Item 405 of
Regulation S-K
is not contained herein, and will not be contained, to the best
of registrants knowledge, in definitive proxy or
information statements incorporated by reference in
Part III of this
Form 10-K
or any amendment to this
Form 10-K. þ
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, a non-accelerated
filer, or a smaller reporting company. See the definitions of
large accelerated filer, accelerated
filer and smaller reporting company in
Rule 12b-2
of the Exchange Act. (Check one):
| Large accelerated filer þ | Accelerated filer o | Non-accelerated filer o | Smaller reporting company o |
(Do
not check if a smaller reporting company)
Indicate by check mark whether the registrant is a shell company
(as defined in
Rule 12b-2
of the Exchange
Act). Yes o No þ
The aggregate market value of the registrants common
stock, $0.01 par value, held by non-affiliates of the
registrant as of September 28, 2007, the last business day
of the second fiscal quarter, was $17,513,418,000.
As of May 16, 2008 there were 318,418,114 shares of
the registrants common stock, $0.01 par value,
outstanding.
Documents
Incorporated by Reference
Portions of the registrants definitive proxy statement for
its 2008 Annual Meeting of Stockholders are incorporated by
reference into Part III hereof.
ELECTRONIC
ARTS INC.
2008 FORM 10-K ANNUAL REPORT
Table of Contents
2008 FORM 10-K ANNUAL REPORT
Table of Contents
2
Table of Contents
CAUTIONARY
NOTE ABOUT FORWARD-LOOKING STATEMENTS
This Report contains forward-looking statements within the
meaning of the Private Securities Litigation Reform Act of 1995.
All statements, other than statements of historical fact,
including statements regarding industry prospects and future
results of operations or financial position, made in this Report
are forward looking. We use words such as
anticipate, believe, expect,
intend, estimate (and the negative of
any of these terms), future and similar expressions
to help identify forward-looking statements. These
forward-looking statements are subject to business and economic
risk and reflect managements current expectations, and
involve subjects that are inherently uncertain and difficult to
predict. Our actual results could differ materially. We will not
necessarily update information if any forward-looking statement
later turns out to be inaccurate. Risks and uncertainties that
may affect our future results include, but are not limited to,
those discussed under the heading Risk Factors,
beginning on page 14.
PART I
| Item 1: | Business |
Overview
Electronic Arts develops, markets, publishes and distributes
video game software and content that can be played by consumers
on a variety of platforms, including:
| | Video game consoles such as the Sony PlayStation® 2 and PLAYSTATION® 3, Microsoft Xbox 360tm and Nintendo Wiitm, | |
| | Personal computers, including the Macintosh (we refer to personal computers and the Macintosh together as PCs), | |
| | Handheld game players such as the PlayStation® Portable (PSPtm) and Nintendo DStm and iPod®, and | |
| | Cellular handsets. |
In fiscal 2008, excluding cell phones, we developed or published
products for 10 different platforms and since our inception, we
have published games for over 50 different platforms. In fiscal
2008 we also published over 30 games for cellular handsets.
We also provide online game-related services (e.g.,
matchmaking and subscription services) for these platforms.
We generate net revenue primarily from sales of packaged goods,
online subscriptions, online and mobile downloads,
micro-transactions, and advertising.
Our ability to publish games across multiple platforms has been,
and will continue to be, a cornerstone of our product strategy.
Historically, there have been multiple video game consoles and
handheld game players available to consumers, and there has been
vigorous competition among hardware manufacturers. In previous
hardware cycles, Sonys PlayStation and PlayStation 2
consoles have significantly outsold their competitors. The
current hardware cycle is characterized by fierce competition
from three strong and viable competitors
Microsofts Xbox 360, the Nintendo Wii and Sonys
PLAYSTATION 3. In fiscal 2008, we developed and published
20 titles for the Xbox 360, 17 titles for the
PLAYSTATION 3, 15 titles for the PlayStation 2,
14 titles for the Wii, two titles for the Xbox and one
title for the Nintendo GameCube. The PC also continues to be an
important interactive game platform. In fiscal 2008, we
published 29 titles for the PC (including the Macintosh).
Similarly, there is also competition in the handheld games
hardware business, where the Nintendo DS and Sonys PSP are
both viable platforms. In fiscal 2008, we published 12 titles
for the Nintendo DS, nine titles for the PSP and one title for
the Game Boy Advance. Many of our PC, PlayStation 2, PLAYSTATION
3, Wii, Xbox 360, Xbox and PSP titles include online
functionality which enables consumers to participate in online
communities and play against one another via the Internet.
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Our games span a diverse range of categories, including
action-adventure, casual, sports, family, fantasy, racing,
music, role-playing, simulation, extreme sports and strategy. We
have created, licensed and acquired a strong portfolio of
intellectual property, which we market and sell to a variety of
consumers. Our portfolio of wholly-owned properties includes
established brands such as Need for
Speedtm,
The
Simstm
and Battlefield, and games scheduled to debut in fiscal
2009 such as
Sporetm,
Mirrors
Edgetm
and Dead
Spacetm.
Our portfolio of games based on licensed intellectual property
includes sports-based titles such as Madden NFL Football,
FIFA Soccer and Tiger Woods PGA
Tour®,
and titles based on popular culture such as Harry Potter,
The
Godfather®,
and the yet-to-be released
Warhammer®
Online. Through our EA Partners business, we also
co-develop, co-publish and distribute video games that are
developed and published by other companies, including the MTV
Games/Harmonix game Rock Band. Beginning in fiscal 2009,
we also expect to release video games based on board games and
toys from Hasbro, including NERF, MONOPOLY and TRIVIAL
PURSUIT.
Another cornerstone of our strategy is to publish products that
can be iterated, or sequeled. For example, many of our sports
products, such as Madden NFL Football, come out in a new edition
each year. Other products, such as The Sims and Godfather, can
be sequeled on a less-frequent basis. We refer to these
successful, iterated product families as franchises.
