" that he regretted.<ref>{{cite web |last1=Owen |first1=Phil |title=EA CEO Wilson: Dungeon Keeper Mobile Was 'A Shame' |url=http://kotaku.com/ea-ceo-wilson-dungeon-keeper-mobile-was-a-shame-1597689888 |website=Kotaku |publisher=Kotaku |date=June 29, 2014 |accessdate=March 18, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150327194541/http://kotaku.com/ea-ceo-wilson-dungeon-keeper-mobile-was-a-shame-1597689888 |archivedate=March 27, 2015}}</ref> | |||
{| class="wikitable" | |||
In July 2014, the UK-based ] banned a ''Dungeon Keeper Mobile'' ad from broadcast, stating that the advertisement "deliberately misled consumers" and made false statements about the game's pricing and free-to-play nature.<ref>{{cite web |first=Wesley |last=Yin-Poole |url=http://www.eurogamer.net/articles/2014-07-02-asa-bans-dungeon-keeper-ad-accuses-ea-of-misleading-customers |title=UK watchdog bans Dungeon Keeper ad, accuses EA of "misleading" customers |work=] |date=July 2, 2014 |accessdate=January 8, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150109061139/http://www.eurogamer.net/articles/2014-07-02-asa-bans-dungeon-keeper-ad-accuses-ea-of-misleading-customers |archivedate=January 9, 2015}}</ref> Later that same month Frank Gibeau, head of EA's mobile division, stated that the game's failure was attributed to audiences "not being ready" and that the game "innovated too much". These remarks resulted in backlash from game journalist media and users alike.<ref>{{cite web |last1=Davis |first1=Ian |title=EA: Dungeon Keeper Failed by "Innovating Too Much" |url=http://www.escapistmagazine.com/news/view/136011-EA-Dungeon-Keeper-Failed-by-Innovating-Too-Much |website=Escapist |publisher=Escapist Magazine |date=July 9, 2014 |accessdate=March 18, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20150402104539/http://www.escapistmagazine.com/news/view/136011-EA-Dungeon-Keeper-Failed-by-Innovating-Too-Much |archivedate=April 2, 2015}}</ref> | |||
|+ 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== | |||
=== ''Starwars Battlefront II'' Reddit comment backlash === | |||
{{Main|Criticism of Electronic Arts}} | |||
In November 2017, user on the popular social media site ] posted a comment in complaining about the micro-transactions after pre-ordering the game, ''].'' The post, titled ''''<ref>{{Cite news|url=https://www.videogamer.com/news/ea-responds-to-star-wars-battlefront-ii-lootbox-controversy-becomes-most-downvoted-response-of-all-time-on-reddit|title=EA responds to Star Wars Battlefront II lootbox controversy, becomes most downvoted response of all time on Reddit - VideoGamer.com|work=VideoGamer.com|access-date=2017-11-13|language=en-GB}}</ref> wrote, "This is a joke. I'll be contacting EA support for a refund... I can't even playing fucking Darth Vader?!?!? Disgusting. This age of "micro-transactions" has gone WAY too far. Leave it to EA though to stretch the boundaries." In response, an EA public representative posted a comment defending their use micro-transactions. The original comment wrote:<blockquote>"The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.</blockquote><blockquote>As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we're looking at average per-player credit earn rates on a daily basis, and we'll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.</blockquote><blockquote>We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.</blockquote><blockquote>Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can."<ref>{{Cite news|url=http://www.gamerevolution.com/news/355971-ea-now-downvoted-comment-reddit-history-defending-battlefront-2|title=EA Now Has Most Downvoted Comment in Reddit History After Defending Battlefront 2 - GameRevolution|date=2017-11-13|work=GameRevolution|access-date=2017-11-13|language=en-US}}</ref></blockquote>The site's users gave overwhelmingly negative response to the comments, partially catalyzed by a tweet by the EA community manager, Mat Everett.<ref>{{Cite web|url=http://www.eurogamer.net/articles/2017-11-13-eas-response-to-star-wars-battlefront-2-loot-box-fury-isnt-going-down-well|title=EA's response to Star Wars: Battlefront 2 hero unlock fury isn't going down well|last=Phillips|first=Tom|date=2017-11-13|website=Eurogamer|language=en-UK|access-date=2017-11-13}}</ref> The post quickly became the most downvoted comment on the sites history with a sum of -341,000 votes in less than 24 hours, surpassing the site's previous record of -24,000 votes.