UNITED STATES
SECURITIES AND EXCHANGE COMMISSION

WASHINGTON, D.C. 20549

FORM 10-Q

[X] QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE
SECURITIES EXCHANGE ACT OF 1934

For the Quarterly Period Ended December 31, 2002September 30, 2003

OR

[] TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE
SECURITIES EXCHANGE ACT OF 1934

For the Transition Period from ______ to______to_____

Commission File No. 0-17948

ELECTRONIC ARTS INC.

(Exact name of registrant as specified in its charter)
   
Delaware

(State or other jurisdiction of
incorporation or organization)
 94-2838567

(I.R.S. Employer
Identification No.)
   
209 Redwood Shores Parkway
Redwood City, California

(Address of principal executive offices)
 
94065

(Zip Code)

(650) 628-1500

(Registrant’s telephone number, including area code)

Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15 (d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.

YES[X]NO YES [x] NO [  ]

Indicate by check mark whether the registrant is an accelerated filer (as defined in Rule 12b-2 of the Exchange Act). YES [x] NO [  ]

Indicate the number of shares outstanding of each of the issuer’s classes of common stock, as of the latest practicable date.

         
      Outstanding at
Class of Common Stock Par Value February 5, 2003

 
 
Class A common stock  $0.01   143,112,344 
         
      Outstanding at 
Class of Common Stock Par Value  November 03, 2003 
Class A common stock $0.01   148,934,841 

 


TABLE OF CONTENTS

PART I — FINANCIAL INFORMATION
Item 1. Unaudited Condensed Consolidated Financial Statements
CONDENSED CONSOLIDATED BALANCE SHEETS
CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS
CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
Item 2. Management’s Discussion and Analysis Ofof Financial Condition and Results Ofof Operations
Item 3. Quantitative and Qualitative Disclosures About Market Risk
Item 4. Controls and Procedures
PART II OTHER INFORMATION
Item 1. Legal Proceedings
Item 4. Submission of Matters to a Vote of Security Holders
Item 6. Exhibits and Reports on Form 8-K
SIGNATURES
CERTIFICATIONS
EXHIBIT INDEX
EXHIBIT 10.5810.29
EXHIBIT 10.5910.30
EXHIBIT 3.0510.31
EXHIBIT 10.32
EXHIBIT 31.1
EXHIBIT 31.2
EXHIBIT 32.1
EXHIBIT 32.2


ELECTRONIC ARTS INC. AND SUBSIDIARIES
FORM 10-Q
FOR THE PERIOD ENDED SEPTEMBER 30, 2003

INDEX

Table of Contents
      
   Page
Part I — FINANCIAL INFORMATION
   
Part I — Financial Information    
Item 1.Unaudited Condensed Consolidated Financial Statements    
 
Condensed Consolidated Balance Sheets at December 31, 2002as of
September 30, 2003 and March 31, 20022003
  3 
 
Condensed Consolidated Statements of Operations for
the Three Months Ended December 31,September 30, 2003 and 2002 and 2001 and
the NineSix Months Ended December 31,September 30, 2003 and 2002 and 2001
  4 
 
Condensed Consolidated Statements of Cash Flows for
the NineSix Months Ended December 31,September 30, 2003 and 2002 and 2001
  5 
 Notes to Condensed Consolidated Financial Statements  76
 
Item 2.Management’s Discussion and Analysis of Financial Condition and
Results of Operations
  2520
 
Item 3.Quantitative and Qualitative Disclosures About Market Risk  6241
 
Item 4.Controls and Procedures  6443
 
Part II — Other InformationOTHER INFORMATION
    
Item 1.Legal Proceedings  6544
 
Item 4.Submission of Matters to a Vote of Security Holders  6544
 
Item 6.Exhibits and Reports on Form 8-K  6544
 
Signatures  6645 
Certifications  67 
Exhibit Index  6946 

2


PART I — FINANCIAL INFORMATION

Item 1. Unaudited Condensed Consolidated Financial Statements

ELECTRONIC ARTS INC. AND SUBSIDIARIES

CONDENSED CONSOLIDATED BALANCE SHEETS
(Dollars in thousands)
(unaudited)
           
    December 31, March 31,
    2002 2002
    

ASSETS
Current assets:        
 Cash, cash equivalents and short-term investments $1,165,326  $796,936 
 Marketable securities  1,341   6,869 
 Receivables, less allowances of $206,651 and $115,870, respectively  609,029   190,495 
 Inventories, net  33,216   23,780 
 Deferred income taxes  37,732   38,597 
 Other current assets  82,639   95,866 
   
   
 
  Total current assets  1,929,283   1,152,543 
Property and equipment, net  302,231   308,827 
Investments in affiliates  10,231   19,077 
Goodwill and other intangibles, net  119,406   110,512 
Long-term deferred income taxes  55,628   64,065 
Other assets  44,246   44,350 
   
   
 
  $2,461,025  $1,699,374 
   
   
 
LIABILITIES, MINORITY INTEREST AND STOCKHOLDERS’ EQUITY
Current liabilities:        
 Accounts payable $146,816  $88,563 
 Accrued and other liabilities  599,784   364,419 
   
   
 
  Total current liabilities  746,600   452,982 
Minority interest in consolidated joint venture  2,876   3,098 
Stockholders’ equity:        
 Preferred stock, $0.01 par value. Authorized 10,000,000 shares      
 Common stock        
  Class A common stock, $0.01 par value. Authorized 400,000,000 shares; issued and outstanding 142,944,370 and 138,429,269 shares, respectively  1,429   1,384 
  Class B common stock, $0.01 par value. Authorized 100,000,000 shares; issued and outstanding 4,233,463 and 6,233,413 shares, respectively  42   62 
 Paid-in capital  796,950   649,777 
 Retained earnings  914,652   606,795 
 Accumulated other comprehensive loss  (1,524)  (14,724)
   
   
 
  Total stockholders’ equity  1,711,549   1,243,294 
   
   
 
  $2,461,025  $1,699,374 
   
   
 
         
(unaudited)September 30, March 31, 
(In thousands, except share data) 2003  2003 (a) 
 
 
ASSETS
        
Current assets:        
Cash and cash equivalents $376,125  $949,995 
Short-term investments  1,358,049   637,623 
Marketable equity securities  771   1,111 
Receivables, net of allowances of $126,806 and $164,634, respectively  202,802   82,083 
Inventories, net  39,209   39,679 
Deferred income taxes  117,682   117,180 
Other current assets  98,405   83,466 
       
Total current assets  2,193,043   1,911,137 
 
Property and equipment, net  273,305   262,252 
Investments in affiliates  12,909   20,277 
Goodwill  88,650   86,031 
Other intangibles, net  19,784   21,301 
Long-term deferred income taxes  13,840   13,523 
Other assets  15,503   45,012 
       
  $2,617,034  $2,359,533 
       
 
LIABILITIES, MINORITY INTEREST AND STOCKHOLDERS’ EQUITY
        
 
Current liabilities:        
Accounts payable $129,348  $106,329 
Accrued and other liabilities  416,251   464,547 
       
Total current liabilities  545,599   570,876 
 
Commitments and contingencies      
Minority interest in consolidated joint venture     3,918 
 
Stockholders’ equity:        
Preferred stock, $0.01 par value. 10,000,000 shares authorized      
Common stock        
Class A common stock, $0.01 par value. 400,000,000 shares authorized;
296,959,700 and 288,266,610 shares issued and outstanding, respectively
  2,970   2,883 
Class B common stock, $0.01 par value. 100,000,000 shares authorized;
200,130 and 225,130 shares issued and outstanding, respectively
  2   2 
Paid-in capital  1,036,717   856,428 
Retained earnings  1,018,848   923,892 
Accumulated other comprehensive income  12,898   1,534 
       
Total stockholders’ equity  2,071,435   1,784,739 
       
  $2,617,034  $2,359,533 
       

See accompanying Notes to Condensed Consolidated Financial Statements.

(a)Derived from audited financial statements.

3


ELECTRONIC ARTS INC. AND SUBSIDIARIES

CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS
(In thousands, except per share data)
(unaudited)
                     
      Three Months Ended Nine Months Ended
      December 31, December 31,
      2002 2001 2002 2001
      

Net revenues $1,233,726  $832,878  $2,019,114  $1,254,984 
Cost of goods sold  558,680   400,853   898,936   607,642 
  
  
  
  
 
   Gross profit  675,046   432,025   1,120,178   647,342 
  
  
  
  
 
Operating expenses:                
 Marketing and sales  139,492   93,875   260,380   179,699 
 General and administrative  42,250   31,833   95,366   80,451 
 Research and development  112,558   97,406   301,667   285,766 
 Amortization of intangibles  2,245   6,359   6,736   19,309 
 Restructuring and asset impairment charges  9,378   14,051   9,378   14,051 
  
  
  
  
 
    Total operating expenses  305,923   243,524   673,527   579,276 
  
  
  
  
 
   Operating income  369,123   188,501   446,651   68,066 
Interest and other income (expense), net  (4,439)  3,515   (115)  10,292 
  
  
  
  
 
   Income before provision for income taxes and minority interest  364,684   192,016   446,536   78,358 
Provision for income taxes  113,052   59,525   138,426   24,291 
  
  
  
  
 
   Income before minority interest  251,632   132,491   308,110   54,067 
Minority interest in consolidated joint venture  (1,413)  (199)  (253)  147 
  
  
  
  
 
  Net income $250,219  $132,292  $307,857  $54,214 
  
  
  
  
 
Class A common stock:                
Net income:                
 Basic $253,694  $138,998  $317,495  $72,387 
  
  
  
  
 
 Diluted $250,219  $132,292  $307,857  $54,214 
  
  
  
  
 
Net income per share:                
 Basic $1.79  $1.01  $2.26  $0.53 
 Diluted $1.69  $0.92  $2.10  $0.38 
Number of shares used in computation:                
 Basic  141,889   137,103   140,193   136,457 
 Diluted  148,025   143,399   146,860   142,847 
Class B common stock:                
Net loss, net of retained interest in EA.com $(3,475) $(6,706) $(9,638) $(18,173)
  
  
  
  
 
Net loss per share:                
 Basic $(0.86) $(1.11) $(1.84) $(3.02)
 Diluted $(0.86) $(1.11) $(1.84) $(3.02)
Number of shares used in computation:                
 Basic  4,051   6,028   5,247   6,023 
 Diluted  4,051   6,028   5,247   6,023 
                 
  Three Months Ended  Six Months Ended 
(unaudited) September 30,  September 30, 
(In thousands, except per share data) 2003  2002  2003  2002 
 
 
Net revenue $530,005  $453,490  $883,386  $785,388 
Cost of goods sold  213,762   200,867   363,725   343,321 
             
 
Gross profit  316,243   252,623   519,661   442,067 
             
Operating expenses:                
Marketing and sales  64,041   55,514   123,125   120,888 
General and administrative  36,032   27,453   66,792   53,116 
Research and development  113,493   96,164   204,615   186,044 
Amortization of intangibles  810   2,246   1,490   4,491 
             
 
Total operating expenses  214,376   181,377   396,022   364,539 
             
 
Operating income  101,867   71,246   123,639   77,528 
Interest and other income, net  9,130   1,177   13,979   4,324 
             
 
Income before provision for income taxes and minority interest  110,997   72,423   137,618   81,852 
Provision for income taxes  34,409   22,451   42,662   25,374 
             
 
Income before minority interest  76,588   49,972   94,956   56,478 
Minority interest in consolidated joint venture     262      1,160 
             
 
Net income $76,588  $50,234  $94,956  $57,638 
             
 
Net earnings (loss) per share:                
Class A common stock:                
Net income:                
Basic $76,588  $53,407  $94,956  $63,801 
Diluted $76,588  $50,234  $94,956  $57,638 
Net earnings per share:                
Basic $0.26  $0.19  $0.32  $0.23 
Diluted $0.25  $0.17  $0.31  $0.20 
Number of shares used in computation:                
Basic  294,836   279,686   292,263   278,633 
Diluted  307,779   293,237   304,013   292,538 
 
Class B common stock:                
Net loss, net of retained interest in EA.com  N/A  $(3,173)  N/A  $(6,163)
Net loss per share:                
Basic  N/A  $(0.57)  N/A  $(1.07)
Diluted  N/A  $(0.57)  N/A  $(1.07)
Number of shares used in computation:                
Basic  N/A   5,547   N/A   5,759 
Diluted  N/A   5,547   N/A   5,759 

See accompanying Notes to Condensed Consolidated Financial Statements.

4


ELECTRONIC ARTS INC. AND SUBSIDIARIES

CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS
(Dollars in thousands)
(unaudited)

             
      Nine Months
      Ended December 31,
      2002 2001
      
Operating activities:        
 Net income $307,857  $54,214 
  Adjustments to reconcile net income to net cash        
   provided by (used in) operating activities:        
    Minority interest in consolidated joint venture  253   (147)
    Equity in net income of affiliates  (4,213)  (2,134)
    Gain on sale of affiliate     (200)
    Depreciation and amortization  74,329   83,551 
    Non-cash restructuring and asset impairment charges  1,352   6,503 
    Permanent impairment of investments in affiliates  10,590    
    Loss on sale of fixed assets  106   372 
    Loss on marketable securities  273    
    Bad debt expense  7,804   7,142 
    Stock-based compensation  864   2,263 
    Tax benefit from exercise of stock options  36,765   16,789 
    Change in assets and liabilities:        
          Receivables  (424,567)  (296,077)
          Inventories  (9,436)  (9,232)
          Other assets  (13,999)  (46,892)
          Accounts payable  58,222   80,638 
          Accrued and other liabilities  229,392   95,364 
          Deferred income taxes  7,918   (497)
  
  
 
                Net cash provided by (used in) operating activities  283,510   (8,343)
  
  
 
Investing activities:        
 Proceeds from sale of property and equipment  679   258 
 Proceeds from sale of affiliate     570 
 Proceeds from sale of marketable securities  4,794    
 Capital expenditures  (34,470)  (40,056)
 Investment in affiliates, net  (531)  2,918 
 Sales/purchases of short-term investments, net  (151,630)  (64,624)
 Distribution from investment in affiliate  3,000    
 Proceeds from minority interest investment  (751)   
 Acquisition, net of cash acquired  (12,868)   
  
  
 
                Net cash used in investing activities  (191,777)  (100,934)
  
  
 
Financing activities:        
 Proceeds from sales of Class A shares through employee stock plans and other plans  109,876   73,556 
 Proceeds from sales of Class B shares through employee stock plans and other plans  1    
 Purchase of treasury shares     (11,922)
  
  
 
                Net cash provided by financing activities  109,877   61,634 
  
  
 
Translation adjustment  11,632   2,369 
  
  
 
Increase (decrease) in cash and cash equivalents  213,242   (45,274)
Beginning cash and cash equivalents  552,826   419,812 
  
  
 
Ending cash and cash equivalents  766,068   374,538 
Short-term investments  399,258   112,304 
  
  
 
Ending cash, cash equivalents and short-term investments $1,165,326  $486,842 
  
  
 

5


ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS (continued)
(Dollars in thousands)
(unaudited)

          
   Nine Months
   Ended December 31,
   2002 2001
   
Supplemental cash flow information:        
 Cash paid during the period for income taxes $5,358  $7,582 
  
  
 
Non-cash investing activities:        
 Change in unrealized appreciation (loss) on investments and marketable securities $3,075  $(1,443)
  
  
 
Non-cash financing activities:        
 Conversion of 2,000,000 shares of Class B common stock for 206,454 shares of Class A common stock $  9,353  $ 
  
  
 
         
  Six Months Ended 
(unaudited) September 30, 
(In thousands) 2003  2002 
 
 
OPERATING ACTIVITIES
        
 
Net income $94,956  $57,638 
Adjustments to reconcile net income to net cash provided by operating activities:        
Minority interest in consolidated joint venture     (1,160)
Depreciation and amortization  30,847   49,373 
Equity in net income of affiliates  (113)  (1,313)
Other-than-temporary impairment of assets  589   2,830 
Loss on sale of property, equipment and marketable equity securities  45   115 
Stock-based compensation  429   2,161 
Tax benefit from exercise of stock options  40,169   16,866 
Change in assets and liabilities:        
Accounts receivable, net  (133,034)  52,900 
Inventories, net  (406)  (38,586)
Other assets  13,167   (59,870)
Accounts payable  25,309   31,726 
Accrued and other liabilities  (43,711)  (27,111)
       
 
Net cash provided by operating activities  28,247   85,569 
       
 
INVESTING ACTIVITIES
        
Proceeds from sale of property and equipment  88   411 
Proceeds from sale of investments in affiliate  8,467    
Capital expenditures  (28,690)  (23,386)
Purchase of investments in affiliates     (405)
Purchase of short-term investments  (1,270,579)  (264,480)
Proceeds from maturities and sales of short-term investments  547,792   218,268 
Distribution from investment in affiliate     3,000 
Acquisition of subsidiary, net of cash acquired     (12,868)
       
 
Net cash used in investing activities  (742,922)  (79,460)
       
 
FINANCING ACTIVITIES
        
Proceeds from sales of common stock through employee stock plans and other plans  139,875   61,282 
Repurchase of Class B common stock  (225)   
Dividend to joint venture and purchase of minority interest  (5,100)  (751)
Repayment of Class B notes receivable  128    
       
 
Net cash provided by financing activities  134,678   60,531 
       
 
Effect of foreign exchange on cash and cash equivalents  6,127   8,005 
       
Increase (decrease) in cash and cash equivalents  (573,870)  74,645 
Beginning cash and cash equivalents  949,995   552,826 
       
Ending cash and cash equivalents  376,125   627,471 
Short-term investments  1,358,049   293,297 
       
 
Ending cash, cash equivalents and short-term investments $1,734,174  $920,768 
       
 
Supplemental cash flow information:
        
Cash paid during the period for income taxes $4,567  $4,052 
       
 
Non-cash investing activities:
        
Change in unrealized appreciation (loss) on investments and marketable equity securities $(2,186) $2,635 
       
 
Non-cash financing activities:
        
Conversion of 2,000,000 shares of Class B common stock for 412,908 shares of Class A common stock $  $9,353 
       

See accompanying Notes to Condensed Consolidated Financial Statements.