We develop our games using both internal and external resources.
We have development studios and related functions located
worldwide, such as BioWare (Canada and United States), Black Box
(Canada), Blueprint (United States), Bright Light (United
Kingdom), Criterion (United Kingdom), DICE (Sweden), EA Canada,
EA India, EA Los Angeles (United States), EA Montreal (Canada),
EA Redwood Shores (United States), EA Romania, EA Salt Lake City
(United States), Mythic Entertainment (United States), Pogo
(United States and China), Pandemic (United States and
Australia), Phenomic (Germany), The Sims (United States) and
Tiburon (United States). We also have quality and assurance
functions located in several countries such as China, India,
Korea, Singapore and Spain and localization functions located in
several countries such as France, Germany, Italy, Japan, Romania
and Spain. We also engage third-parties to assist with the
development of our games at their own development and production
studios.
Our global sales network allows us to market, publish and
distribute games in over 35 countries throughout the world. In
North America, we generate a significant portion of our net
revenue from direct sales to retailers. Outside of North
America, we generate net revenue primarily from direct-to-retail
sales although, in some of our smaller territories, we also work
with third parties to distribute our games. Our games are also
available via online stores, including our own online store, and
via direct digital download from our website. We also market and
distribute games and other content for cellular handsets through
wireless carriers.
In fiscal 2008, sales of Rock Band, distributed for three
platforms, represented approximately 10 percent of our
total net revenue. In fiscal 2007, we had two titles, Need
for Speed Carbon and Madden NFL 07, published on 10
platforms, each of which represented approximately
11 percent of our total net revenue. In fiscal 2006, we had
one title, Need for Speed Most Wanted, published on eight
platforms, which represented approximately 10 percent of
our total net revenue.
We were initially incorporated in California in 1982. In
September 1991, we reincorporated under the laws of Delaware.
Our principal executive offices are located at 209 Redwood
Shores Parkway, Redwood City, California 94065 and our telephone
number is
(650) 628-1500.
Significant
Business Developments in Fiscal 2008
Label
Reorganization
As described in more detail below, in fiscal 2008, we
reorganized our business into four operating
labels EA Games, EA SPORTS, The Sims and
EA Casual Entertainment and an additional group that
works closely with the labels Global Publishing,
which operates in three regions, North America, Europe and Asia.
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Acquisition
of Bioware and Pandemic Studios
In January 2008, we acquired VG Holding Corp. (VGH),
owner of both BioWare Corp. and Pandemic Studios, LLC, game
development studios that create action-adventure and
role-playing games, such as Mass
Effecttm
(BioWare) and
Mercenariestm
(Pandemic). BioWare has development studios in Edmonton, Canada
and Austin, Texas and Pandemic Studios are located in Los
Angeles, California and Brisbane, Australia.
Transition
to New Video Game Consoles
The video game software industry is cyclical, driven by video
game hardware systems, which have historically had a life cycle
of four to six years. The current cycle began with
Microsofts launch of the Xbox 360 in 2005, and continued
in 2006 when Sony and Nintendo launched their next-generation
systems, the PLAYSTATION 3 and the Wii, respectively. During
fiscal 2008, the installed base of each of these systems
continued to expand and, as a result, sales of our products for
these systems have also increased significantly. At the same
time, however, demand for video games for prior-generation
systems, particularly the original Xbox and the Nintendo
GameCube, has declined. Given its significant installed base and
ongoing popularity outside of North America, we expect to
continue developing and marketing new titles for the PlayStation
2 in fiscal 2009. We only expect to release one title for the
original Xbox and no titles for the Nintendo GameCube in fiscal
2009. The new systems are more complex than their predecessors
(e.g., some use multi-processor technology, new and
unique game controllers, online gameplay functionality and high
definition video capabilities) and development costs have been
greater on a per-title basis than development costs for
prior-generation video game systems.
Proposed
Acquisition of Take-Two Interactive Software
In the fourth quarter of fiscal 2008, we announced a proposal to
acquire all of the issued and outstanding shares of common stock
of Take-Two Interactive Software, Inc. (Take-Two),
for a total purchase price of approximately $2.1 billion
(including fees and expenses). Take-Twos Board of
Directors has stated that our offer undervalues the company and
is not in the best interests of stockholders. If we were to
acquire Take-Two, we expect the acquisition would have a
material impact on our future financial position and results of
operations and cash flows. Although the offer is not conditional
upon any financing arrangements, our Board of Directors has
authorized us to obtain additional financing, a portion of which
may be used in part to fund the acquisition. There can be no
assurance that we will acquire Take-Two.
Our
Operating Structure
Following our fiscal 2008 reorganization, our business is
organized around four operating labels EA Games, EA
SPORTS, The Sims and EA Casual Entertainment and an
additional group that works closely with the labels
Global Publishing. Each label is structured to operate globally
and includes several key functions including development
studios, product marketing, and planning for products and
services. Global Publishing operates in three regions, North
America, Europe and Asia. Global Publishing works in partnership
with the labels and is responsible for strategic planning, field
marketing, sales, distribution, operations, product
certification, quality assurance, motion capture, art
outsourcing and localization within the local markets in which
we operate.
In fiscal 2008, we generated approximately 55 percent of
our net revenue from games developed by our studios that were
initially released during the year, as compared to approximately
65 percent in fiscal 2007. Excluding titles developed for
cellular handsets, during fiscal 2008 we released 34 titles
developed by our studios compared to 32 titles in fiscal 2007.
For the fiscal years ended March 31, 2008, 2007 and 2006,
research and development expenses were $1,145 million,
$1,041 million and $758 million, respectively.
EA
Games Label
The EA Games label is home to the largest number of our studios
and development teams, which together create an expansive and
diverse portfolio of games, such as action-adventure, role
playing, racing and combat games, marketed under the EA brand.
