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Electronic Arts (WBO:EA) Cyclically Adjusted Revenue per Share : €20.96 (As of Mar. 2024)


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What is Electronic Arts Cyclically Adjusted Revenue per Share?

E10 is a concept invented by Prof. Robert Shiller, who uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted Revenue per Share and the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years.

Electronic Arts's adjusted revenue per share for the three months ended in Mar. 2024 was €6.017. Add all the adjusted revenue per share for the past 10 years together and divide the count will get our Cyclically Adjusted Revenue per Share, which is €20.96 for the trailing ten years ended in Mar. 2024.

During the past 12 months, Electronic Arts's average Cyclically Adjusted Revenue Growth Rate was 9.90% per year. During the past 3 years, the average Cyclically Adjusted Revenue Growth Rate was 11.80% per year. During the past 5 years, the average Cyclically Adjusted Revenue Growth Rate was 10.00% per year. During the past 10 years, the average Cyclically Adjusted Revenue Growth Rate was 6.30% per year. Please click Growth Rate Calculation Example (GuruFocus) to see how GuruFocus calculates Wal-Mart Stores Inc (WMT)'s revenue growth rate. You can apply the same method to get the Cyclically Adjusted Revenue Growth Rate using Cyclically Adjusted Revenue per Share data.

During the past 13 years, the highest 3-Year average Cyclically Adjusted Revenue Growth Rate of Electronic Arts was 17.80% per year. The lowest was 1.50% per year. And the median was 8.70% per year.

As of today (2024-05-28), Electronic Arts's current stock price is €124.22. Electronic Arts's Cyclically Adjusted Revenue per Share for the quarter that ended in Mar. 2024 was €20.96. Electronic Arts's Cyclically Adjusted PS Ratio of today is 5.93.

During the past 13 years, the highest Cyclically Adjusted PS Ratio of Electronic Arts was 10.40. The lowest was 1.79. And the median was 6.36.


Electronic Arts Cyclically Adjusted Revenue per Share Historical Data

The historical data trend for Electronic Arts's Cyclically Adjusted Revenue per Share can be seen below:

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

* Premium members only.

Electronic Arts Cyclically Adjusted Revenue per Share Chart

Electronic Arts Annual Data
Trend Mar15 Mar16 Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24
Cyclically Adjusted Revenue per Share
Get a 7-Day Free Trial Premium Member Only Premium Member Only 13.82 13.92 16.92 18.86 20.96

Electronic Arts Quarterly Data
Jun19 Sep19 Dec19 Mar20 Jun20 Sep20 Dec20 Mar21 Jun21 Sep21 Dec21 Mar22 Jun22 Sep22 Dec22 Mar23 Jun23 Sep23 Dec23 Mar24
Cyclically Adjusted Revenue per Share Get a 7-Day Free Trial Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only 18.86 19.50 20.57 19.95 20.96

Competitive Comparison of Electronic Arts's Cyclically Adjusted Revenue per Share

For the Electronic Gaming & Multimedia subindustry, Electronic Arts's Cyclically Adjusted PS Ratio, along with its competitors' market caps and Cyclically Adjusted PS Ratio data, can be viewed below:

* Competitive companies are chosen from companies within the same industry, with headquarter located in same country, with closest market capitalization; x-axis shows the market cap, and y-axis shows the term value; the bigger the dot, the larger the market cap. Note that "N/A" values will not show up in the chart.


Electronic Arts's Cyclically Adjusted PS Ratio Distribution in the Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Electronic Arts's Cyclically Adjusted PS Ratio distribution charts can be found below:

* The bar in red indicates where Electronic Arts's Cyclically Adjusted PS Ratio falls into.



Electronic Arts Cyclically Adjusted Revenue per Share Calculation

E10 is a concept invented by Prof. Robert Shiller, who uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted Revenue per Share and the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years.

What is Cyclically Adjusted Revenue per Share? How do we calculate Cyclically Adjusted Revenue per Share?

Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years. Let's use an example to explain.

If we want to calculate the Cyclically Adjusted Revenue per Share of Wal-Mart (WMT) for Dec. 31, 2010, we need to have the inflation data and the revenue per share from 2001 through 2010.