65


ELECTRONIC ARTS INC. AND SUBSIDIARIES

NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)

Note 1. Basis of Presentation(1) BASIS OF PRESENTATION

The condensed consolidated financial statementsCondensed Consolidated Financial Statements are unaudited and reflect all adjustments (consisting only of normal recurring accruals) that, in the opinion of management, are necessary for a fair presentation of the results for the interim periods presented. The results of operations for the current interim periodperiods are not necessarily indicative of results to be expected for the current year or any other period. Certain prior year amounts have been reclassified to conform to the fiscal 20032004 presentation.

These condensed consolidated financial statementsCondensed Consolidated Financial Statements should be read in conjunction with the consolidated financial statementsConsolidated Financial Statements and notesNotes thereto included in the Electronic Arts Inc. (the “Company”(“EA”) Annual Report on Form 10-K for the fiscal year ended March 31, 20022003 as filed with the Securities and Exchange Commission on June 28, 2002.10, 2003.

Note 2. Fiscal YearOn October 20, 2003 EA’s Board of Directors authorized a two-for-one stock split of its Class A common stock which will be distributed on or about November 17, 2003 in the form of a stock dividend for shareholders of record at the close of business on November 3, 2003. All issued and Fiscal Quarteroutstanding share and per share amounts related to EA’s Class A common stock in the accompanying Condensed Consolidated Financial Statements and Notes thereto have been restated to reflect the stock split for all periods presented.

The Company’s(2) FISCAL YEAR AND FISCAL QUARTER

EA’s fiscal year is reported on a 52/53-week period that ends on the final Saturday nearest toof March 31 in each year. The results of operations for fiscal 20032004 and fiscal 20022003 contain 52 weeks. The results of operations for the fiscal quarters ended December 31,September 30, 2003 and September 30, 2002 and 2001each contain 13 weeks.weeks ending on September 27, 2003 and September 28, 2002, respectively. For simplicity of presentation, all fiscal periods are treated as ending on a calendar month end.

(3) STOCK

Tracking Stock

On March 22, 2000, the stockholders of EA authorized the issuance of a new series of common stock, designated as Class B common stock (“Tracking Stock”). The Tracking Stock was intended to reflect the performance of the EA.com business segment. As a result of the approval of the Tracking Stock Proposal, EA’s existing common stock was re-classified as Class A common stock and was intended to reflect the performance of the EA core business segment (see discussion in Note 3. Common 8 of the Notes to Condensed Consolidated Financial Statements). With the authorization of the Class B common stock, EA transferred a portion of its consolidated assets, liabilities, revenue, expenses and cash flows to EA.com Inc., a wholly owned subsidiary of EA.

In March 2003, EA consolidated the operations of the EA.com business segment into EA’s core operations in order to increase efficiency, simplify EA’s reporting structure and more directly integrate EA’s online activities into its core console and PC business. As a result, EA has eliminated dual class reporting starting in fiscal 2004. The majority of outstanding Class B options and warrants not directly held by EA have been acquired or converted to Class A shares and warrants.

EA does not intend to issue additional Class B common stock, stock options or warrants to purchase Class B common stock. No further options are available for grant under EA’s Class B Equity Incentive Plan, and EA is currently in the process of repurchasing the remaining outstanding Class B shares acquired pursuant to the Class B Equity Incentive Plan.

6


Stock Based Compensation

EA accounts for stock-based awards to employees using the intrinsic value method in accordance with Accounting Principles Board Opinion (“APB”) No. 25,“Accounting for Stock Issued to Employees”and related interpretations. EA has adopted the disclosure-only provisions of Statement of Financial Accounting Standards (“SFAS”) No. 123,“Accounting for Stock-Based Compensation”.

In fiscal 2003, EA adopted the disclosure provisions of SFAS No. 148,“Accounting for Stock-Based Compensation — Transition and Disclosure — an Amendment of FASB Statement No. 123”,which provides alternative methods of transition for a voluntary change to the fair-value-based method of accounting for stock-based employee compensation. The Statement also amends the disclosure requirements of SFAS No. 123 to require prominent disclosures in both annual and interim financial statements about the method of accounting for stock-based compensation and the effect of the methods used on reported results.

Had compensation cost for EA’s stock option plans and employee stock purchase plans been determined based on the estimated fair value at the grant dates in accordance with the provisions of SFAS No. 123, EA’s reported net income and net earnings per share would have been the amounts indicated below. The estimated fair value of each option grant is determined on the date of grant using the Black-Scholes option-pricing model.

The following weighted-average assumptions are used for grants made under the stock plans:

                 
  Three Months Ended  Six Months Ended 
  September 30,  September 30, 
  2003  2002  2003  2002 
 
Risk-free interest rate  2.24%  2.27%  2.11%  2.88%
Expected volatility  54%  71%  55%  71%
Expected life (in years)  2.64   2.26   2.64   2.26 
Assumed dividends None None None None

EA’s calculations are based on a multiple option valuation approach and forfeitures are recognized when they occur.

                 
  Three Months Ended  Six Months Ended 
Consolidated September 30,  September 30, 
(In thousands) 2003  2002  2003  2002 
 
 
Net income:                
As reported $76,588  $50,234  $94,956  $57,638 
Deduct: Total stock-based employee compensation expense determined under fair-value-based method for all awards, net of related tax effects  (23,750)  (20,689)  (43,923)  (37,468)
Add: Stock-based employee compensation expense included in reported net income, net of related tax effects  25      74    
  
 
Pro forma $52,863  $29,545  $51,107  $20,170 
  
Earnings per share:                
Please see Class A common stock table below for earnings per share information                

7


                 
  Three Months Ended  Six Months Ended 
Class A common stock September 30,  September 30, 
(In thousands, except per share data) 2003  2002  2003  2002 
 
 
Net income:                
 
As reported- basic $76,588  $53,407  $94,956  $63,801 
Deduct: Total stock-based employee compensation expense determined under fair-value-based method for all awards, net of related tax effects  (23,750)  (20,950)  (43,923)  (37,729)
Add: Stock-based employee compensation expense included in reported net income, net of related tax effects  25      74    
   
Pro forma — basic $52,863  $32,457  $51,107  $26,072 
   
 
As reported — diluted $76,588  $50,234  $94,956  $57,638 
 
Deduct: Total stock-based employee compensation expense determined under fair-value-based method for all awards, net of related tax effects  (23,750)  (21,023)  (43,923)  (37,802)
Add: Stock-based employee compensation expense included in reported net income, net of related tax effects  25      74    
   
 
Pro forma — diluted $52,863  $29,211  $51,107  $19,836 
   
Earnings (loss) per share:                
As reported — basic $0.26  $0.19  $0.32  $0.23 
Pro forma — basic  0.18   0.12   0.17   0.09 
As reported — diluted  0.25   0.17   0.31   0.20 
Pro forma — diluted  0.17   0.10   0.17   0.07 

During the three and six month periods ended September 30, 2003 and 2002, compensation cost for EA’s Class B stock option plans, based on the estimated fair value at the grant dates in accordance with the provisions of SFAS No. 123, would not have had a material impact on EA’s reported net income and net earnings per share.

At the Company’sEA’s Annual Meeting of Stockholders, held on August 1, 2002,July 31, 2003, the stockholders elected (i) to amend the 2000 Class A Equity Incentive Plan to increase by 5,500,00011,000,000 the number of shares of EA’s Class A common stock reserved for issuance under the Company’sPlan and (ii) to amend the 2000 Employee Stock Purchase Plan to increase by 300,000 the number of shares of EA’s Class A common stock reserved for issuance under the Plan.

Note 4. Goodwill and Other Intangible Assets

Effective April 1, 2002, the Company adopted the provisions of Statement of Financial Accounting Standards (“SFAS”) No. 141,“Business Combinations”, which requires business combinations initiated after June 30, 2001 to be accounted for using the purchase method of accounting and acquired intangible assets meeting certain criteria to be recorded apart from goodwill. The Company evaluated its goodwill and intangibles acquired prior to June 30, 2001 using the criteria of SFAS No. 141, which resulted in $41,462,000 of other intangibles to be recorded separately from goodwill and $4,000,000 of acquired workforce intangibles being subsumed into goodwill at April 1, 2002. In addition, effective April 1, 2002, the Company adopted the provisions of SFAS No. 142,“Goodwill and Other Intangible Assets”. SFAS No. 142 requires that purchased goodwill and certain indefinite-lived intangibles no longer be amortized; rather, goodwill will be subject to at least an annual assessment for impairment by applying a fair-value-based test. SFAS No. 142 also requires, among other things, reassessment

78


ELECTRONIC ARTS INC.(4) GOODWILL AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

of the useful lives of existing recognized intangibles and the testing for impairment of existing goodwill and other indefinite-lived intangibles. The Company evaluated the estimated useful lives of existing recognized intangibles and determined that the estimated useful lives of all such assets were appropriate.

In accordance with SFAS No. 142, the Company has ceased to amortize goodwill (see goodwill information in table below). In lieu of amortization, SFAS No. 142 requires a two-step approach to testing goodwill for impairment for each reporting unit. The first step, required to be completed by September 30, 2002, tests for impairment by applying fair value-based tests at the Company’s reporting unit level. The second step (if necessary), required to be completed by March 31, 2003, measures the amount of impairment by applying fair value-based tests to individual assets and liabilities within each reporting unit. The Company completed the first step of transitional goodwill impairment testing during the quarter ended June 30, 2002 and found no indicators of impairment of its recorded goodwill. As a result, the Company has recognized no transitional impairment loss in fiscal 2003 in connection with the adoption of SFAS No. 142. The Company will complete its annual impairment test in the fourth quarter of fiscal 2003 with a measurement date of January 1 and any impairment that arises from that analysis will be accounted for in the fourth quarter of fiscal 2003. There can be no assurance that future impairment tests will not result in a charge to earnings and there is a potential for a write down of goodwill in connection with the annual impairment test.

The following table presents comparative information showing the effects that non-amortization of goodwill would have had on the Condensed Consolidated Statements of Operations for the prior three and nine months ended December 31, 2001 (in thousands, except per share amounts):

                  

   Three Months Ended Nine Months Ended
   December 31, December 31,
   
   2002 2001 2002 2001
   
Reported net income $250,219  $132,292  $307,857  $54,214 
Goodwill amortization, net of tax     1,995      6,039 
  
 Adjusted net income $250,219  $134,287  $307,857  $60,253 
  
Reported diluted net earnings per share $1.69  $0.92  $2.10  $0.38 
Goodwill amortization, net of tax     0.02      0.04 
  
 Adjusted diluted net earnings per share $1.69  $0.94  $2.10  $0.42 
  
OTHER INTANGIBLE ASSETS, NET

During the prior quartersix months ended September 30, 2002, the Company2003, EA recorded an additional $16,139,000$1.2 million of goodwill as a result of anEA’s acquisition of a software development company. The Company operatesSquare Co., Ltd.’s (“Square”) 30 percent interest in two business segments, EA Core and EA.com (seeElectronic Arts Square K.K. in May 2003. See Note 813 of the Notes to Condensed Consolidated Financial Statements).Statements for further discussion on the Square joint venture termination. Goodwill information for each business segment is as follows (in thousands):

                 
 
          Effects of    
  Goodwill as      Foreign  Goodwill as of 
  of March 31,  Goodwill  Currency  September 30, 
  2003  Acquired  Translation  2003 
 
Goodwill $86,031  $1,182  $1,437  $88,650 
 

8


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

                     

  As of         Effects of Foreign As of
  March 31, 2002 Goodwill Acquired Adjustments Currency December 31, 2002
  
EA Core $39,335  $16,139  $  $(200) $55,274 
EA.com  29,715            29,715 

  $69,050  $16,139  $  $(200) $84,989 

Other intangibles consisted of the following (in thousands):

                                 

  December 31, 2002 March 31, 2002
  
 
  Gross       Other Gross       Other
  Carrying Accumulated     Intangibles, Carrying Accumulated     Intangibles,
  Amount Amortization Other Net Amount Amortization Other Net
  
 
Developed/Core Technology $28,263  $(18,795) $  $9,468  $28,263  $(15,455) $  $12,808 
Tradename  35,169   (12,107)     23,062   35,169   (9,854)     25,315 
Subscribers and Other Intangibles  8,694   (6,299)  (508)  1,887   8,694   (5,156)  (199)  3,339 

 

Other Intangibles $72,126  $(37,201) $(508) $34,417  $72,126  $(30,465) $(199) $41,462 

                     
 
  September 30, 2003 
  Gross              Other 
  Carrying  Accumulated          Intangibles, 
  Amount  Amortization  Impairment  Other  Net 
   
Developed/Core Technology $28,263  $(18,886) $(9,377) $  $ 
Tradename  35,169   (14,249)  (1,211)     19,709 
Subscribers and Other Intangibles  8,694   (6,302)  (1,776)  (541)  75 
 
Total $72,126  $(39,437) $(12,364) $(541) $19,784 
 
                     
 
  March 31, 2003 
  Gross              Other 
  Carrying  Accumulated         Intangibles, 
  Amount  Amortization  Impairment  Other  Net 
   
Developed/Core Technology $28,263  $(18,886) $(9,377) $  $ 
Tradename  35,169   (12,763)  (1,211)     21,195 
Subscribers and Other Intangibles  8,694   (6,298)  (1,776)  (514)  106 
 
Total $72,126  $(37,947) $(12,364) $(514) $21,301 
 

Amortization expense for the three and six months ended September 30, 2003 was $0.8 million and $1.5 million, respectively. Amortization expense for the three and six months ended September 30, 2002 was $2.2 million and $4.5 million, respectively. Other intangible assets are amortized using the straight-line method over the lesser of their estimated useful lives or the agreement terms, typically from two to twelve years.

As of December 31, 2002,September 30, 2003, future intangible asset amortization expense is estimated as follows (in thousands):

      


Fiscal Year Ended March 31,  

2003 $1,997 
2004 7,364 
2004 (remaining six months) $1,245 
2005 5,946  2,489 
2006 5,517  2,489 
2007 2,489  2,489 
2008 2,489 
Thereafter 11,104  8,583 


 $34,417  $19,784 


Note 5. Prepaid Royalties9

Prepaid royalties consist primarily of prepayments for manufacturing royalties, co-publishing and/or distribution affiliates and license fees paid to celebrities, professional sports organizations and other organizations for use of their trade name and content. Also included in prepaid royalties are prepayments made to independent software developers under development arrangements that have alternative future uses. Prepaid royalties are expensed at the contractual or effective royalty rate as cost of goods sold based on actual net product sales. Management evaluates the future realization of prepaid royalties quarterly and charges to research and development expense any amounts that management deems unlikely to be realized through future product sales.