In addition to traditional packaged-goods games, EA Games also
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develops massively-multiplayer online role-playing games which
are persistent state virtual worlds where thousands of other
players can interact with one another. For example, we expect to
launch Warhammer Online in the coming fiscal year. The EA
Games portfolio includes several established franchises such as
Need for Speed, Battlefield, Mercenaries and Burnout. In
addition, EA Games has recently launched new franchises
including SKATE and Army of Two, and has additional titles in
development. EA Games titles are developed primarily at the
following EA studios: Bioware (located in Edmonton, Canada and
Austin, Texas), Black Box (located in Vancouver, Canada),
Criterion (located in Guildford, England), DICE (located in
Stockholm, Sweden), EA Los Angeles, EA Montreal, EA Redwood
Shores, Maxis (located in Emeryville, California), EA Mythic
(located in Fairfax, Virginia), Pandemic Studios (located in Los
Angeles, California and Brisbane, Australia) and Phenomic
(located in Ingelheim, Germany).
EA Games also includes the EA Partners group, which teams with
external game developers and third party companies, to provide
these partners with a variety of services including development,
publishing, and distribution. For example, in fiscal 2008,
through a co-publishing agreement with Crytek, we released
Crysis®
on the PC, and we signed a distribution agreement with
Harmonix, a subsidiary of Viacom, to distribute Rock Band.
EA
SPORTS Label
The EA SPORTS label brings together a wide collection of
sports-based video games marketed under the EA SPORTS brand. EA
SPORTS games range from simulated sports titles with realistic
graphics based on real-world sports leagues, players, events and
venues to more casual games with arcade-style gameplay and
graphics. We seek to release new iterations of many of our EA
SPORTS titles on a regular basis (often annually), in connection
with the commencement of a sports leagues season or a
major sporting event when appropriate. Our EA SPORTS franchises
include FIFA Soccer, Madden NFL Football, Fight Night, NBA Live,
NCAA Football, NCAA March Madness, Tiger Woods PGA Tour, NHL
Hockey, Nascar and Rugby. EA SPORTS games are developed
primarily at our EA Canada (located in Vancouver, British
Columbia) and EA Tiburon studios (located in Orlando, Florida),
and, to a lesser extent, use several development studios
highlighted in the EA Games label description above.
In addition to packaged goods games, the EA SPORTS label offers
online-only games and entertainment. In Korea, EA SPORTS
currently offers EA SPORTS FIFA Online, a free-to-play
online game in which players may purchase additional in-game
content from us (we refer to these consumer purchases of small
elements of additional content as
micro-transactions). We expect to introduce other
online games under the EA SPORTS brand in the future. In fiscal
2009, EA SPORTS will also seek to increase its global presence
through the introduction of new web-based communities centered
on our portfolio of sports games.
The
Sims Label
The Sims label develops and markets life-simulation games and
online communities with an emphasis on creativity, community and
humor.
The Sims has sold over 100 million units world-wide since
it was originally launched in 2000. A significant factor in its
success has been the regular introduction of expansion packs
with new content and gameplay features that can be purchased and
used in connection with our core products, The Sims and
The Sims 2. In fiscal 2008, The Sims label launched two
expansion packs for The Sims 2.
In addition to our expansion packs, The Sims label also launched
several console products in fiscal 2008, most notably
MySimstm
a newly created franchise for the Wii and Nintendo
DS and The Sims 2 Castaway on the Wii,
Nintendo DS, PlayStation 2 and PSP.
The Sims 2 online community has 4 million unique
visitors monthly, with localized communities in 15 countries.
The centerpiece of this community is the user exchange, where
users can download both EA and user-created content for use in
their The Sims 2 core game. To date, there have been over
60 million downloads of content from The Sims 2
exchange.
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The Sims label offers a variety of other online communities
including The Sims On Stage a creative
community featuring karaoke, comedy, poetry, and movie mashups.
EA
Casual Entertainment Label
The EA Casual Entertainment label is focused on creating
compelling casual games for a mass audience of core and non-core
gamers alike. Casual games are intended to be easily accessible,
requiring a minimum time commitment to learn, play and enjoy. EA
Casual Entertainment is responsible for a broad portfolio of
games designed for consoles, handhelds and PCs (including
Pogo.com, our online casual games and community website),
as well as cellular phones (through EA Mobile).
Pogotm. Through
our Pogo online service, we offer casual games such as card
games, puzzle games and word games. We had over 1.6 million
paying Club Pogo subscribers as of March 31, 2008, up from
1.5 million paying subscribers as of March 31, 2007.
In addition to paid subscriptions, Pogo also generates revenue
through online advertising and sales of digital content. We are
continuing to expand our Pogo offerings in Europe.
EA Mobile. Through EA Mobile, we are a leading
global publisher of games and other content (ringtones, images,
etc.) for cellular handsets. Our customers typically purchase
and download our games through a wireless carriers branded
e-commerce
service accessed directly from their cellular handsets.
We engage third parties to develop games for cellular handsets
on our behalf at their own development and production studios
and, to a lesser extent, we develop cellular handset games
internally at our development and production studios located in
the United States, Canada, the United Kingdom, Romania and
India. In fiscal 2008, we released over 30 games for cellular
handsets.
Many of our EA Mobile games are designed to take advantage of
multimedia enhancements in the latest generation of cellular
handsets, including high-resolution color displays, increased
processing power, improved audio capabilities and increased
memory capabilities. We publish games in multiple categories
designed to appeal to a broad range of wireless subscribers.
Hasbro. In August 2007, we entered into a
strategic relationship with Hasbro through which we can create
digital games based upon a significant number of Hasbros
classic board games and toys, including MONOPOLY,
SCRABBLE (North America only), YAHTZEE, TRIVIAL
PURSUIT, NERF, G.I. JOE, and LITTLEST PET SHOP. We
intend to develop Hasbros properties into video games for
children, families and casual gamers and to publish them across
a variety of platforms including cellular handsets, handhelds,
PCs and consoles.