<ref>{{Cite news|url=https://kotaku.com/ea-defense-of-star-wars-battlefront-ii-becomes-most-dow-1820396527|title=EA Defense Of Star Wars Battlefront II Becomes Most Downvoted Reddit Comment Ever|last=Schreier|first=Jason|work=Kotaku|access-date=2017-11-13|language=en-US}}</ref> In the same time, another comment by EA responding to another post earned -10,000 points in 24 hours.<ref>{{Cite web|url=https://www.polygon.com/2017/11/13/16643302/battlefront-2-40-hours-unlock-vader-luke-ea-response|title=EA responded to Battlefront 2 unlock estimates, and players weren’t having it|last=Good|first=Owen S.|date=2017-11-13|website=Polygon|access-date=2017-11-13}}</ref> Many users pointed out the the lack of meaning to the comment, pointing out the lack of any context and accused the comment of deflecting any response.<ref>{{Cite web|url=https://www.polygon.com/2017/11/13/16643302/battlefront-2-40-hours-unlock-vader-luke-ea-response|title=EA responded to Battlefront 2 unlock estimates, and players weren’t having it|last=Good|first=Owen S.|date=2017-11-13|website=Polygon|access-date=2017-11-13}}</ref> Three hours after the comment was posted, subreddit moderator locked the comment's thread, barring any users from writing new comments off of EA's response. | |||
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 == | ||
<references group="lower-alpha"></references> | |||
{{Portal|San Francisco Bay Area|Companies}} | |||
* ] | |||
* ] | |||
==References== | ==References== | ||
{{Reflist |
{{Reflist}} | ||
==Further reading== | ==Further reading== | ||
* {{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=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=http://ea-spouse.livejournal.com/274.html |title=EA: The Human Story |author=ea_spouse |date=November 10, 2004 |website=] |deadurl=yes |archiveurl=https://web.archive.org/web/20160215195334/http://ea-spouse.livejournal.com/274.html |archivedate=February 15, 2016 |df=mdy-all}} | |||
* {{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=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/ |
* {{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.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=]}} | * {{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== | ||
Line 393: | Line 375: | ||
* {{Official website}} | * {{Official website}} | ||
{{Finance links | {{Finance links | ||
| name = Electronic Arts |
| name = Electronic Arts Inc. | ||
| symbol = EA | | symbol = EA | ||
| sec_cik = 712515 | | sec_cik = 712515 | ||
| yahoo = EA | | yahoo = EA | ||
| google = EA | | google = EA:NASDAQ | ||
}} | }} | ||
{{Electronic Arts}} | {{Electronic Arts}} | ||
{{Major information technology companies}} | |||
{{NASDAQ-100}} | {{NASDAQ-100}} | ||
{{Sim series}} | {{Sim series|all=yes}} | ||
{{Authority control}} | {{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.
The EA headquarters building at Redwood City, California, in May 2011 | |
Company type | Public |
---|---|
Traded as |
|
Industry | Video games |
Founded | May 27, 1982; 42 years ago (1982-05-27) in San Mateo, California, US |
Founder | Trip Hawkins |
Headquarters | Redwood City, California, US |
Area served | Worldwide |
Key people |
|
Products | See list of Electronic Arts games |
Revenue | US$7.56 billion (2024) |
Operating income | US$1.52 billion (2024) |
Net income | US$1.27 billion (2024) |
Total assets | US$13.4 billion (2024) |
Total equity | US$7.51 billion (2024) |
Number of employees | c. 13,700 (2024) |
Divisions |
|
Subsidiaries | See § Company structure |
Website | ea.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
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.
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.
–Trip Hawkins, 1985 Amiga advertisementThe 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.
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.
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
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 gamesSince 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 ArtsAs 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
- BioWare in Edmonton, Canada; acquired in October 2007.
- BioWare Austin in Austin, Texas; acquired in October 2007.
- Cliffhanger Games in Seattle, Washington, led by Kevin Stephens formerly vice-president of Monolith Productions, founded in May 2021.