(5) PREPAID ROYALTIES, NET

Royalty advances are classified as current and non-current assets based upon estimated net product sales for the following year. The current portion of prepaid royalties, included in otherOther current assets, was $41,487,000 and $65,484,000 at December 31, 2002 and March 31, 2002, respectively. Thethe long-term portion, of prepaid royalties, included in otherOther assets, was $2,885,000 and $1,164,000 at December 31, 2002 and March 31, 2002, respectively.is as follows (in thousands):

         
 
  September 30, 2003  March 31, 2003 
 
Other current assets $33,877  $25,371 
Other assets  5,288   7,382 
 
Prepaid royalties, net $39,165  $32,753 
 

9(6) INVENTORIES, NET


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

Note 6. Inventories,

Inventories net are stated at the lower of cost (first-in, first-out method) or market. Inventories, net at December 31, 2002September 30, 2003 and March 31, 20022003 consisted of (in thousands):

         

  December 31, 2002 March 31, 2002

Raw materials and work in process $2,612  $1,025 
Finished goods  30,604   22,755 

  $33,216  $23,780 

         
 
  September 30, 2003  March 31, 2003 
 
Raw materials and work in process $3,632  $2,762 
Finished goods  35,577   36,917 
 
Inventories, net $39,209  $39,679 
 

Note 7. Accrued and Other Liabilities(7) ACCRUED AND OTHER LIABILITIES

Accrued and other liabilities at December 31, 2002September 30, 2003 and March 31, 20022003 consisted of (in thousands):

         

  December 31, 2002 March 31, 2002

Accrued income taxes $181,298  $94,444 
Accrued royalties  158,423   77,590 
Accrued expenses  132,034   87,104 
Accrued compensation and benefits  97,933   87,985 
Deferred revenue  24,667   13,286 
Warranty reserve  5,429   4,010 

  $599,784  $364,419 

         
 
  September 30, 2003  March 31, 2003 
 
Accrued income taxes $154,573  $154,712 
Other accrued expenses  95,632   111,878 
Accrued compensation and benefits  71,004   109,687 
Accrued royalties  85,176   77,681 
Deferred revenue  9,866   10,589 
 
Accrued and other liabilities $416,251  $464,547 
 

Note 8. Segment Information(8) SEGMENT INFORMATION

SFAS No. 131,“Disclosures About Segments of An Enterprise And Related Information”, establishes standards for the reporting by public business enterprises of information about operating segments, product lines, geographic areas and major customers. The method for determining what information to report is based on the way that management organizes the operating segments within the Companybusiness enterprise for making operational decisions and assessments of financial performance.

The Company’s chief operating decision makerEA’s Chief Operating Decision Maker is considered to be the Company’sEA’s Chief Executive Officer (“CEO”). The CEO reviews financial information presented on a consolidated basis accompanied by disaggregated information about revenuesnet revenue by geographic region and by product lines for purposes of making operating decisions and assessing financial performance.

The Company operatesIn fiscal 2003, EA operated and reviewsreviewed its business in two business segments:

EA Core business segment: creation, marketing and distribution of entertainment software.
EA.com business segment: creation, marketing and distribution of entertainment software which can be played or sold online, ongoing management of subscriptions of online games and website advertising.

EA Core business segment: creation, marketing and distribution of interactive entertainment software.

EA.com business segment: creation, marketing and distribution of interactive entertainment software which can be played or sold online, ongoing management of subscriptions of online games and website advertising.

10


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

Our viewIn March 2003, EA consolidated the operations of the EA.com business segment into its core business. EA considers online functionality to be integral to its existing and future products. Accordingly, beginning April 1, 2003, EA no longer manages its online products and services as a separate business segment, and has consolidated the reporting related to its online products and services into reporting for the overall development and publication of business segments may change due to changesits core products for all reporting periods ending after that date. EA believes that this better reflects the way in the underlying business facts and circumstances and the evolution of our reporting to ourwhich its Chief Operating Decision Maker. Please seeMaker reviews and manages the discussion regarding segmentbusiness and reflects the importance of the online products and services relative to the rest of the business. Concurrently, EA also eliminated separate reporting in the Management’s Discussion and Analysis of Financial Condition and Results of Operations (MD&A).for its Class B common stock for all reporting periods ending after April 1, 2003.

Information about the Company’s business segments is presented belowEA’s operations in North America and foreign areas for the three and ninesix months ended December 31,September 30, 2003 and 2002 and 2001is presented below (in thousands):

              

   Three Months Ended December 31, 2002
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,211,484  $22,242  $1,233,726 
Cost of goods sold  553,579   5,101   558,680 

Gross profit  657,905   17,141   675,046 
Operating expenses:            
 Marketing and sales (a)  124,744   14,748   139,492 
 General and administrative  40,502   1,748   42,250 
 Research and development (b)  84,351   28,207   112,558 
 Amortization of intangibles (c)  927   1,318   2,245 
 Restructuring and asset impairment charges  9,378      9,378 

Total operating expenses  259,902   46,021   305,923 

Operating income (loss)  398,003   (28,880)  369,123 
Interest and other income (expense), net  (4,359)  (80)  (4,439)

Income (loss) before provision for income taxes and minority interest  393,644   (28,960)  364,684 
Provision for income taxes  113,052      113,052 

Income (loss) before minority interest  280,592   (28,960)  251,632 
Minority interest in consolidated joint venture  (1,413)     (1,413)

Net income (loss) before retained interest in EA.com $279,179  $(28,960) $250,219 

Interest income $5,010  $3  $5,013 
Depreciation and amortization  12,365   12,591   24,956 
Identifiable assets  2,314,494   146,531   2,461,025 
Capital expenditures  10,965   119   11,084 
                     
 
          Asia       
          Pacific       
  North      (excluding       
  America  Europe  Japan)  Japan  Total 
   
Three months ended September 30, 2003
                    
Net revenue from unaffiliated customers $358,184  $145,002  $17,617  $9,202  $530,005 
Interest income  6,013   690   27      6,730 
Depreciation and amortization  11,138   6,087   241   158   17,624 
Total assets  1,988,171   573,289   29,908   25,666   2,617,034 
Capital expenditures  12,610   3,621   324   (52)  16,503 
Long-lived assets  240,050   137,157   2,244   2,288   381,739 
 
Three months ended September 30, 2002
                    
Net revenue from unaffiliated customers $313,559  $116,654  $13,803  $9,474  $453,490 
Interest income  4,012   421   41   1   4,475 
Depreciation and amortization  20,793   3,893   229   152   25,067 
Total assets  1,402,119   408,419   24,156   12,391   1,847,085 
Capital expenditures  11,507   3,281   102   87   14,977 
Long-lived assets  287,883   136,301   1,847   2,509   428,540 
 
Six months ended September 30, 2003
                    
Net revenue from unaffiliated customers $557,025  $272,928  $32,088  $21,345  $883,386 
Interest income  12,271   1,662   64      13,997 
Depreciation and amortization  20,226   9,831   477   313   30,847 
Capital expenditures  22,268   5,804   607   11   28,690 
 
Six months ended September 30, 2002
                    
Net revenue from unaffiliated customers $487,138  $243,184  $28,992  $26,074  $785,388 
Interest income  8,284   793   94   1   9,172 
Depreciation and amortization  41,299   7,318   462   294   49,373 
Capital expenditures  17,833   5,127   262   164   23,386 

11


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

              

   Three Months Ended December 31, 2001
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $810,930  $21,948  $832,878 
Cost of goods sold  395,261   5,592   400,853 

Gross profit  415,669   16,356   432,025 
Operating expenses:            
 Marketing and sales (a)  84,192   9,683   93,875 
 General and administrative  29,116   2,717   31,833 
 Research and development (b)  66,030   31,376   97,406 
 Amortization of intangibles (c)  3,205   3,154   6,359 
 Restructuring and asset impairment charges     14,051   14,051 

Total operating expenses  182,543   60,981   243,524 

Operating income (loss)  233,126   (44,625)  188,501 
Interest and other income (expense), net  3,597   (82)  3,515 

Income (loss) before provision for income taxes and minority interest  236,723   (44,707)  192,016 
Provision for income taxes  59,525      59,525 

Income (loss) before minority interest  177,198   (44,707)  132,491 
Minority interest in consolidated joint venture  (199)     (199)

Net income (loss) before retained interest in EA.com $176,999  $(44,707) $132,292 

Interest income $3,025  $8  $3,033 
Depreciation and amortization  13,438   14,819   28,257 
Identifiable assets  1,502,949   192,424   1,695,373 
Capital expenditures  8,660   1,685   10,345 

12


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

              

   Nine Months Ended December 31, 2002
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,958,297  $60,817  $2,019,114 
Cost of goods sold  887,814   11,122   898,936 

Gross profit  1,070,483   49,695   1,120,178 
Operating expenses:            
 Marketing and sales (a)  228,473   31,907   260,380 
 General and administrative  89,448   5,918   95,366 
 Research and development (b)  221,716   79,951   301,667 
 Amortization of intangibles (c)  2,780   3,956   6,736 
 Restructuring and asset impairment charges  9,378      9,378 

Total operating expenses  551,795   121,732   673,527 

Operating income (loss)  518,688   (72,037)  446,651 
Interest and other income (expense), net  67   (182)  (115)

Income (loss) before provision for income taxes and minority interest  518,755   (72,219)  446,536 
Provision for income taxes  138,426      138,426 

Income (loss) before minority interest  380,329   (72,219)  308,110 
Minority interest in consolidated joint venture  (253)     (253)

Net income (loss) before retained interest in EA.com $380,076  $(72,219) $307,857 

Interest income $14,109  $76  $14,185 
Depreciation and amortization  36,974   37,355   74,329 
Capital expenditures  33,774   696   34,470 

13


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

              

   Nine Months Ended December 31, 2001
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,201,407  $53,577  $1,254,984 
Cost of goods sold  595,468   12,174   607,642 

Gross profit  605,939   41,403   647,342 
Operating expenses:            
 Marketing and sales (a)  150,002   29,697   179,699 
 General and administrative  72,535   7,916   80,451 
 Research and development (b)  185,138   100,628   285,766 
 Amortization of intangibles (c)  9,615   9,694   19,309 
 Restructuring and asset impairment charges     14,051   14,051 

Total operating expenses  417,290   161,986   579,276 

Operating income (loss)  188,649   (120,583)  68,066 
Interest and other income (expense), net  10,865   (573)  10,292 

Income (loss) before provision for income taxes and minority interest  199,514   (121,156)  78,358 
Provision for income taxes  24,291      24,291 

Income (loss) before minority interest  175,223   (121,156)  54,067 
Minority interest in consolidated joint venture  147      147 

Net income (loss) before retained interest in EA.com $175,370  $(121,156) $54,214 

Interest income $12,493  $43  $12,536 
Depreciation and amortization  38,267   45,284   83,551 
Capital expenditures  27,609   12,447   40,056 

(a)EA.com MarketingEA’s sales to Wal-mart Stores represented 15 and Sales includes $4,467,000 and $4,466,000 of Carriage Fee for the three months ended December 31, 2002 and 2001, respectively. EA.com Marketing and Sales includes $13,399,000 and $13,398,000 of Carriage Fee for the nine months ended December 31, 2002 and 2001, respectively.
(b)EA.com Research and Development includes $12,422,000 of Network Development and Support and $2,708,000 of Customer Relationship Management (CRM) for the three months ended December 31, 2002; and includes $14,858,000 of Network Development and Support and $2,583,000 of CRM for the three months ended December 31, 2001. EA.com Research and Development includes $36,533,000 of Network Development and Support and $7,052,000 of CRM for the nine months ended December 31, 2002; and includes $46,903,000 of Network Development and Support and $8,493,000 of CRM for the nine months ended December 31, 2001.
(c)Results for fiscal 2003 do not include amortization of goodwill as a result of adopting SFAS No. 142. Amortization of intangibles for the three months ended December 30, 2001 includes goodwill amortization of $1,485,000 for EA Core and $1,406,000 for EA.com. Amortization of intangibles for the nine months ended December 31, 2001 includes goodwill amortization of $4,456,000 for EA Core and $4,296,000 for EA.com.

14


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

The Company’s operations, presented geographically, percent of total net revenue for the three and ninesix months ended December 31,September 30, 2003, respectively. EA’s sales to Wal-mart Stores represented 17 and 14 percent of total net revenue for the three and six months ended September 30, 2002, and 2001 are presented below (in thousands):

                          

           Asia            
   North     Pacific            
   America Europe (excluding Japan) Japan Eliminations Total
   
Three months ended December 31, 2002
  
Net revenues from unaffiliated customers $695,630  $470,742  $38,208  $29,146  $  $1,233,726 
Intercompany revenues  (5,082)  36,726   3,126      (34,770)   
  
 Total net revenues  690,548   507,468   41,334   29,146   (34,770)  1,233,726 
  
Operating income  203,408   158,749   4,293   4,773   (2,100)  369,123 
Interest income  4,404   575   34         5,013 
Depreciation and amortization  21,111   3,453   227   165      24,956 
Identifiable assets  1,750,576   626,301   50,398   33,750      2,461,025 
Capital expenditures  8,550   1,894   470   170      11,084 
Long-lived assets  366,503   183,852   5,239   5,151      560,745 
 
Three months ended December 31, 2001
                        
Net revenues from unaffiliated customers $510,752  $279,601  $21,801  $20,724  $  $832,878 
Intercompany revenues  1,222   17,262   2,753   55   (21,292)   
  
 Total net revenues  511,974   296,863   24,554   20,779   (21,292)  832,878 
  
Operating income  71,022   116,770   167   700   (158)  188,501 
Interest income  2,742   254   37         3,033 
Depreciation and amortization  24,204   3,632   250   171      28,257 
Identifiable assets  1,202,728   440,991   29,368   22,286      1,695,373 
Capital expenditures  7,331   2,340   437   237      10,345 
Long-lived assets  351,891   164,079   4,522   4,406      524,898 
 
Nine months ended December 31, 2002
                        
Net revenues from unaffiliated customers $1,182,768  $713,926  $67,200  $55,220  $  $2,019,114 
Intercompany revenues  (7,998)  57,561   5,036   57   (54,656)   
  
 Total net revenues  1,174,770   771,487   72,236   55,277   (54,656)  2,019,114 
  
Operating income  230,976   211,903   5,002   693   (1,923)  446,651 
Interest income  12,688   1,368   128   1      14,185 
Depreciation and amortization  62,410   10,771   689   459      74,329 
Capital expenditures  26,383   7,021   732   334      34,470 
 
Nine months ended December 31, 2001
                        
Net revenues from unaffiliated customers $783,369  $392,615  $39,859  $39,141  $  $1,254,984 
Intercompany revenues  3,553   26,708   6,860   55   (37,176)   
  
 Total net revenues  786,922   419,323   46,719   39,196   (37,176)  1,254,984 
  
Operating income (loss)  (24,683)  92,648   (129)  (302)  532   68,066 
Interest income  10,974   1,392   170         12,536 
Depreciation and amortization  72,408   10,044   616   483      83,551 
Capital expenditures  29,941   8,604   710   801      40,056 
respectively.

15


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

Information about the Company’sEA’s net revenuesrevenue by product line for the three and ninesix months ended December 31,September 30, 2003 and 2002 and 2001 is presented below (in thousands):

                                 

  Three Months Ended Nine Months Ended
  December 31, December 31,
  
 
  2002 % of total 2001 % of total 2002 % of total 2001 % of total

PlayStation 2 $459,407   37% $227,554   27% $752,717   37% $369,836   30%
PC  219,083   18%  194,856   23%  377,835   19%  318,818   25%
Xbox  116,836   9%  44,629   5%  174,466   9%  44,629   4%
Nintendo GameCube  111,103   9%  30,026   4%  153,897   8%  30,026   2%
PlayStation  53,066   4%  122,940   15%  90,495   4%  162,129   13%
Game Boy Advance  68,102   6%  30,543   4%  73,919   4%  30,543   2%
Advertising  9,461   1%  10,556   1%  28,579   1%  25,317   2%
Game Boy Color  22,610   2%  24,176   3%  25,131   1%  28,455   2%
Online Subscriptions  9,193   1%  7,002   1%  24,969   1%  22,146   2%
License, OEM and Other  7,396      19,813   2%  16,349   1%  37,464   3%
Affiliated Label  157,469   13%  120,783   15%  300,757   15%  185,621   15%

  $1,233,726   100% $832,878   100% $2,019,114   100% $1,254,984   100%

                 
 
  Three Months Ended  Six Months Ended 
  September 30,  September 30, 
 
  2003  2002  2003  2002 
 
PlayStation® 2
 $221,180  $158,712  $339,549  $293,310 
PC  93,022   82,686   173,360   158,752 
Xbox
  68,691   37,527   100,212   57,630 
Nintendo GameCube
  24,553   27,838   45,707   42,794 
Subscription Services  11,124   8,321   24,755   16,860 
Advertising, Programming, Licensing, and Other  7,552   14,161   16,263   29,508 
PlayStation®
  7,562   24,206   13,313   37,429 
Game Boy® Advance
  3,809   3,679   6,168   5,817 
Co-publishing and Distribution  92,512   96,360   164,059   143,288 
 
Total Net Revenue $530,005  $453,490  $883,386  $785,388 
 

Note 9.(9) COMPREHENSIVE INCOME

SFAS No. 130,“Reporting Comprehensive IncomeIncome”, requires classification of other comprehensive income in a financial statement and display of other comprehensive income separately from retained earnings and additional paid-in capital. Other comprehensive income primarily includes foreign currency translation adjustments and unrealized gains (losses) on investments.