Console, Handheld and PC Games. EA Casual
Entertainment works with third party developers and oversees
internal studios and development teams located in Los Angeles,
Montreal, Salt Lake City and the United Kingdom that are
responsible for console, handheld and PC games geared primarily
towards children, families, and other casual gamers. In fiscal
2008, these games included Harry Potter and the Order of the
Phoenixtm,
Boogietm,
and Smarty
Pantstm.
For fiscal 2009, EA Casual is releasing a number of new titles,
including Harry Potter and the Half-Blood
Princetm,
Boom
Bloxtm,
and
ZUBOtm
as well as several new titles based on well-known Hasbro games
and toys.
Global
Publishing Organization
Our Global Publishing Organization operates in three regions,
North America, Europe and Asia. These organizations work closely
with each label to publish (i.e., market, sell and
distribute) our products (other than EA Mobile games).
Our North America publishing organization is headquartered in
Redwood City, California. We have local offices in several
states including California, Washington and New York, among
others. We also have a distribution center in Kentucky. North
America net revenue increased by 17 percent to
$1.942 billion, or 53 percent of total net revenue in
fiscal 2008, as compared to $1.666 billion, or
54 percent of total net revenue in fiscal 2007.
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Internationally, we conduct business and have wholly-owned
subsidiaries throughout the world, including offices in Europe,
Australia, Asia and Latin America. International net revenue
increased by 21 percent to $1.723 billion, or
47 percent of total net revenue in fiscal 2008, compared to
$1.425 billion, or 46 percent of total net revenue in
fiscal 2007.
Our international and European regional publishing organization
headquarters is located in Geneva, Switzerland. We have local
offices in several European countries including England, France
and Germany, among others. We also have European distribution
centers in the Netherlands and elsewhere in Europe.
We also have a regional publishing headquarters located in
Singapore. We have local offices in several Asia Pacific
countries including Australia, Japan and New Zealand.
The amounts of net revenue and long-lived assets attributable to
each of our geographic regions for each of the last three fiscal
years are set forth in Note 18 of the Notes to Consolidated
Financial Statements, included in Item 8 of this report.
The console, PC and handheld games that we publish are made
available to consumers as packaged goods (usually in Blu-ray
Disc, CD, DVD, cartridge or Universal Media Disc format) that
are typically sold in retail stores and through online stores
(including our own online store). In North America and Europe,
our largest markets, we sell these packaged goods products
primarily to retailers, including mass market retailers (such as
Wal-Mart), electronics specialty stores (such as Best Buy) or
game software specialty stores (such as GameStop). Many of our
PC products and related content (such as booster packs,
expansion packs and smaller pieces of game content) can also be
purchased over the Internet through digital download.
Our global sales network allows us to market, publish and
distribute games for all labels in over 35 countries throughout
the world. We generated approximately 95 percent of our
North American net revenue from direct sales to retailers in
fiscal 2008, with the remaining net revenue being generated
through a limited number of specialized and regional
distributors and rack jobbers in markets where we believe direct
sales would not be economical. Outside of North America, we
derive revenue primarily from direct sales to retailers. In a
few of our smaller markets, we sell our products through
distributors with whom we have agreements. We also distribute
products of other companies through our rack jobbing business in
Switzerland. We had direct sales to GameStop Corp. which
represented approximately 13 percent and 12 percent of
total net revenue in fiscal 2008 and 2007, respectively. We also
had direct sales to Wal-Mart Stores, Inc. which represented
approximately 12 percent of total net revenue in fiscal
2008 and 13 percent of total net revenue in both fiscal
2007 and 2006, respectively.
Marketing activities conducted by the Global Publishing
Organization primarily focus on television and online
advertising, but also include print advertising, retail
merchandising, website development, event sponsorship, and trade
shows.
Our Central Development Services group, which is part of our
Global Publishing Organization, provides development services to
our labels, such as product localization, quality assurance and
certification, motion capture, art outsourcing and media
mastering. Each service is essential to the development and
publishing of our games. By grouping these services together
within a single, centralized organization, we expect to achieve
cost savings through greater scale and efficiency, while
improving the overall quality of our games by providing more
sophisticated and robust services than any of our labels could
sustain on its own. Key components of Central Development
Services strategy are outsourcing to third parties and
moving work offshore to lower-cost markets.
Competition
Our industry is intensely competitive. We compete for the
leisure time and discretionary spending of consumers with other
video game companies, as well as with other providers of
different forms of entertainment, such as motion pictures,
television, social networking, online casual entertainment and
music. Our competitors vary in size from very small companies
with limited resources to very large, diversified corporations
with global operations and greater financial resources than ours.
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We also face heavy competition from other video game companies
and large media companies to obtain license agreements for the
right to use some of the intellectual property included in our
products. Some of these content licenses are controlled by the
diversified media companies, which, in some cases, have decided
to publish their own games based on popular entertainment
properties that they control, rather than licensing the content
to a video game company such as us.
Competition
in Sales of Packaged Goods
Our packaged goods business is characterized by the continuous
introduction of innovative new titles and the development of new
technologies. Competition is also based on product quality and
features, timing of product releases, brand-name recognition,
availability and quality of in-game content, access to
distribution channels, effectiveness of marketing and price.
For sales of packaged goods, we compete directly with Sony,
Microsoft and Nintendo, each of which develop and publish
software for their respective console platforms. We also compete
with numerous companies which, like us, develop and publish
video games that operate on these consoles and on PCs and
handheld game players. These competitors include Activision,
Atari, Capcom, Koei, Konami, LucasArts, Midway, Namco, Sega,
Take-Two Interactive, THQ and Ubisoft. Diversified media
companies such as Fox, Disney, Time Warner, Viacom and Vivendi
are also expanding their software game publishing efforts.