We adjusted the 2001 revenue per share data with the total inflation from 2001 through 2010 to the equivalent revenue in 2010. If the total inflation from 2001 to 2010 is 40%, and Wal-Mart's revenue is $1 a share in 2001, then the 2001's equivalent revenue in 2010 is $1.4 a share. If Wal-Mart's revenue is $1 again in 2002, and the total inflation from 2002 through 2010 is 35%, then the equivalent 2002 revenue in 2010 is $1.35. So on and so forth, you get the equivalent revenue per share of past 10 years. Then you add them together and divided the sum by the count to get Cyclically Adjusted Revenue per Share.

Please note that we use the CPI data of the country/region where the company is headquartered. If the CPI data for that country/region is not available, then we will use the CPI data of the United States as default.

For example, Electronic Arts's adjusted Revenue per Share data for the three months ended in Mar. 2024 was:

Adj_RevenuePerShare= Revenue per Share /CPI of Mar. 2024 (Change)*Current CPI (Mar. 2024)
=6.017/131.7762*131.7762
=6.017

Current CPI (Mar. 2024) = 131.7762.

Electronic Arts Quarterly Data

Revenue per Share CPI Adj_RevenuePerShare
201406 2.775 100.560 3.636
201409 2.386 100.428 3.131
201412 2.827 99.070 3.760
201503 3.278 99.621 4.336
201506 3.200 100.684 4.188
201509 2.327 100.392 3.054
201512 3.158 99.792 4.170
201603 3.659 100.470 4.799
201606 3.591 101.688 4.654
201609 2.658 101.861 3.439
201612 3.595 101.863 4.651
201703 4.547 102.862 5.825
201706 4.120 103.349 5.253
201709 2.604 104.136 3.295
201712 3.182 104.011 4.031
201803 4.112 105.290 5.146
201806 3.140 106.317 3.892
201809 3.590 106.507 4.442
201812 3.727 105.998 4.633
201903 3.616 107.251 4.443
201906 3.578 108.070 4.363
201909 4.135 108.329 5.030
201912 4.877 108.420 5.928
202003 4.299 108.902 5.202
202006 4.437 108.767 5.376
202009 3.335 109.815 4.002
202012 4.710 109.897 5.648
202103 3.872 111.754 4.566
202106 4.454 114.631 5.120
202109 5.408 115.734 6.158
202112 5.555 117.630 6.223
202203 5.835 121.301 6.339
202206 5.949 125.017 6.271
202209 6.893 125.227 7.254
202212 6.387 125.222 6.721
202303 6.365 127.348 6.586
202306 6.481 128.729 6.634
202309 6.593 129.860 6.690
202312 6.581 129.419 6.701
202403 6.017 131.776 6.017

Add all the adjusted revenue per share together and divide 10 will get our Cyclically Adjusted Revenue per Share.


Electronic Arts  (WBO:EA) Cyclically Adjusted Revenue per Share Explanation

If a company grows much fast than inflation, Cyclically Adjusted Revenue per Share may underestimate the company's revenue. Cyclically Adjusted PS Ratio can seem to be too high even the actual PS Ratio is low.

For the Cyclically Adjusted PS Ratio, the revenue per share of the past 10 years are inflation-adjusted and averaged. The result is used for P/S calculation. Since it looks at the average over the last 10 years, the Cyclically Adjusted PS Ratio is also called CAPS Ratio.

The Shiller PE Ratio was first used by professor Robert Shiller. He uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings per share of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted revenue per share of a company over the past 10 years.

Electronic Arts's Cyclically Adjusted PS Ratio of today is calculated as

Cyclically Adjusted PS Ratio=Share Price/Cyclically Adjusted Revenue per Share
=124.22/20.96
=5.93

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

During the past 13 years, the highest Cyclically Adjusted PS Ratio of Electronic Arts was 10.40. The lowest was 1.79. And the median was 6.36.


Be Aware

Cyclically Adjusted PS Ratio works better for cyclical companies. It gives you a better idea on the company's real revenue value.


Electronic Arts Cyclically Adjusted Revenue per Share Related Terms

Thank you for viewing the detailed overview of Electronic Arts's Cyclically Adjusted Revenue per Share provided by GuruFocus.com. Please click on the following links to see related term pages.


Electronic Arts (WBO:EA) Business Description

Traded in Other Exchanges
Address
209 Redwood Shores Parkway, Redwood City, CA, USA, 94065
EA is one of the world's largest third-party video game publishers and has transitioned from a console-based video game publisher to the one of the largest publishers on consoles, PC, and mobile. The firm owns number of large franchises, including Madden, EA Sports FC, Battlefield, Apex Legends, Mass Effect, Dragon's Age, and Need for Speed.

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