The components of comprehensive income, net of tax, for the three and ninesix months ended December 31,September 30, 2003 and 2002 and 2001 wereare summarized as follows (in thousands):

                  

   Three Months Ended Nine Months Ended
   December 31, December 31,
   
 
   2002 2001 2002 2001

Net income $250,219  $132,292  $307,857  $54,214 

Other comprehensive income:                
 Change in unrealized appreciation (loss) on investments, net of tax expense of $165, $356, $1,636 and $434  153   1,982   1,317   (1,877)
 Reclassification of (gain) loss realized in net income for marketable securities, net of a tax expense of ($693) and ($252)  (1,544)     374    
 Foreign currency translation adjustments  3,737   (839)  11,509   3,175 

Total other comprehensive income  2,346   1,143   13,200   1,298 

Total comprehensive income $252,565  $133,435  $321,057  $55,512 

                 
 
  Three Months Ended  Six Months Ended 
  September 30,  September 30, 
 
  2003  2002  2003  2002 
 
Net income $76,588  $50,234  $94,956  $57,638 
 
Other comprehensive income (loss):                
Change in unrealized appreciation (loss) on investments, net of tax (benefit)/expense of $(793), $843, $(675) and $1,471, respectively  (1,811)  1,249   (1,504)  1,164 
Adjustment for loss (gain) realized in net income, net of tax (benefit)/expense of $0, $441, $(3) and $441, respectively     1,918   (7)  1,918 
 
Foreign currency translation adjustments  1,174   (1,538)  12,875   7,772 
 
 
Total other comprehensive income (loss)  (637)  1,629   11,364   10,854 
 
 
Total comprehensive income $75,951  $51,863  $106,320  $68,492 
 

The foreign currency translation adjustments are not adjusted for income taxes as they relate to indefinite investments in non-U.S. subsidiaries.

1612


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

Note 10. Net Earnings (Loss) Per Share(10) NET EARNINGS (LOSS) PER SHARE

The following summarizes the computations of Basic Earnings Per Share (“EPS”) and Diluted EPS. Basic EPS is computed as net earnings divided by the weighted-average number of common shares outstanding for the period. Diluted EPS reflects the potential dilution that could occur from common shares issuable through stock-based compensation plans including stock options, restricted stock awards, warrants and other convertible securities using the treasury stock method.

                 
(In thousands, except per share amounts):
  Three months ended  Six months ended 
  September 30, 2003  September 30, 2003 
    
  Class A common  Class A common  Class A common  Class A common 
  stock-Basic  stock-Diluted  stock-Basic  stock-Diluted 
 
Net income $76,588  $76,588  $94,956  $94,956 
 
 
Shares used to compute net earnings per share:
Weighted-average common shares  294,836   294,836   292,263   292,263 
Dilutive stock equivalents     12,943      11,750 
 
Dilutive potential common shares  294,836   307,779   292,263   304,013 
 
 
Net earnings per share:                
Basic $0.26   N/A  $0.32   N/A 
Diluted  N/A  $0.25   N/A  $0.31 
 
             
(In thousands, except per share amounts):
  Three months ended September 30, 2002 
 
  Class A common  Class A common  Class B common 
  Stock- Basic  stock-Diluted  Stock 
 
Net income (loss) before retained interest in EA.com $73,561  $50,234  $(23,327)
Net loss related to retained interest in EA.com  (20,154)     20,154 
 
Net income (loss) $53,407  $50,234  $(3,173)
 
 
Shares used to compute net earnings (loss) per share:            
Weighted-average common shares  279,686   279,686   5,547 
Dilutive stock equivalents     13,551    
 
Dilutive potential common shares  279,686   293,237   5,547 
 
 
Net earnings (loss) per share:            
Basic $0.19   N/A  $(0.57)
Diluted  N/A  $0.17  $(0.57)
 

Net income (loss) per share is computed individually13


             
(In thousands, except per share amounts):
  Six months ended September 30, 2002 
 
  Class A common  Class A common  Class B common 
  Stock- Basic  stock-Diluted  Stock 
 
Net income (loss) before retained interest in EA.com $100,897  $57,638  $(43,259)
Net loss related to retained interest in EA.com  (37,096)     37,096 
 
Net income (loss) $63,801  $57,638  $(6,163)
 
 
Shares used to compute net earnings (loss) per share:            
Weighted-average common shares  278,633   278,633   5,759 
Dilutive stock equivalents     13,905    
 
Dilutive potential common shares  278,633   292,538   5,759 
 
 
Net earnings (loss) per share:            
Basic $0.23   N/A  $(1.07)
Diluted  N/A  $0.20  $(1.07)
 

Excluded from the above computation of weighted-average shares for Class A Diluted EPS for the three and six months ended September 30, 2003, were options to purchase 339,000 and 574,000 shares, respectively, as the options’ exercise prices were greater than the average market price of the common stockshares during the respective periods. For the three and six months ended September 30, 2003, the weighted-average exercise prices of these options were $44.49 and $40.78 per share, respectively.

Excluded from the above computation of weighted-average shares for Class BA Diluted EPS for the three and six months ended September 30, 2002, were options to purchase 697,000 and 462,000 shares, respectively, as the options’ exercise prices were greater than the average market price of the common stock. Please seeshares during the discussion regarding segment reporting inrespective periods. For the MD&A.

             

(in thousands, except per share amounts):            
  Three months ended December 31, 2002
  Class A common Class A common Class B
  stock-Basic stock-Diluted common stock

Net income (loss) before retained interest in EA.com $279,179  $250,219  $(28,960)
Net loss related to retained interest in EA.com  (25,485)     25,485 

Net income (loss) $253,694  $250,219  $(3,475)

Shares used to compute net income (loss) per share:            
Weighted-average common shares  141,889   141,889   4,051 
Dilutive stock equivalents     6,136    

Dilutive potential common shares  141,889   148,025   4,051 

Net income (loss) per share:            
Basic $1.79   N/A  $(0.86)
Diluted  N/A  $1.69  $(0.86)

three and six months ended September 30, 2002, the weighted-average exercise prices of these options were $31.87 and $31.72 per share, respectively.

17


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

             

(in thousands, except pershare amounts):            
  Nine months ended December 31, 2002
  Class A common Class A common Class B
  stock-Basic stock-Diluted common stock

Net income (loss) before retained interest in EA.com $380,076  $307,857  $(72,219)
Net loss related to retained interest in EA.com  (62,581)     62,581 

Net income (loss) $317,495  $307,857  $(9,638)

Shares used to compute net income (loss) per share:            
Weighted-average common shares  140,193   140,193   5,247 
Dilutive stock equivalents     6,667    

Dilutive potential common shares  140,193   146,860   5,247 

Net income (loss) per share:            
Basic $2.26   N/A  $(1.84)
Diluted  N/A  $2.10  $(1.84)

             

(in thousands, except per share amounts):            
  Three months ended December 31, 2001
  Class A common Class A common Class B
  stock-Basic stock-Diluted common stock

Net income (loss) before retained interest in EA.com $176,999  $132,292  $(44,707)
Net loss related to retained interest in EA.com  (38,001)     38,001 

Net income (loss) $138,998  $132,292  $(6,706)

Shares used to compute net income (loss) per share:            
Weighted-average common shares  137,103   137,103   6,028 
Dilutive stock equivalents     6,296    

Dilutive potential common shares  137,103   143,399   6,028 

Net income (loss) per share:            
Basic $1.01   N/A  $(1.11)
Diluted  N/A  $0.92  $(1.11)

18


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

             

(in thousands, except per share amounts):            
  Nine months ended December 31, 2001
  Class A common Class A common Class B
  stock-Basic stock-Diluted common stock

Net income (loss) before retained interest in EA.com $175,370  $54,214  $(121,156)
Net loss related to retained interest in EA.com  (102,983)     102,983 

Net income (loss) $72,387  $54,214  $(18,173)

Shares used to compute net income (loss) per share:            
Weighted-average common shares  136,457   136,457   6,023 
Dilutive stock equivalents     6,390    

Dilutive potential common shares  136,457   142,847   6,023 

Net income (loss) per share:            
Basic $0.53   N/A  $(3.02)
Diluted  N/A  $0.38  $(3.02)

TheFor the three and six months ended September 30, 2002, the Diluted EPS calculation for Class A common stock, includespresented above, included the potential dilution from the conversion of Class B common stock to Class A common stock in the event that anthe initial public offering for Class B common stock doesdid not occur. Net income used for the calculation of Diluted EPS for Class A common stock was $250,219,000 and $132,292,000$50.2 million for the three months ended December 31,September 30, 2002 and 2001, respectively. Net income used$57.6 million for the calculation of Diluted EPS for Class A common stock was $307,857,000 and $54,214,000 for the ninesix months ended December 31, 2002 and 2001, respectively.September 30, 2002. This net income includesincluded the remaining interest in EA.com, (100% of EA.com losses), which iswas directly attributable to outstanding Class B sharescommon stock owned by third parties, whichand would behave been included in the Class A common stock EPS calculation in the event that anthe initial public offering for Class B common stock doesdid not occur.

Excluded from the above computation of weighted-average shares for Diluted EPS for Class A common stock were options to purchase 276,000 The remaining interest in EA.com was approximately 15 percent through August 2002, 12 percent through February 2003 and 1,333,000 shares of common stock for the three and nine months ended December 31, 2002, respectively, as the options’ exercise price was greater than the average market price of the common shares. For the three and nine months ended December 31, 2002, the weighted-average exercise price of these respective options was $66.18 and $63.54 per share, respectively. Similarly, options to purchase 1,729,000 and 1,425,000 shares of common stock were excluded for the three and nine months ended December 31, 2001, respectively, as the options’ exercise price was greater than the average market price of the common shares. For the three and nine months ended December 31, 2001, the weighted-average exercise price of these respective options was $57.69 and $57.59 per share, respectively.one percent through March 2003.

Due to the net loss attributable for the three and ninesix months ended December 31,September 30, 2002 on a diluted basis to Class B Stockholders,common stock, stock options have been excluded from the Diluted EPS

19


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

calculation as their inclusion would have been antidilutive. Had net income been reported for the ninethree and six months ended December 31,September 30, 2002, an additional 297,000226,000 and 422,000 shares, respectively, would have been added to diluted potential common shares for Class B common stock. Similarly, an additional 828,000 and 884,000 shares would have been added to diluted potential common shares for Class B common stock for the three and nine months ended December 31, 2001, respectively.

Note 11.(11) RESTRUCTURING AND ASSET IMPAIRMENT CHARGES

2003 Studio Restructuring and Asset Impairment Charges

EA Core

During the third quarter ended December 31, 2002, the Companyof fiscal 2003, EA closed its office located in San Francisco, California and its studio located in Seattle, Washington. The office and studio closures were a result of the Company’sEA’s strategic decision to consolidate local development efforts in Redwood City, California and Vancouver, British Columbia, Canada. The CompanyEA recorded total pre-tax charges of $9,378,000,$9.4 million, consisting of $7,310,000$7.3 million for consolidation of facilities, $1,452,000$1.5 million for the write-off impairment

14


of non-current assets and $616,000$0.6 million for workforce reductions. The facilities charge was net of a reduction in deferred rent of $533,000.$0.5 million.

The exit plans resultedAdditionally, during the fourth quarter of fiscal 2003, EA approved a plan to consolidate its Los Angeles, California, Irvine, California and Las Vegas, Nevada, studios into one major game studio in Los Angeles. These measures were taken in order to maximize efficiencies and streamline the creative development process and operations of EA’s studios. In connection with these consolidation activities, EA recorded a total pre-tax restructuring charge of $5.1 million, including $1.6 million for the shutdown of facilities related to non-cancelable lease payments for permanently vacated properties and associated costs, $2.0 million for the impairment of abandoned equipment and leasehold improvements at facilities that were permanently vacated and $1.5 million for employee severance expenses related to involuntary terminations.

Online Restructurings

Fiscal 2003 Restructuring
In March 2003, EA consolidated the operations of the EA.com business segment into its core business segment, and eliminated separate reporting for its Class B common stock for all reporting periods after fiscal 2003. During the fourth quarter of fiscal 2003, EA recorded restructuring charges of $67.0 million, consisting of $1.8 million for workforce reductionreductions, $2.3 million for consolidation of approximately 33 personnel in developmentfacilities and other administrative departments.charges, and $62.9 million for the impairment of non-current assets. The estimated costs for workforce reduction included severance charges for terminated employees, costs for certain outplacement service contracts and costs associated with the tender offer to retire employee Class B options. The consolidation of facilities included contractual rental commitments under the real estate lease for unutilized office space, offset by estimated future sub-lease income. In addition, the exit plans resulted in the write-offclosure of certain non-current fixed assets, primarily leasehold improvements.

The following table summarizes the activity in the accrued restructuring accountEA.com’s Chicago, Illinois, and Charlottesville, Virginia facilities and an adjustment for the period ended December 31, 2002 (in thousands):

              

            
  Facilities  Workforce Total

Recorded in the quarter ended December 31, 2002 $7,843   $616  $8,459 
Charges utilized in cash for the three months ended December 31, 2002      (385)  (385)

Balance as of December 31, 2002 $7,843   $231  $8,074 

closure of EA.com’s San Diego, California studio in fiscal 2002.

The Company expectsimpairment charges on long-lived assets of $62.9 million included $24.9 million relating to customized internal-use software systems for the remaining accrued restructuring balanceEA.com infrastructure, $25.6 million for other long-lived assets and $12.4 million of $8,074,000finite-lived intangibles relating to be fully utilized by December 31, 2006.EA.com’s Kesmai and Pogo studios. The fair-value-based tests performed in accordance with EA’s annual procedures did not indicate an impairment of the recorded goodwill at the EA.com reporting unit level.

EA.com

Fiscal 2002 Restructuring
In October 2001, the CompanyEA announced a restructuring plan for EA.com.the EA.com business segment. The restructuring initiatives involved strategic decisions to discontinue certain product offerings and focus only on key online priorities that alignaligned with its fiscal 2003 operational objectives. During fiscal 2002, EA recorded restructuring charges of $20.3 million, consisting of $4.2 million for workforce reductions, $3.3 million for consolidation of facilities and other administrative charges, and $12.8 million for the write-off of non-current assets and facilities. The estimated costs for workforce reduction included severance charges for terminated employees and costs for certain outplacement service contracts. The consolidation of facilities resulted in the terminationclosure of approximately 270 positions.EA.com’s San Diego, California, studio and consolidation of its San Francisco, California, and Charlottesville, Virginia, facilities.

20Impairment charges on long-lived assets amounted to $12.8 million, including $11.2 million relating to abandoned technologies consisting of customized internal-use software systems for the EA.com infrastructure, $1.0 million of Kesmai intangibles associated with discontinued products and services and $0.6 million of goodwill charges relating to EA.com’s San Diego studio closure.


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

The following table summarizes the activity in the accrued studio and online restructuring account for the ninethree and six months ended December 31, 2002September 30, 2003 (in thousands):

             

  Workforce Facilities Total

Balance as of March 31, 2002 $674  $2,214  $2,888 
Charges utilized in cash for the three months ended June 30, 2002  (494)  (243)  (737)
Charges utilized in non-cash for the three months ended June 30, 2002     (36)  (36)

Balance as of June 30, 2002  180   1,935   2,115 
Charges utilized in cash for the three months ended September 30, 2002  (82)  (100)  (182)

Balance as of September 30, 2002  98   1,835   1,933 
Charges utilized in cash for the three months ended December 31, 2002  (93)  (283)  (376)
Charges utilized in non-cash for the three months ended December 31, 2002     (652)  (652)

Balance as of December 31, 2002 $5  $900  $905 

The Company15


                 
 
  Fiscal 2003  Fiscal 2002    
  Restructuring Plan  Restructuring Plan    
      Facilities-  Facilities-    
  Workforce  related  related  Total 
 
Accrued balance as of March 31, 2003 $1,692  $8,223  $840  $10,755 
Charges utilized in cash  (1,452)  (2,057)  (103)  (3,612)
   
 
 
Accrued balance as of September 30, 2003 $240  $6,166  $737  $7,143 
 

EA expects the remaining EA.com accrued restructuring balance of $905,000$7.1 million to be fully utilized by December 31, 2006.