Competition
in Sales for Cellular Handsets
The wireless entertainment applications market segment, for
which we develop and publish games, ring tones, music, video and
wallpapers for cellular handsets, is highly competitive and
characterized by frequent product introductions, rapidly
evolving wireless platforms and new technologies. As demand for
applications continues to increase, we expect new competitors to
enter the market and existing competitors to allocate more
resources to develop and market competing applications. As a
result, we expect competition in the wireless entertainment
market segment to intensify.
Current and potential competitors in the wireless entertainment
applications market segment include major media companies,
traditional video game publishing companies, wireless carriers,
wireless software providers and other companies that specialize
in wireless entertainment applications. We also compete with
wireless content aggregators, who pool applications from
multiple developers (and sometimes publishers) and offer them to
carriers or through other sales channels. In addition, new and
existing competitors are beginning to offer wireless
entertainment applications on an ad-supported basis. Currently,
we consider our primary competitors in the wireless
entertainment applications market segment to be Disney, Fox
Mobile Entertainment, Gameloft, Glu Mobile, Hands-On Mobile,
Namco, Sony Pictures and THQ Wireless.
Competition
in Online Gaming Services
The online games market segment is also highly competitive and
characterized by frequent product introductions, new and
evolving business models and new platforms. As the proportion of
households with a broadband connection continues to grow, we
expect new competitors to enter the market and existing
competitors to allocate more resources toward developing online
games services. As a result, we expect competition in the online
games services market segment to intensify.
Our current and potential competitors in the online games market
segment include major media companies, traditional video game
publishing companies, and companies that specialize in online
games. In the massively multiplayer online game business our
competitors include Atari, Midway, NC Soft, Sony and Vivendi
Games. Competing providers of other kinds of online games
include MSN, Popcap, Real, AOL, Yahoo! and Nexon.
Intellectual
Property
Like other entertainment companies, our business is
significantly based on the creation, acquisition, exploitation
and protection of intellectual property. Some of this
intellectual property is in the form of software code, patented
technology, and other technology and trade secrets that we use
to develop our games and to make
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them run properly. Other intellectual property is in the form of
audio-visual elements that consumers can see, hear and interact
with when they are playing our games we call this
form of intellectual property content.
Our products embody a number of separate forms of intellectual
property protection:
| | The software and the content of our products are copyrighted; | |
| | Our products may use patented inventions and/or trade secrets; | |
| | Our product brands and names may be trademarks of ours or others; | |
| | Our products may contain voices and likenesses of actors, athletes, celebrities and/or commentators (which may be protected by personal publicity rights), and | |
| | Our products often contain musical compositions and recordings that are also copyrighted. |
Our products also may contain content licensed from others, such
as trademarks, fictional characters, storylines and software
code.
We develop products from wholly-owned intellectual properties we
create within our own studios. We also acquire the rights to
include proprietary intellectual property in our products
through acquisitions. We also enter into content license
agreements such as those with sports leagues and player
associations, movie studios and performing talent, music labels,
music publishers and musicians. These licenses are typically
limited to use of the licensed rights in products for specific
time periods. In addition, our products that play on game
consoles, handhelds and cellular handsets include technology
that is owned by the console or handset manufacturer and
licensed non-exclusively to us for use. We also license
technology from providers other than console and handset
manufacturers. While we may have renewal rights for some
licenses, our business and the justification for the development
of many of our products is dependent on our ability to continue
to obtain the intellectual property rights from the owners of
these rights on reasonable terms and at reasonable rates.
As with other forms of entertainment, our products are
susceptible to unauthorized copying. We typically distribute our
PC products using copy protection technology that we license
from other companies. In addition, console manufacturers
typically incorporate security devices in their consoles in an
effort to prevent the use of unlicensed products. Our primary
protection against unauthorized use, duplication and
distribution of our products is enforcement of our copyright and
trademark interests. We typically own the copyright to the
software code as well as the brand or title name trademark under
which our products are marketed. We register our copyrights and
trademarks in the United States and other countries.
Significant
Relationships
Console
Manufacturers
Sony. Under the terms of agreements we have
entered into with Sony Computer Entertainment Inc. and its
affiliates, we are authorized to develop and distribute
disk-based software products and online content compatible with
the PlayStation 2, PLAYSTATION 3 and PSP. Pursuant to these
agreements, we engage Sony to supply PlayStation 2, PLAYSTATION
3 and PSP disks for our products.
Microsoft. Under the terms of agreements we
have entered into with Microsoft Corporation and its affiliates,
we are authorized to develop and distribute DVD-based software
products and online content compatible with the Xbox 360.
Nintendo. Under the terms of agreements we
have entered into with Nintendo Co., Ltd. and its affiliates, we
are authorized to develop and distribute proprietary optical
format disk products and cartridges compatible with the Wii and
the Nintendo DS. Pursuant to these agreements, we engage
Nintendo to supply Wii proprietary optical format disk products
and Nintendo DS cartridges for our products.
Wireless
Carriers
We have agreements to distribute our wireless applications
through more than 160 carriers in over 50 countries. Our
customers download our applications to their cellular handsets
and their wireless carrier
10
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invoices them a one-time fee or monthly subscription fee. Our
carrier distribution agreements establish the fees to be
retained by the carrier for distributing our applications. These
arrangements are typically terminable on short notice. The
agreements generally do not obligate the carriers to market or
distribute any of our applications.
Content
Licensors
Many of our products are based on or incorporate content and
trademarks owned by others. For example, our products include
rights licensed from third parties, including major movie
studios, publishers, artists, authors, celebrities, traditional
game and toy companies, athletes and the major sports leagues
and players associations.
