Electronic Arts Earnings Calls
| Release date | Aug 04, 2026 |
| EPS estimate | $0.780 |
| EPS actual | - |
| Revenue estimate | 1.483B |
| Revenue actual | - |
| Expected change | +/- 2.12% |
| Release date | May 05, 2026 |
| EPS estimate | $2.39 |
| EPS actual | $1.50 |
| EPS Surprise | -37.24% |
| Revenue estimate | 1.976B |
| Revenue actual | 1.864B |
| Revenue Surprise | -5.68% |
| Release date | Feb 03, 2026 |
| EPS estimate | $4.72 |
| EPS actual | $4.82 |
| EPS Surprise | 2.12% |
| Revenue estimate | 2.923B |
| Revenue actual | 3.046B |
| Revenue Surprise | 4.22% |
| Release date | Oct 28, 2025 |
| EPS estimate | $1.30 |
| EPS actual | $1.21 |
| EPS Surprise | -6.92% |
| Revenue estimate | 1.874B |
| Revenue actual | 1.839B |
| Revenue Surprise | -1.88% |
Last 4 Quarters for Electronic Arts
Below you can see how EA performed 4 days prior and 4 days after releasing the earnings report. Also, you can see the pre-estimates and the actual earnings. This information can give you a slight idea of what you might expect for the next quarter's release.
| Release date | Oct 28, 2025 |
| Price on release | $200.30 |
| EPS estimate | $1.30 |
| EPS actual | $1.21 |
| EPS surprise | -6.92% |
| Date | Price |
|---|---|
| Oct 22, 2025 | $200.75 |
| Oct 23, 2025 | $200.62 |
| Oct 24, 2025 | $200.84 |
| Oct 27, 2025 | $200.50 |
| Oct 28, 2025 | $200.30 |
| Oct 29, 2025 | $200.20 |
| Oct 30, 2025 | $199.92 |
| Oct 31, 2025 | $200.06 |
| Nov 03, 2025 | $199.89 |
| 4 days before | -0.224% |
| 4 days after | -0.205% |
| On release day | -0.0499% |
| Change in period | -0.428% |
| Release date | Feb 03, 2026 |
| Price on release | $201.39 |
| EPS estimate | $4.72 |
| EPS actual | $4.82 |
| EPS surprise | 2.12% |
| Date | Price |
|---|---|
| Jan 28, 2026 | $203.94 |
| Jan 29, 2026 | $203.95 |
| Jan 30, 2026 | $203.92 |
| Feb 02, 2026 | $203.60 |
| Feb 03, 2026 | $201.39 |
| Feb 04, 2026 | $196.84 |
| Feb 05, 2026 | $197.93 |
| Feb 06, 2026 | $200.00 |
| Feb 09, 2026 | $200.87 |
| 4 days before | -1.25% |
| 4 days after | -0.258% |
| On release day | -2.26% |
| Change in period | -1.51% |
| Release date | May 05, 2026 |
| Price on release | $201.57 |
| EPS estimate | $2.39 |
| EPS actual | $1.50 |
| EPS surprise | -37.24% |
| Date | Price |
|---|---|
| Apr 29, 2026 | $202.67 |
| Apr 30, 2026 | $202.37 |
| May 01, 2026 | $202.09 |
| May 04, 2026 | $201.82 |
| May 05, 2026 | $201.57 |
| May 06, 2026 | $200.79 |
| May 07, 2026 | $200.85 |
| May 08, 2026 | $200.44 |
| May 11, 2026 | $200.22 |
| 4 days before | -0.543% |
| 4 days after | -0.670% |
| On release day | -0.387% |
| Change in period | -1.21% |
| Release date | Aug 04, 2026 |
| Price on release | - |
| EPS estimate | $0.780 |
| EPS actual | - |
| Date | Price |
|---|---|
| Jul 07, 2026 | $205.44 |
| Jul 08, 2026 | $204.89 |
| Jul 09, 2026 | $206.56 |
| Jul 10, 2026 | $206.41 |
| Jul 13, 2026 | $206.35 |
Electronic Arts Earnings Call Transcript Summary of Q1 2026
EA reported a strong start to FY26, with Q1 net bookings of $1.3bn (up 3%) and revenue of $1.67bn (up 1%), coming in above the high end of guidance. Strength was driven by Global Football (FC franchises, especially FC Mobile), Apex Legends (improved retention and engagement), Star Wars catalog momentum, and Split Fiction. Full-game net bookings grew (up 27%) while live services were down slightly (‑1%); excluding Apex, live services grew low single digits. Gross margin remained high (83.3%) but OpEx rose ~9% as EA ramps people and marketing spend for near-term launches. Cash flow remains healthy (trailing 12-month operating cash flow ~$1.98bn; free cash flow $1.75bn) and the company returned $423m to shareholders in the quarter. Management reiterated the full‑year guidance and highlighted a loaded release slate and marketing ramp for the back half of FY26: Madden NFL 26 (Aug), EA SPORTS FC 26 (Sept 26), NHL 26, skate., and Battlefield 6 (major reveal imminent). Q2 guidance: net bookings $1.8–$1.9bn (down 13% to 9% year-over-year) with temporary headwinds from release phasing (notably deluxe edition recognition moving to Q3) and normalized demand curves for College Football after a strong reintroduction in 2025. The company emphasized a community-centric, cross-platform strategy (console, PC, mobile) and conviction in building ‘massive online communities’ to drive durable long-term growth.
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