As of September 30, 2003, the estimated costs for consolidation of facilities included contractual rental commitments of $10.9 million under real estate leases for unutilized office space offset by $4.5 million of estimated future sub-lease income, costs to close or consolidate facilities, and costs to write off a portion of the assets from these facilities.

The accrued restructuring balances areaccrual is included in other accrued expenses in Note 7 of the Notes to Condensed Consolidated Financial Statements.

Note 12. Contingent Liabilities
(12)CONTINGENT LIABILITIES

Lease commitments

In July of 2003, EA entered into a lease agreement with Playa Vista-Water’s Edge LLC for a studio facility in Los Angeles, California, which commenced in October 2003 and expires in September 2013 with two five-year options to extend the lease term. Additionally, EA has options to purchase the property after five and ten years based on the fair market value of the property at the date of sale, a right of first offer to purchase the property upon terms offered by the landlord, and a right to share in the profits from a sale of the property. EA accounted for this arrangement as an operating lease in accordance with SFAS No. 13, “Accounting for Leases”, as amended. Existing campus facilities comprise a total of 243,000 square feet and provide space for research and development functions. The rental obligation under this agreement is $50.2 million over the initial ten-year term of the lease. EA will take possession of the property over a period of 18 months as the facilities become available for use. The above commitment is offset by sublease income of $5.8 million for the sublet to Playa Capital Company, LLC of 18,000 square feet of the Los Angeles facility, which commenced in October 2003 and expires September 2013 with options of early termination by Playa Capital Company, LLC after five years and by EA after four and five years.

Residual Value Guarantees

In February of 1995, the CompanyEA entered into a build-to-suit lease with a financial institutionKeybank National Association on the Company’sits headquarters facility in Redwood City, California, which was extended in July 2001 and expires in July 2006. The CompanyEA accounted for this arrangement as an operating lease in accordance with SFAS No. 13,“Accounting for Leases”, as amended. Existing campus facilities developed in phase one comprise a total of 350,000 square feet and provide space for sales, marketing, administration and research and development functions. The CompanyEA has an option to purchase the property (land and facilities) for $145,000,000$145.0 million or, at the end of the lease, to arrange for (1)(i) an additional extension of the lease or (2)(ii) sale of the property to a third party with the Company retainingwhile EA retains an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128,900,000$128.9 million if the sales price is less than this amount, subject to certain provisions of the lease.

21


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)

In December 2000, the CompanyEA entered into a second build-to-suit lease with a financial institutionKeybank National Association for a five yearfive-year term from December 2000 to expand the Company’sits headquarters facilities and develop adjacent property adding approximately 310,000 square feet to its campus. Construction was completed in June 2002. The CompanyEA accounted for this arrangement as an operating lease in accordance with SFAS No. 13, as amended. The facilities will provide space for marketing, sales and research and development. The CompanyEA has an option to purchase the property for $127,000,000$127.0 million or, at the end of

16


the lease, to arrange for (1)(i) an extension of the lease or (2)(ii) sale of the property to a third party with the Company retainingwhile EA retains an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $118,800,000$118.8 million if the sales price is less than this amount, subject to certain provisions of the lease.

Director Indemnity Agreements

The Company has entered into an indemnification agreement withEA believes the membersestimated fair value of its Board of Directors to indemnify its Directors to the extent permitted by law against any and all liabilities, costs, expenses, amounts paidboth properties under these operating leases are in settlement and damages incurred by the Directors as a result of any lawsuit, or any judicial, administrative or investigative proceeding in which the Directors are sued as a resultexcess of their service as members of the Board of Directors of the Company.respective guaranteed residual values based in part on an independent third party appraisal.

Please seeSee the Liquidity and Capital Resources section of the MD&AManagement’s Discussion and Analysis of Financial Condition and Results of Operations for a schedule of the Company’sEA’s contractual obligations and commitments.

Note 13. Investments
(13)SQUARE JOINT VENTURE

In May 1998, EA and Square, a leading developer and publisher of entertainment software in Affiliates

Japan, completed the formation of two new joint ventures in North America and Japan. In accordanceNorth America, the companies formed Square Electronic Arts, LLC (“Square EA”), which had exclusive publishing rights in North America for future interactive entertainment titles created by Square. Additionally, EA had the exclusive right to distribute in North America products published by this joint venture. EA contributed $3.0 million and owned a 30 percent minority interest in this joint venture while Square owned 70 percent. This joint venture was accounted for under the equity method. The joint venture agreements with SFAS No. 144,“Accounting for the Impairment or DisposalSquare expired as of Long-Lived Assets”, management evaluates purchased intangible assets and long-lived assets to determine if events or changesMarch 31, 2003. EA’s distribution of Square products in circumstances indicate an other-than-temporary impairment in value. The Company has cost investments in affiliates. BasedNorth America terminated on several factors, such as the financial performance of the affiliate, the Company's decision to no longer acquire or continue investing in these affiliates, the limited cash flow from future business arrangements and other information available during the quarter ended December 31, 2002, the Company determined that some of its investments in affiliates were permanently impaired and recorded a permanent impairmentJune 30, 2003. On May 30, 2003 Square acquired EA’s remaining 30 percent ownership interest in the amountjoint venture for $8.5 million and EA’s investment was removed from the Condensed Consolidated Balance Sheet.

In Japan, the companies established Electronic Arts Square K.K. (“EA Square KK”) in 1998, which localized and published in Japan EA’s properties originally created in North America and Europe, as well as developed and published original videogames in Japan. EA contributed cash and had a 70 percent majority ownership interest, while Square contributed cash and owned 30 percent. Accordingly, the assets, liabilities and results of $10,119,000. This permanent impairment was recordedoperations for EA Square KK were included in interestEA’s Condensed Consolidated Balance Sheets and other income (expense) on the Condensed Consolidated Statements of Operations.

Note 14. Subsequent Events

Studio RestructuringOperations since June 1, 1998, the date of formation. Square’s 30 percent interest in EA Square KK has been reflected as “Minority interest in consolidated joint venture” on EA’s Condensed Consolidated Balance Sheet as of March 31, 2003, and Condensed Consolidated Statements of Operations for the three and six months ended September 30, 2002.

In May 2003, EA acquired Square’s 30 percent ownership interest in EA Square KK for approximately $2.5 million in cash. As a result of the fourth quarteracquisition, EA Square KK has become a wholly owned subsidiary of fiscal 2003,EA and has been renamed Electronic Arts K.K. The acquisition was accounted for as a step acquisition purchase and the Company will beginexcess purchase price over fair value of the consolidation of its Los Angeles, Irvinenet tangible assets acquired, $1.2 million, was allocated to goodwill.

(14)AMERICA ONLINE, INC. (“AOL”) AGREEMENT

In November 1999, Electronic Arts Inc., EA.com and Las Vegas studiosAOL entered into a major centralized studiofive-year $81.0 million carriage fee agreement (the “Prior Agreement”) which gave EA.com the exclusive right to provide online games and interactive entertainment content on the “Games” channels/areas of certain AOL online services and gain access to and sell its products to AOL subscribers and to users of AOL properties. This agreement provided for carriage fees, advertising commitments, advertising revenue sharing and other fees.

During the three months ended June 30, 2003, EA and AOL terminated the Prior Agreement and entered into a new two-year agreement (the “New Agreement”) under which EA will continue to provide its current online game content services, and launch new online game content and services, on the “Games” channels/areas of certain AOL online services in Los Angeles. These measuresexchange for a programming fee from AOL.

Below is a discussion of the Prior Agreement and the changes in EA’s relationship with AOL that are being taken to maximize efficiencies and streamlinereflected in the creative development process and operations of our studios.New Agreement.

2217


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)Carriage

Shelf RegistrationThe Prior Agreement provided for EA’s payment of a total of $81.0 million in carriage fees to AOL over the term of the Prior Agreement.

On January 29,Of this amount, $36.0 million was paid upon signing the Prior Agreement with the remainder due in four equal annual installments of $11.25 million beginning with the first anniversary of the initial payment. EA made carriage payments to AOL of $11.25 million in each of the fiscal years 2003, 2002 and 2001. Due to the termination of the Prior Agreement in June 2003, EA is no longer required to make the last $11.25 million carriage payment. There was no carriage fee expense for the three and six months ended September 30, 2003. Carriage fee expense for the three and six months ended September 30, 2002 was $4.5 million and $8.9 million, respectively.

Carriage fee amounts paid under the Prior Agreement were capitalized as a prepaid asset as payments were made to AOL. Until April 1, 2003, the Company filedtotal carriage fee of $81.0 million that was provided for in the Prior Agreement was being expensed using the straight-line method over the remaining life of the Prior Agreement subsequent to EA.com’s site launch in October 2000. As the carriage fee was expensed, EA applied the portion that had been paid against the prepaid asset and recorded the remaining amount as a “shelf” registration statementliability. Amortization expense was classified as “Marketing and sales” expense in EA’s Condensed Consolidated Statements of Operations. The prepaid asset and liability balances were classified as “Other assets” and “Accrued and other liabilities”, respectively, on Form S-3 withEA’s Condensed Consolidated Balance Sheets.

Under the U.S. Securities and Exchange Commission which will allowNew Agreement, in July 2003, AOL refunded $18.0 million in carriage fees that EA had previously paid to AOL under the Company to sell up to $2 billion in equity or debt securities.

Note 15. Impact of Recently Issued Accounting Standards

In June 2001,Prior Agreement. This refund was applied against the Financial Accounting Standards Board (“FASB”) issued SFAS No. 143,“Accounting for Asset Retirement Obligations”. SFAS No. 143 addresses financial accounting and reporting for obligations associated with the retirement of tangible long-lived assetsprepaid balance and the associatedremaining asset, retirement costs. This statement applies to legal obligations associated with$6.4 million, is being amortized over the retirement of long-lived assets that result from the acquisition, construction, development or normal useterm of the asset. SFAS No. 143 is effectiveNew Agreement as a reduction to revenue.

Programming Fee

The New Agreement provides for fiscal years beginning after June 15, 2002. We do not expectpayments by AOL to EA of $27.5 million over the adoptiontwo-year term of SFAS No.143the New Agreement as a programming fee. $20.8 million of this $27.5 million pertains to have a material impactexisting online games content and services that EA currently provides on the Company’s consolidated financial position“Games” channels/areas of the AOL properties, and is being recognized as revenue ratably over the term of the New Agreement. The remaining $6.7 million pertains to new online games content and services to be delivered during the term of the New Agreement. This portion of the programming fee will be recognized as revenue as the required new content and services are delivered. During the three and six months ended September 30, 2003, $2.4 million and $4.9 million have been recognized as programming fee revenue, respectively.

Advertising Commitment

Under the Prior Agreement, EA also made a commitment to spend $15.0 million in offline media advertisements prior to March 31, 2005 consisting of:

$10.0 million on television, radio, print and outdoor advertising promoting the availability of EA.com games on certain AOL online services; and

$5.0 million ($1.0 million per year over the five year agreement) on television, radio, print and outdoor advertising promoting the availability of a specific category of EA.com games (so-called “parlor games”) on certain AOL online services.

Under the Prior Agreement, EA was free to purchase this advertising from any television, radio, print or results of operations.

In April 2002, the FASB issued SFAS No. 145,“Rescission of FASB Statements No. 4, 44, and 64, Amendment of FASB Statement No. 13, and Technical Corrections”. SFAS No. 145 rescinds SFAS No. 4,“Reporting Gains and Lossesoutdoor media property that it chose, not necessarily from Extinguishment of Debt”, as amended by SFAS No. 64,“Extinguishments of Debt Made to Satisfy Sinking-Fund Requirements”. The adoption of SFAS No. 145any AOL-affiliated media property. EA did not have a material impact onpurchase any advertisements from AOL, though it purchased some qualifying advertising from AOL affiliates. Through March 31, 2003, EA expensed the Company’s consolidated financial statements.advertising as it was incurred. These costs were classified as “Marketing and sales” expense in EA’s Condensed Consolidated Statements of Operations. As of March 31, 2003, EA had spent approximately $4.3 million against this commitment.

In June 2002,Upon the FASB issued SFAS No. 146,“Accounting for Costs Associated with Exit or Disposal Activities”. SFAS No. 146 addresses financial accounting and reporting for costs associated with exit or disposal activities and nullifies Emerging Issues Task Force (“EITF”) Issue No. 94-3,“Liability Recognition for Certain Employee Termination Benefits and Other Costs to Exit an Activity (Including Certain Costs Incurred in a Restructuring)”. The Company currently accounts for and reports exit and disposal activities under the provisions of EITF No. 94-3. The Company will adopt the provisions of SFAS No. 146 for all exit and disposal activities that are initiated after December 31, 2002. The Company does not expect the adoption of SFAS No. 146 to have a material impact on its consolidated financial statements.

In November 2002, the FASB issued Interpretation No. 45,“Guarantor’s Accounting and Disclosure Requirements for Guarantees, Including Indirect Guarantees of Indebtedness of Others” (“FIN 45”). FIN 45 requires a guarantor to (i) include disclosure of certain obligations, and (ii) if applicable, at the inceptiontermination of the guarantee, recognize a liabilityPrior Agreement, this advertising commitment was extinguished, and there is no similar commitment provided for the fair value of other certain obligations undertaken in issuing a guarantee. The disclosure provisions of the Interpretation are effective for financial statements of interim or annual reports that end after December 15, 2002 and the Company has adopted those requirements in its condensed consolidated financial statements included in Note 12 of the Notes to Condensed Consolidated Financial Statements and in the Liquidity and Capital Resources section of the MD&A of this Form 10-Q. However, the provisions for initial recognition and measurement are effective on a prospective basis for guarantees that are issued or modified after December 31, 2002, irrespectiveNew Agreement.

2318


ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)Advertising Revenue and Revenue Sharing

Advertising revenue is derived principally from the sale of banner and in-game advertisements. Banner and in-game advertising is typically generated from contracts in which either EA or AOL provides a minimum number of impressions over the term of the guarantor’s year-end. agreed-upon commitment. Revenue is recognized as the impressions are delivered, provided that no significant obligations remain and collection of the related receivable is probable. Under the Prior Agreement, advertising revenue generated on the AOL Games Channel was recorded net of the applicable revenue share owed to AOL.

The CompanyPrior Agreement required that AOL pay EA 50 percent of all revenue collected by AOL from the sale of advertisements on EA’s online games sites, until advertising revenue reached $16.0 million in a year (measured from October 1 through the following September 30). Thereafter, the Prior Agreement provided that AOL would pay EA 70 percent of all advertising revenue collected by AOL from the sale of advertisements on EA’s game sites. Under the New Agreement, AOL is currently assessingentitled to retain all advertising revenue collected by AOL from the impactsale of adoptingadvertisements on EA’s games sites on the initial recognitionAOL properties, until net advertising revenue reaches $20.0 million in the twelve months ended March 31, 2004, and initial measurement requirementsuntil net advertising revenue reaches $35.0 million for the remainder of FIN 45 onthe term of the New Agreement. After advertising revenue exceeds these thresholds, AOL is required to pay EA 50 percent of the additional net advertising revenue.

Other Fee Arrangements

Under the Prior Agreement, EA was also required to pay AOL a percentage of its consolidated financial statements.

In December 2002, the FASB issued SFAS No. 148,“Accountingsubscription, e-commerce and anchor tenancy revenue that exceeded certain amounts. These costs were expensed as incurred and were classified as “Cost of goods sold” in EA’s Condensed Consolidated Statement of Operations. EA does not net these costs against revenue because it maintains responsibility for Stock-Based Compensation — Transitionproviding e-commerce products and Disclosure — an Amendment of FASB Statement No. 123”. SFAS No. 148 amends FASB Statement No. 123,“Accounting for Stock-Based Compensation”, to provide alternative methods of transition for an entity that voluntarily changessubscription services directly to the fair-value-based method of accounting for stock-based employee compensation. It also amendsconsumer and retains the disclosure provisions of that statement to require prominent disclosure about the effects on reported net income and earnings per share and the entity’s accounting policy decisions with respect to stock-based employee compensation. Certain of the disclosure requirements are required for all companies, regardless of whether the fair value method or intrinsic value method is used to account for stock-based employee compensation arrangements. The Company continues to accountprimary inventory risk for its employee incentive stock option plans usingproducts and games service.