- Criterion Games in Guildford, England; acquired in August 2004.
- Criterion Cheshire in Cheshire, England
- DICE in Stockholm, Sweden; acquired in October 2006.
- Frostbite Labs in Stockholm, Sweden and Vancouver, Canada; founded in May 2016.
- EA Baton Rouge in Baton Rouge, Louisiana; founded in September 2008.
- EA Galway in Galway, Ireland.
- EA Gothenburg in Gothenburg, Sweden; founded in March 2011. 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.
- EA Korea Studio in Seoul, South Korea; founded in 1998.
- EA Mobile in Los Angeles, California; founded in 2004.
- EA Capital Games in Sacramento, California; acquired in 2011. From 2011 to 2014, the studio was named BioWare Sacramento.
- EA Redwood Studios in Redwood City, California; founded in 2016.
- Firemonkeys Studios in Melbourne, Australia; acquired in July 2012.
- Glu Mobile in San Francisco, California; acquired in April 2021.
- Playdemic in Manchester, England; acquired by EA in June 2021 from WarnerMedia.
- Slingshot Games in Hyderabad, India.
- Tracktwenty Studios in Helsinki, Finland; founded in 2012.
- Full Circle in Vancouver, Canada; opened in 2021.
- Maxis in Redwood City, California; acquired in July 1997.
- Maxis Texas in Austin, Texas was opened in 2019 and working on a new IP.
- Maxis Europe in multiple locations in Europe, was opened in 2021.
- Motive Studio in Montreal, Canada; founded in July 2015.
- Motive Studio Vancouver in Burnaby, Canada; founded in June 2018.
- Pogo Studios in New York City; acquired in March 2001.
- PopCap Games in Seattle, Washington; acquired in July 2011.
- PopCap Shanghai in Shanghai, China; acquired in July 2011.
- PopCap Hyderabad in Hyderabad, India; acquired in July 2011.
- Respawn Entertainment in Sherman Oaks, California; acquired in December 2017.
- Respawn Vancouver established in 2020 in Vancouver.
- Respawn Wisconsin established in 2023 in Madison, Wisconsin.
- Ripple Effect Studios in Los Angeles, California; established in May 2013, previously a subsidiary of DICE called DICE Los Angeles, and a support studio before becoming its own company and being renamed in 2021. Some of the staff were originally from Danger Close Games.
EA Sports
Main article: EA Sports- Codemasters in Southam, England; founded in October 1986, acquired by EA in February 2021.
- Codemasters Birmingham in Birmingham, England
- Codemasters Kuala Lumpur in Kuala Lumpur, Malaysia
- EA Cologne in Cologne, Germany
- EA Madrid in Madrid, Spain; founded in October 2018.
- EA Orlando in Orlando, Florida; acquired in April 1998.
- EA Romania in Bucharest, Romania; acquired in 2006.
- EA Vancouver in Burnaby, Canada; acquired in 1991.
- Metalhead Software in Victoria, British Columbia; acquired in May 2021.
Former
- BioWare Montreal in Montreal, Canada; founded in March 2009, the studio merged into Motive Studio in August 2017.
- BioWare San Francisco in San Francisco, California; founded as EA2D, the studio was renamed in August 2011 and closed in March 2013.
- Bullfrog Productions in Guildford, England; acquired in January 1995, the studio closed in 2001.
- Codemasters Cheshire in Cheshire, England; merged with Criterion Games in May 2022.
- Danger Close Games in Los Angeles, California; acquired in February 2000, the studio closed in June 2013.
- EA Baltimore in Baltimore, Maryland; founded in 1998, the studio closed in 2002.
- EA Black Box in Burnaby, Canada; acquired in June 2002 as Black Box Games, later rebranded as EA Black Box. The studio closed in April 2013.
- EA Bright Light in Guildford, England; founded in 1995 as EA UK, the studio was renamed in 2008 and closed in October 2011.
- EA Chicago in Hoffman Estates, Illinois; founded in February 2004, the studio closed in November 2007.
- EA Chillingo in Macclesfield, England; acquired in October 2010, reduced to bare staff in 2017 to primarily support mobile publishing, dissolved in June 2023.