Inventory,
Working Capital, Backlog, Manufacturing and Suppliers
For all of our labels, we manage inventory by communicating with
our customers prior to the release of our products, and then
using our industry experience to forecast demand on a
product-by-product
and
territory-by-territory
basis. Historically, we have experienced high turnover of our
products, and the lead times on re-orders of our products are
generally short (e.g., approximately two to three weeks).
Further, as discussed in Managements Discussion and
Analysis of Financial Condition and Results of Operations,
we have practices in place with our customers (such as stock
balancing and price protection) that reduce product returns.
We typically ship orders immediately upon receipt. To the extent
that any backlog may or may not exist at the end of a reporting
period, it would be both coincidental and an unreliable
indicator of future results of any period.
In many instances, we are able to acquire materials on a
volume-discount basis. We have multiple potential sources of
supply for most materials, except for the disk component of our
PLAYSTATION 3, PlayStation 2, PSP and Wii and Nintendo DS
cartridges.
Our online games and cellular handset applications are delivered
digitally, and therefore, are not manufactured.
Seasonality
Our business is highly seasonal. We have historically
experienced our highest sales volume in the holiday season
quarter ending in December and a seasonal low in sales volume in
the quarter ending in June. Starting in fiscal 2008, we began to
defer the recognition of a significant amount of net revenue
related to our online-enabled packaged goods over an extended
period of time (i.e., typically six months). As a result,
the quarter in which we generate the highest sales volume may be
different than the quarter in which we recognize the highest
amount of net revenue. Our results can also vary based on a
number of factors, including title release dates, consumer
demand for our products, shipment schedules and our revenue
recognition policies.
Employees
As of March 31, 2008, we had approximately 9,000 regular,
full-time employees, of whom over 5,100 were outside the United
States. We believe that our ability to attract and retain
qualified employees is a critical factor in the successful
development of our products and that our future success will
depend, in large measure, on our ability to continue to attract
and retain qualified employees. Less than 3 percent of our
employees, all of whom work for DICE, our Swedish development
studio, are represented by a union, guild or other collective
bargaining organization.
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Executive
Officers
The following table sets forth information regarding our
executive officers as of May 23, 2008:
| Name | Age | Position | ||||
|
John S. Riccitiello
|
48 | Chief Executive Officer | ||||
|
Eric F. Brown
|
42 | Executive Vice President, Chief Financial Officer | ||||
|
Frank D. Gibeau
|
39 | President, EA Games Label | ||||
|
Peter Moore
|
53 | President, EA Sports Label | ||||
|
John Pleasants
|
42 | President, Global Publishing and Chief Operating Officer | ||||
|
Nancy L. Smith
|
55 | President, The Sims Label | ||||
|
Kathy Vrabeck
|
45 | President, EA Casual Entertainment | ||||
|
Gerhard Florin
|
49 | Executive Vice President, General Manager, International Publishing | ||||
|
Joel Linzner
|
56 | Executive Vice President, Business and Legal Affairs | ||||
|
Gabrielle Toledano
|
41 | Executive Vice President, Human Resources | ||||
|
Kenneth A. Barker
|
41 | Senior Vice President, Chief Accounting Officer | ||||
|
Stephen G. Bené
|
44 | Senior Vice President, General Counsel and Corporate Secretary | ||||
Mr. Riccitiello has served as Chief Executive
Officer and a Director of Electronic Arts since April 2007.
Prior to re-joining Electronic Arts, he was a co-founder and
Managing Partner at Elevation Partners, a private equity fund.
From October 1997 to April 2004, he served as President and
Chief Operating Officer of Electronic Arts. Prior to joining
Electronic Arts, Mr. Riccitiello served as President and
Chief Executive Officer of the worldwide bakery division at Sara
Lee Corporation. Before joining Sara Lee, he served as President
and CEO of Wilson Sporting Goods Co. and has also held executive
management positions at Haagen-Dazs, PepsiCo, Inc. and The
Clorox Company. Mr. Riccitiello holds a B.S. degree from
the University of California, Berkeley.
Mr. Brown has served as Executive Vice President,
Chief Financial Officer since April 2008. Prior to re-joining
Electronic Arts, he served as Chief Operating Officer and Chief
Financial Officer of McAfee, Inc., a security technology company
from March 2006 until March 2008. From January 2005 until March
2006, Mr. Brown was McAfees Executive Vice President
and Chief Financial Officer. Mr. Brown served as President
and Chief Financial Officer of MicroStrategy Incorporated, a
business intelligence software provider, from 2000 until 2004.
From October 1998 until February 2000, Mr. Brown served as
Chief Financial Officer of one of EAs business units and
then Chief Operating Officer of EAs studio organization in
Redwood City, CA. Prior to that time, Mr. Brown was
co-founder and Chief Financial Officer of DataSage, Inc.
Mr. Brown also held several senior financial positions with
Grand Metropolitan from 1990 until 1995. Mr. Brown received
an M.B.A. from the Sloan School of Management of the
Massachusetts Institute of Technology and a B.S. in Chemistry
from the Massachusetts Institute of Technology.
Mr. Gibeau was named President, EA Games Label in
June 2007. Prior to that time, he had served as Executive Vice
President, General Manager, North America Publishing beginning
in September 2005. From 2002 until September 2005, he was Senior
Vice President of North American Marketing. Mr. Gibeau has
held various publishing positions since joining the company in
1991. Mr. Gibeau holds a B.S. degree from the University of
Southern California and an M.B.A. from Santa Clara
University.
Mr. Moore was named President, EA Sports, in
September 2007. From January 2003 until he joined Electronic
Arts, Mr. Moore was with Microsoft where he served as head
of Xbox marketing and was later named as Corporate Vice
President, Interactive Entertainment Business, Entertainment and
Devices Division, a position in which he led both the Xbox and
Games for Windows businesses. Prior to joining Microsoft,
Mr. Moore was president and Chief Operating Officer of SEGA
of America, where he was responsible for overseeing SEGAs
video game business in North America. Before joining SEGA,
Mr. Moore was Senior Vice President of Marketing at Reebok
International Ltd. Mr. Moore holds a bachelors degree
from Keele University, United Kingdom, and a masters
degree from California State University, Long Beach.