Under the intrinsic value methodNew Agreement, EA is required to pay AOL a percentage of its revenue derived from game service subscriptions, e-commerce, downloadable games and prize games that EA makes available on the AOL online services. EA accounts for these amounts in accordance with the recognition and measurement principles of Accounting Principles Board Opinion No. 25,“Accounting for Stock Issued to Employees.” The amendments to SFAS 123 will be effective for financial statements for fiscal years ended after December 15, 2002 and for interim periods beginning after December 15, 2002. The Company will adopt the disclosure provisions of this statement in its fourth quarter of fiscal year 2003.a similar manner as described above.

(15)IMPACT OF RECENTLY ISSUED ACCOUNTING STANDARDS

In January 2003, the FASB issued Interpretation No. 46,Consolidation of Variable Interest Entities”Entities (“FIN 46”). This interpretation of Accounting Research Bulletin No. 51,Consolidated Financial Statements,” addresses consolidation by business enterprises of variable interest entities. Under current practice, two enterprises generally have been included in consolidated financial statements because one enterprise controls the other through voting interests. FIN 46 defines the concept of “variable interests” and requires existing unconsolidated variable interest entities to be consolidated by their primary beneficiaries if the entities(“VIEs”) that either: (i) do not effectively disperse risks amonghave sufficient equity investment at risk to permit the parties involved.entity to finance its activities without additional subordinated financial support, or (ii) are owned by equity investors who lack an essential characteristic of a controlling financial interest. This interpretation applies immediately to variable interest entitiesVIEs created after January 31, 2003. ItWith regard to VIE’s already in existence prior to February 1, 2003, the implementation of FIN 46 has been delayed and currently applies into the first fiscal year or interim period beginning after JuneDecember 15, 2003, to variable interest entities in which an enterprise holds a variable interest that it acquired before February 1, 2003. If it is reasonably possible that an enterprise will consolidate or disclose information about a variable interest entity when FIN 46 becomes effective, the enterprise shall disclose information about those entitiesrequires disclosure of VIEs in all financial statements issued after January 31, 2003. The interpretation may be applied prospectively with a cumulative-effect adjustment2003, if it is reasonably possible that as of the date on whichtransition date: (i) EA will be the primary beneficiary of an existing VIE that will require consolidation, or (ii) EA will hold a significant variable interest in, or have significant involvement with, an existing VIE. EA does not believe that it is first appliedhas any entities that will require disclosure or by restating previously issued financial statements for one or more years withnew consolidation as a cumulative-effect adjustment asresult of adopting the beginning of the first year restated. Based on the recent releaseprovisions of FIN 46, the Company has not completed its assessment as to whether or not the adoption of FIN 46 will have a material impact on its consolidated financial statements.46.

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Item 2. Management’s Discussion and Analysis Ofof Financial Condition and Results Ofof Operations

This Quarterly Report on Form 10-Q 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 Quarterly Report on Form 10-Q are forward looking. We use words such as anticipates, believes, expects, intends, future“anticipates”, “believes”, “expects”, “intends”, “future” and similar expressions to help identify forward-looking statements. These forward-looking statements are subject to business and economic risk and management’s expectations, and are inherently uncertain and difficult to predict. Our actual results could differ materially from management’s expectations due to such risks. 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 in this report below under the heading “Risk Factors” at pages 55 to 61,, as well as in our Annual Report on Form 10-K for the fiscal year ended March 31, 20022003 as filed with the Securities and Exchange Commission (SEC)(“SEC”) on June 28, 200210, 2003 and in other documents filed with the SEC.

Critical Accounting PoliciesCRITICAL ACCOUNTING POLICIES

Management’s Discussion and Analysis ofOur Condensed Consolidated Financial Condition and Results of Operations discusses our consolidated financial statements. Our financial statementsStatements have been prepared in accordance with accounting principles generally accepted in the United States of America. The preparation of these consolidated financial statementsCondensed Consolidated Financial Statements requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities, contingent assets and liabilities, and revenuesrevenue and expenses during the reporting period. The policies discussed below are considered by management to be critical because they are not only important to the portrayal of our financial condition and results of operations but also because application and interpretation of these policies requires both judgment and estimates ofon matters that are inherently uncertain and unknown. As a result, actual results may differ materially from our estimates.

Sales allowances and bad debt reserves

We principally derive revenuesrevenue from sales of our packaged goods product, subscriptions of online service, sales of packaged goods through our online storeinteractive software games designed for play on videogame consoles (such as the PlayStation 2, Xbox and website advertising.Nintendo GameCube), PCs and hand-held game machines (such as the Nintendo Game Boy Advance). Product revenue is recognized net of sales allowances. We also have stock-balancing programs for our personal computerPC products, which allow for the exchange of personal computerPC products by resellers under certain circumstances. We may decide to provide price protection under certain circumstances for both our personal computer and video gamevideogame system products afterproducts. In making this determination we analyze:evaluate: inventory remaining in the channel, the rate of inventory sell-through in the channel, and our remaining inventory on hand. It is our policygeneral practice to exchange products or give credits, rather than give cash refunds.

We estimate potential future product returns, price protection and stock-balancing programs related to current period product revenue. We analyze historical returns, current sell-through of distributor and retailer inventory of our products, current trends in the video gamevideogame market and the overall economy, changes in customer demand and acceptance of our products and other related factors when evaluating the adequacy of the sales returns and price protection allowances. In addition, management monitors and manages the volume of our sales to retailers and distributors

25


and their inventories, as substantial overstocking in the distribution channel can result in high returns or the requirement for substantial price protection requirements in subsequent periods. In the past, actual returns have not generally exceeded our reserves. However, actual returns and price protections may materially exceed our estimates as unsold products in the distribution channels are exposed to rapid changes in consumer preferences, market conditions or technological obsolescence due to new platforms, product updates or competing products. For example, the risk of product returns for our products on mature platforms may increase as new hardware platforms, such asthe Xbox, Nintendo GameCube and PlayStation 2 become more popular.consoles pass the midpoint of their lifecycle and an increasing number and aggregate amount of competitive products heighten pricing and competitive pressures. While management believes it can make reliable estimates forregarding these matters, these estimates are inherently subjective. Accordingly, if weour estimates changed, our assumptions and estimates, our returns reserves would change, which would impact the net revenue we report. For example, if actual returns were significantly greater than the reserves we have established, theour actual results would decrease our reported net revenue. Conversely, if actual returns were significantly less than our reserves, this would increase our reported net revenue.

20


Similarly, significant judgment is required to estimate our allowance for doubtful accounts in any accounting period. OurWe determine our allowance for doubtful accounts is determined by evaluating customer credit-worthinesscreditworthiness in the context of current economic trends. Depending upon the overall economic climate and the financial condition of our customers, the amount and timing of our bad debt expense could change significantly.

We also have no way of accurately forecastingcannot predict customer bankruptcies or an inability of any of our customers to meet their financial obligations to us. Therefore, our estimates could differ materially from actual results.

Our gross accounts receivable balance was $815,680,000 and our allowance for product returns, pricing allowances and doubtful accounts was $206,651,000 as of December 31, 2002. As of March 31, 2002, our gross accounts receivable balance was $306,365,000 and our allowance for product returns, pricing allowances and doubtful accounts was $115,870,000.

Prepaid royalties

Prepaid royalties consist primarily of prepayments for manufacturing royalties, advances paid to our co-publishing and/or distribution affiliates and license fees paid to celebrities, professional sports organizations and other organizations for our use of their trade namenames and content. Also included in prepaid royalties are prepayments made to independent software developers under development arrangements that have alternative future uses. Prepaid royalties are expensed at the contractual or effective royalty rate as cost of goods sold based on actual net product sales. We evaluate the future realization of prepaid royalties quarterly and charge to research and development expense anydetermine amounts that we deem unlikely to be realized through product sales. WeAny impairments determined before the launch of a product are charged to research and development expense. Impairments determined post launch are charged to cost of goods sold. In either case, we rely on forecasted revenue to evaluate the future realization of prepaid royalties. If actual revenues,revenue, or revised sales forecasts, fallfalls below the initial forecasted sales, the charge to research and development expensetaken may be larger than anticipated in any given quarter. Once theIf a charge has been taken prior to research and development expense,the product launch, that amount will not be expensed in future quarters when the product has shipped. The current portion of prepaid royalties, included in other current assets, was $41,487,000 at December 31, 2002 and $65,484,000 at March 31, 2002. The long-term portion of prepaid royalties, included in other assets, was $2,885,000 at December 31, 2002 and $1,164,000 at March 31, 2002.

26


Valuation of long-lived assets including goodwill and other intangible assets

We evaluate both purchased intangible assets and other long-lived assets in order to determine if events or changes in circumstances indicate an other-than-temporarya potential impairment in value.value exists. This evaluation requires us to estimate, among other things, the remaining useful lives along with future estimates of cash flows of the business. All require the use of judgment and estimates. Our actual results could differ materially from our current estimates. Please see our Risk Factors section for a discussion of risks and uncertainties that may affect our future results.

Under current accounting standards, we make judgments about the remaining useful lives of purchased intangible assets and other long-lived assets whenever events or changes in circumstances indicate an other-than-temporarya potential impairment in the remaining value of the assets recorded on our balance sheet. In order to determine if an other-than-temporarya potential impairment has occurred, management makes various assumptions about the future value of the asset, by evaluating future business prospects and estimated cash flows. Please refer to the Operations by Segment discussion of the Management’s Discussion and Analysis of Financial Condition and Results of Operations for discussions of EA Core and EA.com. For our EA Core division, ourOur future net cash flows are primarily dependent on the sale of products for play on proprietary videovideogame consoles, hand-held game platforms.machines and PC’s (“platforms”). The success of our products is affected by theour ability to accurately predict which platforms and which products we develop will be successful. Also, our revenuesrevenue and earnings are dependent on our ability to meet our product release schedules. For our EA.com division, the future net cash flows are dependent on the success of online games. Offering games solely for online play is a substantial departure from our traditional business of selling packaged software games. The EA.com business is not yet mature or profitable, therefore evaluating its business and prospects is more difficult than would be the case for a more mature business. For example, on December 17, 2002 we launchedThe Sims OnlineTM. While we cannot yet accurately predict the ultimate success of this product, sales of this game have not met our expectations and may negatively impact our ability to generate positive cash flows at EA.com. Due to product sales shortfalls, and other factors described in our Risk Factors, we may not realize the future net cash flows necessary to recover our long-lived assets, which may result in an impairment charge being recorded in the future.

On April 1, 2002, we adopted Statement of Financial Accounting Standards (“SFAS”) No. 142,“Goodwill and Other Intangible Assets”. As a result of adopting this standard, we will continue to amortize finite-lived intangibles, but will no longer amortize certain other intangible assets, most notably goodwill and acquired workforce. In lieu of amortization, SFAS No. 142 requires a two-step approach to testing goodwill for impairment for each reporting unit. The first step, required to be completed by During the six-month periods ended September 30, 2003 or September 30, 2002 tests forno impairment by applying fair value-based tests at the Company’s reporting unit level. The second step (if necessary), required to be completed by March 31, 2003, measures the amount of impairment by applying fair value-based tests to individual assets and liabilities within each reporting unit. We completed the first step of transitional goodwill impairment testing during the first quarter of fiscal 2003 and found no indicators of impairment of ourcharges were recorded goodwill. As a result, we have recognized no transitional impairment loss in fiscal 2003 in connection with the adoption of SFAS No. 142. We will complete the annual impairment test in the fourth quarter of fiscal 2003 with a measurement date of January 1 and any impairment that arises from that analysis will be accounted for in the fourth quarter of 2003. There can be no assurance that future impairment tests will not result in a charge to earnings and there is a potential for a write down of goodwill in connection with the annual impairment test. Following adoption of SFAS No. 142, we continue to evaluate whether any event has occurred which might indicate that the carrying value of an intangible asset is not recoverable.on long-lived assets.

27


Income taxes

In the ordinary course of our business, there are many transactions and calculations where the ultimate tax determination is uncertain. As part of the process of preparing our consolidated financial statements,Condensed Consolidated Financial Statements, we are required to estimate our income taxes in each of the jurisdictions in which we operate. This process involves estimating our current tax exposures in each jurisdiction including the impact, if any, of additional taxes resulting from tax examinations as well asand making judgments regarding the recoverability of deferred tax assets. ToA valuation allowance is established to the extent recovery of deferred tax assets is not likely based on our estimation of future taxable income in each jurisdiction, a valuation allowance is established.jurisdiction. Tax exposures can involve complex issues and may require an extended period to resolve. To determine the quarterly tax rate, we are required to estimate full-year income and the related income tax expense in each jurisdiction. The estimated effective tax rate is adjusted for the tax related to significant unusual items. Changes in the geographic mix or estimated level of annual pre-tax income can affect the overall effective tax rate.

21


RESULTS OF OPERATIONS

RevenuesRevenue

We principally derive revenues primarilyrevenue from shipmentssales of entertainmentpackaged interactive software which includes EA Studio productsgames designed for dedicated entertainment systems (that we call “video game systems” or “consoles” such as PlayStation®, PlayStation® 2, XboxTM and Nintendo GameCubeTM, and handheld systems such as Game Boy® Advance), EA Studio personal computer products (PC), Co-Publishing products that are co-published and distributed by us, and Affiliated Label (AL) products that are published by third parties and distributed by us.play on videogame platforms. We also derive revenuesadditional revenue from licensing of EA Studio products and AL products through hardware companies (or OEM), selling subscriptions onto some of our online game service,games, selling advertisements on our online web pages, and selling our packaged goods through our online store.store, receiving programming fees for integrated online content and by allowing other companies to manufacture and sell our products in conjunction with other products.

Geographically, our net revenuesrevenue for the three and ninesix months ended December 31,September 30, 2003 and 2002 and 2001 break down as followsis presented below (in thousands):

                 
  December 31, December 31,        
  2002 2001 Increase % change
  
Net Revenues for the Three Months Ended:
                
North America $695,630  $510,752  $184,878   36.2%
        
Europe  470,742   279,601   191,141   68.4%
Asia Pacific  38,208   21,801   16,407   75.3%
Japan  29,146   20,724   8,422   40.6%
  
International  538,096   322,126   215,970   67.0%
  
Consolidated Net Revenues $1,233,726  $832,878  $400,848   48.1%
  
                 
  December 31, December 31,        
  2002 2001 Increase % change
  
Net Revenues for the Nine Months Ended:
                
North America $1,182,768  $783,369  $399,399   51.0%
        
Europe  713,926   392,615   321,311   81.8%
Asia Pacific  67,200   39,859   27,341   68.6%
Japan  55,220   39,141   16,079   41.1%
  
International  836,346   471,615   364,731   77.3%
  
Consolidated Net Revenues $2,019,114  $1,254,984  $764,130   60.9%
  
                 
 
Net Revenue for the Three September 30,  September 30,  Increase/    
Months Ended 2003  2002  (Decrease)  % change
   
   
North America $358,184  $313,559  $44,625   14%
   
   
Europe  145,002   116,654   28,348   24%
Asia Pacific  17,617   13,803   3,814   28%
Japan  9,202   9,474   (272)  (3%)
   
International  171,821   139,931   31,890   23%
   
Consolidated Net Revenue $530,005  $453,490  $76,515   17%
   
                 
 
Net Revenue for the Six September 30,  September 30,  Increase/    
Months Ended 2003  2002  (Decrease)  % change
   
   
North America $557,025  $487,138  $69,887   14%
   
   
Europe  272,928   243,184   29,744   12%
Asia Pacific  32,088   28,992   3,096   11%
Japan  21,345   26,074   (4,729)  (18%)
   
International  326,361   298,250   28,111   9%
   
Consolidated Net Revenue $883,386  $785,388  $97,998   12%
   

28Net Revenue


Net Revenues

Net Revenuesrevenue for the three months ended December 31, 2002September 30, 2003 increased by 4817 percent as compared to the three months ended December 31, 2001. The increasesame period in the prior fiscal year. Foreign exchange rates (primarily the Euro and the Pound Sterling) strengthened reported net revenue by approximately $14.3 million or 3.0 percent in the current quarter. Strong sales of our PlayStation 2, Xbox and PC platform products were partially offset by a decline in net revenuesrevenue from PlayStation products as we transition away from that platform. In addition, based on reported amounts, the net revenue increase was driven by the following:

  Strong performance ofThe Lord of the RingsTiger Woods PGA TOUR® 2004andNHLTM®, The Two Towers 2004TMtitles were released duringin the current quarter, on the PlayStation 2while fiscal 2003’s,Tiger Woods PGA TOURand ofHarry Potter and the ChamberNHLtitles were not released until our fiscal third quarter. This accounted for an aggregate increase of SecretsTMandJames Bond 007: NightfireTM released during the current quarter on multiple platforms and across multiple territories.
Higher installed base of game consoles, most notably the PlayStation 2.Net revenues from sales associated with the PlayStation 2 platform increased by 102 percent to $459,407,000 versus $227,554,000 in the same quarter of the prior fiscal year.
Higher installed base of the Xbox console, which is now available in every major market in which we operate. In the prior period, Xbox was only available in North America. In the quarter ended December 31, 2002, we generated $116,836,000 in net revenues from Xbox titles versus $44,629,000 a year ago.
Higher installed base of the Nintendo GameCube console, which is now available in every major market in which we operate. In the prior period, Nintendo GameCube was only available in North America and Japan. In the quarter ended December 31, 2002, we generated approximately $111,103,000 in net revenues from Nintendo GameCube titles versus approximately $30,026,000 a year ago.
Net revenues from Affiliated Label productsincreased by 30 percent to $157,469,000 versus $120,783,000 in the third quarter of the prior fiscal year. The increase was driven by sales ofKingdom Heartsin North America andAnno 1503in Europe.
Net revenues from PC productsincreased by 12 percent to $219,083,000 versus $194,856,000 in the same period of the prior fiscal year.
Net revenues from titles associated with the PlayStationdeclined year over year as customers migrated to newer consoles.$50.5 million.