- EA Japan, office closed in March 2019.
- EA North Carolina in Morrisville, North Carolina; the studio closed in September 2013.
- EA Pacific in Irvine, California; the studio was acquired in August 1998 as Westwood Pacific, the studio was renamed in 2002 and closed in 2003.
- EA Phenomic in Ingelheim am Rhein, Germany; the studio was acquired in August 2006 and closed in July 2013.
- EA Salt Lake in Salt Lake City, Utah; the studio was acquired in December 2006 and closed in April 2017.
- EA Seattle in Seattle, Washington; the studio was acquired in January 1996 and closed in 2002.
- Easy Studios in Stockholm, Sweden; the studio was founded in 2008 and closed in March 2015.
- Firemint in Melbourne, Australia; the studio was acquired in May 2011 and merged with Iron Monkey Studios to become Firemonkeys Studios in July 2012.
- Hypnotix in Little Falls, New Jersey; acquired in July 2005, the studio was merged into EA Tiburon.
- Iron Monkey Studios in Sydney, Australia; the studio was acquired in May 2011 and merged with Firemint to become Firemonkeys Studios in July 2012.
- Industrial Toys in Pasadena, California; acquired in July 2018, shut down in January 2023.
- Kesmai in Charlottesville, Virginia; the studio was acquired in 1999 and closed in 2001.
- Mythic Entertainment in Fairfax, Virginia; 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.
- NuFX in Hoffman Estates, Illinois; the studio was acquired in February 2004 and closed in the same year.
- Origin Systems in Austin, Texas; the studio was acquired in September 1992 and closed in February 2004.
- Pandemic Studios in Los Angeles, California and Brisbane, Australia; the studio was acquired in October 2007 and closed in November 2009.
- Playfish in London, England; the studio was acquired in 2009 and closed in June 2013.
- Quicklime Games; closed in April 2013.
- Ridgeline Games in Seattle, Washington founded in October 2021, closed in February 2024.
- Uprise in Uppsala, Sweden; founded as Uprise and acquired in 2012 as ESN. From 2014, the studio was named Uprise again. It merged into DICE Stockholm in 2019.
- Victory Games in Los Angeles, California; founded in February 2011 as BioWare Victory, the studio was renamed in November 2012 and closed in October 2013.
- Visceral Games in Redwood City, California; founded in 1998 as EA Redwood Shores, the studio was renamed in 2009 and closed in October 2017.
- Waystone Games in Los Angeles, California; the studio closed in November 2014.
- Westwood Studios in Las Vegas, Nevada; the studio was acquired in August 1998 and closed in March 2003.
Labels
EA Sports
Main article: EA SportsFirst 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:
- Alice: Madness Returns – Spicy Horse
- APB – Realtime Worlds
- Brütal Legend – Double Fine Productions
- Bulletstorm – Epic Games
- Crysis series – Crytek
- DeathSpank – Hothead Games
- Fuse – Insomniac Games
- Hellgate: London – Flagship Studios
- Kingdoms of Amalur: Reckoning – 38 Studios, Big Huge Games
- Rock Band series – Harmonix and MTV Games
- The Secret World – Funcom
- Shadows of the Damned – Grasshopper Manufacture
- Shank series – Klei Entertainment
- Syndicate – Starbreeze Studios
- Warp – Trapdoor
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.
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 ArtsSince 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
- Publishing duties moved to Velan Studios in 2022
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Further reading
- Sinclair, Brendan (January 4, 2006). "Innovation: does size matter?". GameSpot. CBS Interactive.
- Becker, David (March 8, 2005). "Game makers see workplace changes". CNET. CBS Interactive.
- Totilo, Stephen (September 13, 2006). "What's The 'Coolest Job Ever'? Electronic Arts' Summer Interns Tell Their Story". MTV. Viacom International. Archived from the original on May 19, 2007.
- Deck, Stewart (December 19, 2000). "Six Degrees of Hire Learning". ITworld. IDG Communications.
- Varney, Allen (October 11, 2005). "The Conquest of Origin". The Escapist. Defy Media. Archived from the original on January 4, 2018. Retrieved January 22, 2017.
External links
- Official website
- Business data for Electronic Arts Inc.:
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