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Mr. Pleasants was named President, Global Publishing
and Chief Operating Officer in March 2008. Prior to joining EA,
Mr. Pleasants was an investor in, and served as an advisor
to, various privately-held companies. From September 2005 until
June 2007, Mr. Pleasants served as President and Chief
Executive Officer of Revolution Health Group, a comprehensive
consumer-directed healthcare company. From November 1996 until
September 2005, Mr. Pleasants held various senior positions
at IAC/InterActiveCorp, including, most recently, President and
Chief Executive Officer of Ticketmaster (a division of IAC).
Mr. Pleasants holds a B.A. in political science from Yale
University and an M.B.A. from Harvard Business School.
Ms. Smith was named President, The Sims in June
2007. From September 2005 until June 2007, Ms. Smith was
Executive Vice President, General Manager, The Sims Franchise.
From March 1998 until September 2005, she served as Executive
Vice President and General Manager, North American Publishing.
From October 1996 to March 1998, Ms. Smith served as
Executive Vice President, North American Sales. She previously
held the position of Senior Vice President of North American
Sales and Distribution from July 1993 to October 1996 and as
Vice President of Sales from 1988 to 1993. Ms. Smith has
also served as Western Regional Sales Manager and National Sales
Manager since she joined Electronic Arts in 1984. Ms. Smith
holds a B.S. degree in management and organizational behavior
from the University of San Francisco.
Ms. Vrabeck was named President, EA Casual
Entertainment in May 2007. Prior to joining Electronic Arts,
from August 1999 until April 2006, Ms. Vrabeck held various
positions at Activision, Inc., an interactive entertainment
company, including President of Activision Publishing, Executive
Vice President, Global Publishing and Brand Management, and
Executive Vice President, Global Brand Management. Following her
departure from Activision, Ms. Vrabeck served as a
consultant with various companies, including EA. Prior to
joining Activision, Ms. Vrabeck was Senior Vice
President/General Manager with ConAgra Foods, Inc., and also
served in various marketing and sales roles for the Pillsbury
Company and held positions at Quaker Oats Company and Eli
Lilly & Company. Ms. Vrabeck serves on the Board
of Trustees at DePauw University. Ms. Vrabeck received a
B.A. degree from DePauw University and an M.B.A. degree from
Indiana University.
Dr. Florin has served as Executive Vice President,
Publishing Americas and Europe since August 2007.
From June 2007 until August 2007, Dr. Florin served as
Executive Vice President, Global Publishing. From September 2005
until June 2007, Dr. Florin served as Executive Vice
President, International Publishing, and from April 2003 until
September 2005, he served as Senior Vice President and Managing
Director, European Publishing. From 2001 until September 2005,
he served as Vice President, Managing Director for European
countries. From the time he joined EA in 1996 until 2001,
Dr. Florin was the Managing Director for German speaking
countries. Prior to joining EA, Dr. Florin held various
positions at BMG, the global music division of Bertelsmann AG,
and worked as a consultant with McKinsey. Dr. Florin holds
Masters and Ph.D. degrees in Economics from the University of
Augsburg, Germany.
Mr. Linzner has served as Executive Vice President,
Business and Legal Affairs since March 2005. From April 2004 to
March 2005, he served as Senior Vice President, Business and
Legal Affairs. From October 2002 to April 2004, Mr. Linzner
held the position of Senior Vice President of Worldwide Business
Affairs and from July 1999 to October 2002, he held the position
of Vice President of Worldwide Business Affairs. Prior to
joining Electronic Arts in July 1999, Mr. Linzner served as
outside litigation counsel to Electronic Arts and several other
companies in the video game industry. Mr. Linzner earned
his J.D. from Boalt Hall at the University of California,
Berkeley, after graduating from Brandeis University. He is a
member of the Bar of the State of California and is admitted to
practice in the United States Supreme Court, the Ninth Circuit
Court of Appeals and several United States District Courts.
Ms. Toledano has served as Executive Vice President,
Human Resources since April 2007. From February 2006 to April
2007, Ms. Toledano held the position of Senior Vice
President, Human Resources. Prior to joining Electronic Arts,
Ms. Toledano worked at Siebel Systems, Inc. from July 2002
to February 2006 where she held a number of positions, including
Senior Vice President of Human Resources. From September 2000 to
June 2002, she served as Senior Director of Human Resources for
Microsoft Corporation, and from September 1998 until September
2000, she served as Director of Human Resources and Recruiting
for Microsoft. Ms. Toledano earned both her undergraduate
degree in Humanities and her graduate degree in Education from
Stanford University.
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Mr. Barker has served as Senior Vice President,
Chief Accounting Officer since April 2006. From June 2003 to
April 2006, Mr. Barker held the position of Vice President,
Chief Accounting Officer. Prior to joining Electronic Arts,
Mr. Barker was employed at Sun Microsystems, Inc., as Vice
President and Corporate Controller from October 2002 to June
2003 and Assistant Corporate Controller from April 2000 to
September 2002. Prior to that, he was an audit partner at
Deloitte. Mr. Barker graduated from the University of Notre
Dame with a B.A. degree in Accounting.
Mr. Bené has served as Senior Vice President,
General Counsel and Corporate Secretary since October 2004. From
April 2004 to October 2004, Mr. Bené held the position
of Vice President, Acting General Counsel and Corporate
Secretary, and from June 2003 to April 2004, he held the
position of Vice President and Associate General Counsel. Prior
to June 2003, Mr. Bené had served as internal legal
counsel since joining EA in March 1995. Mr. Bené
earned his J.D. from Stanford Law School, and received his B.S.
in Mechanical Engineering from Rice University.