Net Revenues for the nine months ended December 31, 2002increased by 61 percent as compared to the nine months ended December 31, 2001. The increase in net revenues was driven by the following:

  Strong performancesales of other current-quarter sports-related titles includingMedal of Honor: FrontlineTM,The Lord of the Rings, The Two Towers, Harry Potter and the Chamber of Secrets, Madden NFL 2004, EA SPORTTM 2003Rugby 2004andNeedNCAA® Football 2004, as well as strong sales ofSoul Calibur IIandFreedom Fighters®in Europe and Asia Pacific. These products accounted for SpeedTMHot Pursuit 2released in the current fiscal year on multiple platforms and across multiple territories.
Higher installed basean aggregate increase of game consoles, most notably the PlayStation 2.Net revenues from sales associated with the PlayStation 2 platform increased by 104 percent to $752,717,000 versus $369,836,000 in the same period of the prior fiscal year.
Higher installed base of the Xbox console, which is now available in every major market in which we operate. In the same period of the prior fiscal year, Xbox was only available in North America after its launch in November 2001. We generated net revenues from Xbox titles for all three quarters of the current fiscal year versus only a portion of the third quarter in the prior fiscal year. In the nine months ended December 31, 2002, we generated $174,466,000 in net revenues from Xbox titles versus $44,629,000 in the same period of the prior fiscal year.$59.6 million.

2922


  Higher installed basedPartially offset by strong prior year sales of the Nintendo GameCube consoleKingdom Hearts, (from our Square EA joint venture, which is now availablewas terminated in every major market in which we operate. In the prior period, Nintendo GameCube was only available in North America March 2003),Medal of Honorand Japan. We generated net revenues from Nintendo GameCube titlesThe Simsfranchise products for all three quartersan aggregate decrease of the current fiscal year versus only a portion of the prior fiscal year. In the nine months ended December 31, 2002, we generated $153,897,000 in net revenues from Nintendo GameCube titles versus $30,026,000 in net revenues in same period of the prior fiscal year.$42.7 million.

Net revenue for the six months ended September 30, 2003 increased by 12 percent as compared to the same period in the prior fiscal year. Foreign exchange rates (primarily the Euro and the Pound Sterling) strengthened reported net revenue by approximately $35.5 million or 4.5 percent in the current period. Based on reported amounts, the net revenue increase was driven by the following:

  Strong sales of our PlayStation 2, Xbox and PC products for an aggregate increase of $103.4 million. The increase was driven primarily byNBA STREET Vol. 2, Def Jam VENDETTA, Tiger Woods PGA TOUR 2004, Madden NFL 2004andThe Simsfranchise products. These increases were partially offset by strong net revenue in the six months ended September 30, 2002 for2002 FIFA World Cupand theMedal of Honorfranchise products.

Net revenuesrevenue from Affiliated Labelco-publishing and distribution productsincreased $20.8 million in the current period. This increase was due in large part to sales ofSoul Calibur II, Aliens Natural Selection, Devil May Cry 2,theBattlefield 1942TM franchise products andFinal Fantasy Origins,partially offset by 62strong sales in the prior year ofKingdom Hearts(from our Square EA joint venture which was terminated in March 2003).

Partially offset by a 64 percent decrease in PlayStation net revenue from $37.4 million in the six months ended September 30, 2002 to $13.3 million in the same period of the current fiscal year. The decrease has been expected as we transition away from this platform.

North America

For the three months ended September 30, 2003, net revenue from sales in North America increased by 14 percent as compared to the three months ended September 30, 2002. Based upon reported amounts, the net revenue increase was driven by the following:

Strong sales of our Playstation 2 and Xbox products for an aggregate increase of $81.5 million. The increase was primarily due to strong EA Sports title net revenue onMadden, Tiger Woods PGA TOUR, NHL,andNCAA Footballfranchise products.

PC net revenue increase of 15 percent to $300,757,000 versus $185,621,000$53.6 million from $46.5 million in the three months ended September 30, 2002. The increase was due to strong sales ofSimCityTM andCommand & ConquerTM franchise products, partially offset by lower net revenue onThe Simsfranchise products.

Partially offset by a 55 percent decrease in net revenue from co-publishing and distribution products to $20.2 million from $44.7 million in the same period of the prior fiscal year. The increasedecrease was driven by sales ofKingdom Heartsdue in North America andBattlefield 1942TM primarily in North America and Europe.
PC-based revenuesincreased 19 percentlarge part to $377,835,000 versus $318,818,000 a year ago driven by strong sales in the current periodthree months ended September 30, 2002 ofThe SimsKingdom HeartsTM products. Titles released(from our Square EA joint venture which was terminated in March 2003) andBuffy the Vampire Slayer,partially offset by the current fiscal year includerelease ofThe Sims Unleashed Expansion PackAliens Natural SelectionandThe Sims Deluxe.Prior releases continued to generate strong sales includingThe Sims Vacation,The SimsandThe Sims Hot Date.
Revenues from titles associated with the PlayStationdeclined year over year as customers migrated to newer consoles..

North America

For the threesix months ended December 31, 2002, revenuesSeptember 30, 2003, net revenue from sales in North America increased by 3614 percent as compared to $695,630,000versus $510,752,000 in the same period of the prior fiscal year. Growth in North Americansix months ended September 30, 2002. The net revenue increase was driven by:by the following:

  Higher installed base of the PlayStation 2,due in part to Sony’s price cut of the hardware in North America in May 2002. This was reflected in strongStrong sales of titlesour Playstation 2 and Xbox products for the PlayStationan aggregate increase of $93.2 million.NBA STREET vol. 2 most notablyThe Lord of the Rings, The Two Towers,Harry Potter and the Chamber of SecretsandNeed For Speed Hot Pursuit 2.Def Jam VENDETTAreleases plus additional strong sports title net revenue onMadden, Tiger Woods PGA TOUR, NHLandNCAA Footballfranchises were partially offset by a decrease in net revenue fromMedal of Honor Frontline.

  Higher installed basePC net revenue increase of 11 percent to $90.5 million versus $81.3 million in the six months ended September 30, 2002. Strong sales ofSimCityTM,Command & ConquerTM,Medal of HonorandTiger Woods PGA TOUR franchise products were partially offset by lower net revenue onThe Simsfranchise products.

Partially offset by an expected decrease in net revenue from products for Playstation of 68 percent or $17.3 million as we transition away from this platform.

Also partially offset by a 26 percent decrease in net revenue from co-publishing and distribution products to $44.4 million versus $59.7 million in the six months ended September 30, 2002. The decrease was due in large part to net revenue in the six months ended September 30, 2002 forKingdom HeartsandBuffy the

23


Vampire Slayer, partially offset by net revenue in the same period of the Xboxcurrent fiscal year ofBattlefield 1942franchise products and Nintendo GameCube consoles, which both launched in North America in November 2001. We also shipped more titles on eachthe current fiscal year release of these platformsAliens Natural Selection.

International

Europe

For the three months ended September 30, 2003, net revenue from sales in Europe increased by 24 percent as compared to the three months ended September 30, 2002. Foreign exchange rates strengthened reported European net revenue by approximately $11.7 million or 10 percent. Based upon reported amounts, the net revenue increase was driven by the following:

Co-publishing and distribution product sales increased by $20.4 million, or 48 percent, primarily due to net revenue fromSoul Calibur IIandFreedom Fighters,partially offset by decreases in the current quarter versusfiscal year onResident EvilandBuffy the Vampire Slayer.

Playstation 2, Xbox and PC product sales increased by $11.8 million, or 31 percent, primarily due to the additional titles available on the Xbox console and strong current fiscal year net revenue onEA SPORTS Rugby 2004,Command & Conquer: Generals,andTiger Woods PGA TOURfranchise products, as well asLord of the Rings: The Two Towers, partially offset by strong sales in the same period of the prior fiscal year.
Net revenues from titles associated with PlayStationdeclined year over year as customers migrated to newer consoles.ofMedal of Honor Frontline.

For the nine months ended December 31, 2002, revenues in North America increased by 51 percent to $1,182,768,000versus $783,369,000 in the same period of the prior fiscal year. Growth in North American revenue was driven by:

  Higher installed base of theThis increase was also partially offset by a $4.6 million decrease for our PlayStation 2,due in part to Sony’s price cut of the hardware in North America in May 2002. This was reflected in strong sales of titles for the PlayStation 2, most notablyMedal of Honor: Frontline,The Lord of the Rings, The Two TowersandHarry Potter and the Chamber of Secrets.
Higher installed base of the Xbox and Nintendo GameCube consoles, which both launchedproducts primarily due to stronger sales in North America in November 2001. Net revenues were generated on titles for these consoles for allthe three quarters of the current fiscal year versus only one quarter of the prior fiscal year.
Higher AL revenues primarilymonths ended September 30, 2002 from key titletitles, includingKingdom HeartsF1 Challenge, SSX Trickyand ourJames Bondfranchise products. The decrease in Playstation net revenue has been expected as we transition away from the current period.
Net revenues from titles associated with PlayStation declined year over year as customers migrated to newer platform consoles.Playstation platform.

30


International

Europe

For the threesix months ended December 31, 2002,September 30, 2003, net revenuesrevenue from sales in Europe increased by 6812 percent as compared to $470,742,000versus $279,601,000 a year ago. Netthe six months ended September 30, 2002. Foreign exchange rates strengthened reported European net revenue growth in Europeby approximately $30.8 million or 13 percent. Based upon reported amounts, the increase was driven by:by the following:

  StrongCo-publishing and distribution product sales of titles for the PlayStationwhich increased by $32.8 million, or 48 percent, primarily due to net revenue fromSoul Calibur II,Freedom Fighters, Devil May Cry 2,, most notablyThe Lord of the Rings, The Two Towers, Harry Potter and the Chamber of Secrets Aliens Natural Selection andFIFA 2003Anno.
Higher installed base of the PlayStation 2 hardware,due in part to Sony’s hardware price cut in Europe in August, 2002.
New net revenues from titles associated with the Nintendo GameCube and Xbox platforms,which both launched in Europefranchise products, partially offset by decreases in the Spring of 2002.current fiscal year onResident Evil, Onimusha WarlordsandBuffy the Vampire Slayer.

For the nine months ended December 31, 2002, net revenues in Europe increased by 82 percent to $713,926,000versus $392,615,000 a year ago. Net revenue growth in Europe was driven by:

  StrongXbox, PC and Game Boy Advance product sales, ofwhich increased by $12.9 million, or 17 percent, primarily due to additional titles associated withavailable on the PlayStation 2, most notablyMedal of Honor: Frontline,The Lord of the Rings, The Two TowersandHarry PotterXbox and the Chamber of Secrets.
Higher installed base of the PlayStation 2 hardware,due in part to Sony’s hardware price cut in Europe in August, 2002.
New revenues from titles associated with the Nintendo GameCube and Xbox platforms,Game Boy Advance consoles as well as strong current fiscal year net revenue onThe SimsandCommand & Conquerfranchise titles on the PC and higher AL net revenues.products.

Asia Pacific

For the three months ended December 31, 2002, net revenues in Asia Pacific increased by 75 percent to $38,208,000versus $21,801,000 a year ago. Growth in net revenues in Asia Pacific was driven by strong sales of PlayStation 2 and Xbox titles.

For the nine months ended December 31, 2002, net revenues in Asia Pacific increased by 69 percent to $67,200,000versus $39,859,000 a year ago. Growth in net revenues in Asia Pacific was driven by strong sales of PlayStation 2 titles, most notablyThe Lord of the Rings, The Two TowersandMedal of Honor: Frontlineand Affiliated Label titles.

Japan

For the three months ended December 31, 2002, net revenues in Japan increased by 41 percent to $29,146,000versus $20,724,000 a year ago. Growth in net revenues in Japan was driven by strong sales of Affiliated Label and PlayStation 2 titles.

For the nine months ended December 31, 2002, net revenues in Japan increased by 41 percent to $55,220,000versus $39,141,000 a year ago. Growth in net revenues in Japan was driven by strong sales of titles associated with the PlayStation 2, most notably2002 FIFA World CupandProject FIFA World Cup, and Affiliated Label titles.

31


Information about our worldwide net revenues by product line for the three and nine months ended December 31, 2002 and 2001 is presented below (in thousands):

                 
  December 31, December 31, Increase/    
  2002 2001 (Decrease) % change
  
Net Revenues for the Three Months Ended:
                
PlayStation 2 $459,407  $227,554  $231,853   101.9%
PC  219,083   194,856   24,227   12.4%
Xbox  116,836   44,629   72,207   161.8%
Nintendo GameCube  111,103   30,026   81,077   270.0%
PlayStation  53,066   122,940   (69,874)  (56.8%)
Game Boy Advance  68,102   30,543   37,559   123.0%
Advertising  9,461   10,556   (1,095)  (10.4%)
Game Boy Color  22,610   24,176   (1,566)  (6.5%)
Online Subscriptions  9,193   7,002   2,191   31.3%
License, OEM and Other  7,396   19,813   (12,417)  (62.7%)
  
   1,076,257   712,095   364,162   51.1%
Affiliated Label  157,469   120,783   36,686   30.4%
  
Consolidated Net Revenues $1,233,726  $832,878  $400,848   48.1%
  
                 
  December 31, December 31, Increase/    
  2002 2001 (Decrease) % change
  
Net Revenues for the Nine Months Ended:
                
PlayStation 2 $752,717  $369,836  $382,881   103.5%
PC  377,835   318,818   59,017   18.5%
Xbox  174,466   44,629   129,837   290.9%
Nintendo GameCube  153,897   30,026   123,871   412.5%
PlayStation  90,495   162,129   (71,634)  (44.2%)
Game Boy Advance  73,919   30,543   43,376   142.0%
Advertising  28,579   25,317   3,262   12.9%
Game Boy Color  25,131   28,455   (3,324)  (11.7%)
Online Subscriptions  24,969   22,146   2,823   12.7%
License, OEM and Other  16,349   37,464   (21,115)  (56.4%)
  
   1,718,357   1,069,363   648,994   60.7%
Affiliated Label  300,757   185,621   115,136   62.0%
  
Consolidated Net Revenues $2,019,114  $1,254,984  $764,130   60.9%
  

32


                     
PlayStation 2 Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $459,407   37.2% $227,554   27.3%  101.9%

Nine Months Ended $752,717   37.3% $369,836   29.5%  103.5%

Net revenues increased for the three months ended December 31, 2002 by 102 percent to $459,407,000versus $227,554,000 a year ago. The increase was primarily due to the following:

  Strong consumer acceptance of theThis increase was partially offset by an $8.2 million decrease for PlayStation 2 game consoleand Nintendo GameCube products primarily due to stronger sales in every major market in which we operate.
Higher installed basethe six months ended September 30, 2002 from key titles, includingMedal of the PlayStation 2 consoledue in part to Sony’s hardware price cut in North America in May, Honor Frontlineand2002 and in Europe in August, 2002.
Sales ofFIFA World Cup.Strong current fiscal year net revenue onThe Lord of the Rings, The Two Towers, Harry Potter and the Chamber of SecretsandNeed For Speed Hot Pursuit 2in multiple territories.
Strength of other PlayStation 2 franchise titleswith higher net revenues on current year releases versus prior year release versions including:FIFA 2003, James Bond 007:NightfireSims, Def Jam VENDETTAandTiger Woods PGA Tour 2003EA SPORTS Rugby 2004partially offset these decreases.
In total, we released nine PlayStation 2 titlesduring the quarter versus six PlayStation 2 titles a year ago.