Mr. Bené is a member of the Bar of the State of
California.
Investor
Information
We file or furnish various reports, such as registration
statements, periodic and current reports, proxy statements, and
other materials with the Securities and Exchange Commission
(SEC). You may read and copy any materials we file
with the SEC at the SECs Public Reference Room at
100 F Street, NE, Washington, DC 20549. You may obtain
information on the operation of the Public Reference Room by
calling the SEC at
1-800-SEC-0330.
The SEC maintains a website at www.sec.gov that contains
reports, proxy and information statements, and other information
regarding issuers that file electronically with the SEC,
including our filings. Our annual reports on
Form 10-K,
quarterly reports on
Form 10-Q
and current reports on
Form 8-K,
and any amendments to those reports filed pursuant to
Section 13(a) or 15(d) of the Securities Exchange Act, as
amended, are available free of charge on the Investor Relations
section of our website at http://investor.ea.com as soon
as reasonably practicable after they are electronically filed
with or furnished to the SEC. Except as expressly set forth in
this
Form 10-K
annual report, the contents of our website are not incorporated
into, or otherwise to be regarded as part of this report.
The charters of our Audit, Compensation, and Nominating and
Governance committees of our Board of Directors, as well as our
Global Code of Conduct (which includes code of ethics provisions
applicable to our directors, principal executive officer,
principal financial officer, principal accounting officer, and
other senior financial officers), are available in the Investor
Relations section of our website at
http://investor.ea.com. We will post amendments to our
Global Code of Conduct in the Investor Relations section of our
website. Copies of our charters and Global Code of Conduct are
available without charge by contacting our Investor Relations
department at
(650) 628-1500.
Stockholders of record may hold their shares of our common stock
in book-entry form. This eliminates costs related to safekeeping
or replacing paper stock certificates. In addition, stockholders
of record may request electronic movement of book-entry shares
between their account with our stock transfer agent and their
broker. Stock certificates may be converted to book-entry shares
at any time. Questions regarding this service may be directed to
our stock transfer agent, Wells Fargo Shareowner Services, at
1-800-468-9716
(or
1-651-450-4064
for international callers) or visit their website at
www.wellsfargo.com/shareownerservices.
| Item 1A: | Risk Factors |
Our business is subject to many risks and uncertainties, which
may affect our future financial performance. If any of the
events or circumstances described below occurs, our business and
financial performance could be harmed, our actual results could
differ materially from our expectations and the market value of
our stock could decline. The risks and uncertainties discussed
below are not the only ones we face. There may be additional
risks and uncertainties not currently known to us or that we
currently do not believe are material that may harm our business
and financial performance.
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Table of Contents
Our business is highly dependent on the success and
availability of video game hardware systems manufactured by
third parties, as well as our ability to develop commercially
successful products for these systems.
We derive most of our revenue from the sale of products for play
on video game hardware systems (which we also refer to as
platforms) manufactured by third parties, such as
Sonys PlayStation 2 and PLAYSTATION 3,
Microsofts Xbox 360 and Nintendos Wii. The success
of our business is driven in large part by the commercial
success and adequate supply of these video game hardware
systems, our ability to accurately predict which systems will be
successful in the marketplace, and our ability to develop
commercially successful products for these systems. We must make
product development decisions and commit significant resources
well in advance of anticipated product ship dates. A platform
for which we are developing products may not succeed or may have
a shorter life cycle than anticipated. If consumer demand for
the systems for which we are developing products is lower than
our expectations, our revenue will suffer, we may be unable to
fully recover the investments we have made in developing our
products, and our financial performance will be harmed.
Alternatively, a system for which we have not devoted
significant resources could be more successful than we had
initially anticipated, causing us to miss out on meaningful
revenue opportunities.
Our industry is cyclical, driven by the transition from older
video game hardware systems to new ones. As we continue to move
through the current cycle, our operating results may be volatile
and difficult to predict.
Video game hardware systems have historically had a life cycle
of four to six years, which causes the video game software
market to be cyclical as well. The current cycle began with
Microsofts launch of the Xbox 360 in 2005, and
continued in 2006 when Sony and Nintendo launched their
next-generation systems, the PLAYSTATION 3 and the Wii,
respectively. During fiscal 2008, the installed base of each of
these systems continued to expand and, as a result, sales of our
products for these systems have also increased significantly. At
the same time, however, demand for video games for
prior-generation systems, particularly the original Xbox and the
Nintendo GameCube, has declined significantly. Although we
expect to continue developing and marketing new titles for the
prior-generation PlayStation 2 in fiscal 2009, we only expect to
release one title for the original Xbox and no titles for the
Nintendo GameCube. As a result, we expect our sales of video
games for prior-generation systems to continue to decline. The
decline in prior-generation product sales, particularly the
PlayStation 2, may be greater or faster than we anticipate, and
sales of products for the new platforms may be lower or increase
more slowly than we anticipate. Moreover, we expect development
costs for the new video game systems to continue to be greater
on a per-title basis than development costs for prior-generation
video game systems. As a result of these factors, during the
next several quarters, we expect our operating results to be
more volatile and difficult to predict, which could cause our
stock price to fluctuate significantly.
If we do not consistently meet our product development
schedules, our operating results will be adversely affected.
Our business is highly seasonal, with the highest levels of
consumer demand and a significant percentage of our sales
occurring in the December quarter. In addition, we seek to
release many of our products in conjunction with specific
events, such as the release of a related movie or the beginning
of a sports season or major sporting event. If we miss these key
selling periods for any reason, including product delays or
delayed introduction of a new platform for which we have
developed products, our sales will suffer disproportionately.
Likewise, if a key event to which our product release schedule
is tied were to be delayed or cancelled, our sales would also
suffer disproportionately. Our ability to meet product
development schedules is affected by a number of factors,
including the creative processes involved, the coordination of
large and s