Net revenues increased for the nine months ended December 31, 2002

Playstation product sales decreased by 104 percent to $752,717,000versus $369,836,000 for the comparable period in 2001. The increase was$6.7 million primarily due to our transition away from this platform.

Asia Pacific

For the three months ended September 30, 2003, net revenue from sales in the Asia Pacific region, excluding Japan, increased by 28 percent to $17.6 million versus $13.8 million for the three months ended September 30, 2002. Foreign exchange rates strengthened reported Asia Pacific net revenue by approximately $2.4 million or 18 percent. Based upon reported amounts, the net revenue increase was driven by the following:

  Strong consumer acceptance of the PlayStation 2 game consolein every major market inproduct sales, which we operate.
Higher installed base of the PlayStation 2 consoleincreased $2.2 million primarily due in part to Sony’s hardware price cut in North America in May, 2002 and in Europe in August, 2002.
Sales ofstronger sales from key titles, includingMedal of Honor: Frontline, The Lord of the Rings, The Two Towers, Harry Potter and the Chamber of SecretsEA SPORTS Rugby 2004 andNeed For Speed Hot Pursuit 2Tiger Woods PGA TOUR 2004.in multiple territories.
Strength of other PlayStation 2 franchise titleswith higher net revenues on current year releases versus prior year releases including:James Bond 007:Nightfire,Madden NFL 2003,FIFA 2003andNCAA Football 2003.
In total, we released 17 PlayStation 2 titlesduring the current nine-month period versus 12 PlayStation 2 titles a year ago.

We expect net revenues from PlayStation 2 products to continue to grow in fiscal 2003, but as net revenues for these products increase, we expect our growth rates to decrease. We expect that premium titles will continue to hold their current price points, however we expect lower price points for non-premium titles.

Under the terms of a licensing agreement entered into with Sony Computer Entertainment of America as of April 2000, as amended, we are authorized to develop and distribute DVD-based software products compatible with the PlayStation 2. Pursuant to this agreement, we engage Sony to supply PlayStation 2 CD’s and DVDs for distribution by us. Accordingly, we have limited ability to control our supply of PlayStation 2 CD and DVD products or the timing of their delivery.

33


                     
Personal Computer Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $219,083   17.8% $194,856   23.4%  12.4%

Nine Months Ended $377,835   18.7% $318,818   25.4%  18.5%

Net revenues increased for the three months ended December 31, 2002 by 12 percent to $219,083,000versus $194,856,000 a year ago. The increase was primarily due to the following:

Sales ofJames Bond 007:NightfireandNeed For Speed Hot Pursuit 2 in North America, Europe and Asia Pacific.
Partially offset by lower net revenues on the current year release of franchise titleHarry Potter and the Chamber of Secretsversus the prior year releaseHarry Potter and the Sorceror’s Stone, particularly in Europe.
In total, we released nine PC titlesduring the quarter versus five PC titles a year ago.

Net revenues increased for the nine months ended December 31, 2002 by 19 percent to $377,835,000versus $318,818,000 for the comparable period in 2001. The increase was primarily due to the following:

Sales ofThe Sims Unleashed Expansion PackandThe Sims Deluxein the current fiscal year. Prior years releases, includingThe Sims, The Sims Vacation Expansion Pack, The Sims Hot Date, The Sims: Livin’ Large andThe Sims House Party,continued to generate strong sales in the current fiscal year.The SimsandThe Sims Expansion Packshave now sold over 21 million units.
Catalogue sales fromMedal of Honor Allied Assault, which was released in the prior year, and sales from current release titleMedal of Honor Allied AssaultTM Spearhead.
In total, we released 14 PC titlesduring the current nine-month period versus ten PC titles a year ago.

Due to the strong sales ofThe Simsproducts in fiscal 2002, we expect revenues from PC products to be up only slightly in fiscal 2003.

                     
Xbox Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $116,836   9.5% $44,629   5.4%  161.8%

Nine Months Ended $174,466   8.6% $44,629   3.6%  290.9%

Net revenues increased for the three months ended December 31, 2002by 162 percent to $116,836,000 versus $44,629,000 a year ago. The increase was primarily due to the following:

Higher installed base of the Xbox consolewhich is now available in every major market in which we operate. In the prior period, the Xbox console was only available in North America.
Sales ofMedal of Honor: Frontline,James Bond 007:NightfireandHarry Potter and the Chamber of Secretsin North America, Europe and Asia Pacific.
In total, we released eight Xbox titlesduring the quarter versus six Xbox titles a year ago.

34


Net revenues increased for the nine months ended December 31, 2002by 291 percent to $174,466,000 versus $44,629,000 for the comparable period in 2001. The increase was primarily due to the following:

Higher installed base of the Xbox consolewhich is now available in every major market in which we operate. In the prior period, the Xbox console was only available in North America. Net revenues were generated on titles associated with the Xbox for all three quarters of the current fiscal year versus only one quarter of the prior fiscal year.
Sales ofMedal of Honor: Frontline,James Bond 007: NightfireandNCAA Football 2003in North America.
Sales ofFIFA 2003, James Bond 007: NightfireandHarry Potter and the Chamber of Secretsin Europe.
In total, we released 13 Xbox titlesduring the current nine-month period versus six Xbox titles a year ago.

We expect net revenues from Xbox products to continue to grow in fiscal 2003, but as net revenues for these products increase, we expect our growth rates to decrease. We expect that premium titles will continue to hold their current price points, however we expect lower price points for non-premium titles.

                     
Nintendo GameCube Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $111,103   9.0% $30,026   3.6%  270.0%

Nine Months Ended $153,897   7.6% $30,026   2.4%  412.5%

Net revenues increased for the three months ended December 31, 2002by 270 percent to $111,103,000 versus $30,026,000 a year ago. The increase was primarily due to the following:

Higher installed base of the Nintendo GameCube console,which is now available in every major market in which we operate. In the prior period, the Nintendo Gamecube console was only available in North America and Japan.
Sales ofHarry Potter and the Chamber of Secretsin all territories.
Sales ofJames Bond 007: Nightfire, Medal of Honor: FrontlineandNeed For Speed Hot Pursuit 2in North America, Europe and Asia Pacific.
In total, we released nine Nintendo GameCube titlesduring the quarter versus three Nintendo GameCube titles a year ago.

Net revenues increased for the nine months ended December 31, 2002by 413 percent to $153,897,000 versus $30,026,000 for the comparable period in 2001. The increase was primarily due to the following:

Higher installed base of the Nintendo GameCube platform, which is now available in every major market in which we operate. In the prior period, the Nintendo GameCube platform was only available in North America and Japan. Net revenues were generated on Nintendo GameCube titles for all three quarters of the current fiscal year versus only a portion of the prior fiscal year.
Sales ofHarry Potter and the Chamber of Secretsin all territories.
Sales ofJames Bond 007: Nightfire, Medal of Honor: Frontline andNeed for Speed Hot Pursuit 2in North America.

3524


  SalesCo-publishing and distribution product sales, which increased by $1.6 million, or 39 percent. The increase was due primarily to net revenue fromSoul Calibur II,Knights of the Old Republic,FIFA 2003Aliens Natural SelectionandJames Bond 007: NightfireFreedom Fighters,partially offset by decreases in Europe.the current fiscal year onBuffy the Vampire SlayerandBattlefield 1942.

For the six months ended September 30, 2003, net revenue from sales in the Asia Pacific region, excluding Japan, increased by 11 percent to $32.1 million versus $29.0 million for the six months ended September 30, 2002. Foreign exchange rates strengthened reported Asia Pacific net revenue by approximately $3.9 million or 14 percent. Based upon reported amounts, the net revenue increase was driven by the following:

  In total, we released 15 Nintendo GameCubePlayStation 2 product sales, which increased $2.0 million primarily due to stronger sales from titlesduring including EA SPORTSRugby 2004,The Simsfranchise products,Tiger Woods PGA TOUR 2004, NBA STREET Vol. 2, Madden NFL 2004, Def Jam VENDETTAandLord of the Rings: The Two Towers,partially offset by strong net revenue in the same period of the prior fiscal year forMedal of Honor Frontline.

Co-publishing and distribution product sales, which increased by $1.1 million, or 13 percent, primarily due to net revenue fromSoul Calibur II.

Japan

For the three months ended September 30, 2003, net revenue from sales in Japan decreased by 3 percent to $9.2 million from $9.5 million. Foreign exchange rates strengthened reported net revenue in Japan by approximately $0.1 million or 1 percent. Based upon reported amounts, the net revenue decrease was driven by the following:

Co-publishing and distribution product sales, which decreased by $1.4 million, or 26 percent, primarily due to strong prior year net revenue in the three months ended September 30, 2002 fromEver17,Tenkatouitsu 4andGundam Net Op,partially offset by the current nine-month period versus three Nintendo GameCube titles afiscal year ago.release ofMemo Off Mix.

We expect
Partially offset by PlayStation 2 and PC product sales, which increased $0.9 million primarily due to stronger sales from key products, includingF1 Career Challenge, SimCity 4andDef Jam VENDETTA.

For the six months ended September 30, 2003, net revenuesrevenue from sales in Japan decreased by 18 percent to $21.3 million versus $26.1 million for the six months ended September 30, 2002. Foreign exchange rates strengthened reported net revenue in Japan by approximately $0.8 million or 3 percent. Based upon reported amounts, the net revenue decrease was driven by the following:

PlayStation 2 product sales, which decreased $6.9 million, primarily due to reduced sales onFIFAfranchise products, partially offset byThe Sims, MVP BaseballandNBA STREET Vol. 2.

Offset partially by co-publishing and distribution product sales, which increased by $2.2 million, or 31 percent, primarily due to net revenue fromMax PayneandMemo Off Mix.

Revenue by Product Line

Our worldwide net revenue by product line for the three and six months ended September 30, 2003 and 2002 is summarized below (in thousands):

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Net Revenue for the Three September 30,  September 30,  Increase/    
Months Ended 2003  2002  (Decrease)  % change
   
   
PlayStation 2 $221,180  $158,712  $62,468   39.4%
PC  93,022   82,686   10,336   12.5%
Xbox  68,691   37,527   31,164   83.0%
Nintendo GameCube  24,553   27,838   (3,285)  (11.8%)
Subscription Services  11,124   8,321   2,803   33.7%
Advertising, Programming, Licensing, and Other  7,552   14,161   (6,609)  (46.7%)
PlayStation  7,562   24,206   (16,644)  (68.8%)
Game Boy Advance  3,809   3,679   130   3.5%
   
   437,493   357,130   80,363   22.5%
Co-publishing and Distribution  92,512   96,360   (3,848)  (4.0%)
   
Total Net Revenue $530,005  $453,490  $76,515   16.9%
   
                 
 
Net Revenue for the Six September 30,  September 30,  Increase/    
Months Ended 2003  2002  (Decrease)  % change
   
   
PlayStation 2 $339,549  $293,310  $46,239   15.8%
PC  173,360   158,752   14,608   9.2%
Xbox  100,212   57,630   42,582   73.9%
Nintendo GameCube  45,707   42,794   2,913   6.8%
Subscription Services  24,755   16,860   7,895   46.8%
Advertising, Programming, Licensing, and Other  16,263   29,508   (13,245)  (44.9%)
PlayStation  13,313   37,429   (24,116)  (64.4%)
Game Boy Advance  6,168   5,817   351   6.0%
   
   719,327   642,100   77,227   12.0%
Co-publishing and Distribution  164,059   143,288   20,771   14.5%
   
Total Net Revenue $883,386  $785,388  $97,998   12.5%
   
                     
PlayStation 2 Net Revenue(In thousands)
 
  September 30,  % of net September 30,  % of net   
  2003  revenue 2002  revenue % change
   
Three months ended $221,180   41.7% $158,712   35.0%  39.4%
   
Six months ended $339,549   38.4% $293,310   37.3%  15.8%
   

For the three months ended September 30, 2003, net revenue from PlayStation 2 products increased by 39 percent to $221.2 million versus $158.7 million for the three months ended September 30, 2002. The increase was primarily due to strong sales ofMaddenandTiger Woods PGA TOURfranchise products in the current quarter.This increase was partially offset by lower net revenue from theMedal of Honorfranchise compared to the same period in the prior fiscal year.

For the six months ended September 30, 2003, net revenue from PlayStation 2 products increased by 16 percent to $339.5 million versus $293.3 million for the six months ended September 30, 2002. The increase was primarily due to current fiscal year sales of hit titlesDef Jam VENDETTA, The Sims, and franchise products includingNBA STREET, Madden, Tiger Woods PGA TOUR, andNHL. This increase was partially offset by lower net revenue fromMedal of Honor Frontlinecompared to the same period in the prior fiscal year.

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Personal Computer Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $93,022   17.6% $82,686   18.2%  12.5%
   
Six months ended $173,360   19.6% $158,752   20.2%  9.2%
   

For the three months ended September 30, 2003, net revenue from products for the PC increased by 13 percent to $93.0 million versus $82.7 million in the three months ended September 30, 2002. The increase was primarily due to strong sales of hit franchise products includingSimCityfranchise products, (particularlySimCity 4 DeluxeandSimCity 4 Rush Hour) andCommand & Conquer,Medal of HonorandNHLfranchise products. This was partially offset by a decrease in net revenue onThe Simsfranchise products. Ten titles were released in the current fiscal quarter versus three in the same period in the prior fiscal year.

For the six months ended September 30, 2003, net revenue from products for the PC increased by 9 percent to $173.4 million versus $158.8 million in the six months ended September 30, 2002. The increase was primarily due to stronger current year net revenue of products fromCommand & Conquer,SimCityandMedal of Honorfranchise products, partially offset by lower net revenue from prior fiscal year hit title2002 FIFA World Cup. Current fiscal year releases includedThe Sims Superstar,The Sims Double Deluxe,SimCity 4 Deluxe, andSimCity 4 Rush Hour. Other prior fiscal year releases continued to generate strong sales, particularlyThe Sims DeluxeandThe Sims Unleashed. Twelve titles were released in the six months ended September 30, 2003 versus five titles released in the same period of the prior fiscal year.

                     
Xbox Net Revenue(In thousands)
  September 30,  % of September 30,  % of  
  2003  net revenue 2002  net revenue % change
 
Three months ended $68,691   13.0% $37,527   8.3%  83.0%
   
Six months ended $100,212   11.3% $57,630   7.3%  73.9%
   

For the three months ended September 30, 2003, net revenue of Xbox products increased by 83 percent to $68.7 million versus $37.5 million in the three months ended September 30, 2002. The increase was primarily due to the higher installed base of Xbox consoles as well as the sales ofTiger Woods PGA TOUR,MaddenandNHLfranchise products. Other significant titles contributing to the increase wereMedal of Honor Frontline,FIFA 2003andNBA STREET Vol. 2. Five titles were released in the current fiscal quarter versus three in the same period in the prior fiscal year.

For the six months ended September 30, 2003, net revenue of Xbox products increased by 74 percent to $100.2 million versus $57.6 million in the six months ended September 30, 2002. The increase was primarily due toNBA STREET Vol. 2,The SimsandMedal of Honor Frontline, and strong sales ofTiger Woods PGA TOUR,MaddenandNHLfranchise products. This increase was partially offset by lower net revenue for prior fiscal year hit title2002 FIFA World Cup. Seven titles were released in the six months ended September 30, 2003 versus five in the same period in the prior fiscal year.

                     
Nintendo GameCube Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $24,553   4.6% $27,838   6.1%  (11.8%)
   
Six months ended $45,707   5.2% $42,794   5.4%  6.8%
   

For the three months ended September 30, 2003, net revenue from Nintendo GameCube products decreased by 12 percent to continue to grow in fiscal 2003, but as net revenues for these products increase, we expect our growth rates to decrease. We expect that premium titles will continue to hold their current price points, however we expect lower price points for non-premium titles.

Under the terms of a licensing agreement entered into with Nintendo of America (effective as of November 1, 2001), we are authorized to develop and distribute proprietary optical format disk products compatible with the Nintendo GameCube. Pursuant to this agreement, we engage Nintendo to supply Nintendo GameCube proprietary optical format disk products for distribution by us. Accordingly, we have limited ability to control our supply of Nintendo GameCube proprietary optical format disk products or the timing of their delivery.

                     
PlayStation Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $53,066   4.3% $122,940   14.8%  (56.8%)

Nine Months Ended $90,495   4.5% $162,129   12.9%  (44.2%)

The decrease in PlayStation net revenues$24.6 million versus $27.8 million for the three and nine months ended September 30, 2002. The decrease was

27


primarily due to strong sales ofFreekstyleandNASCAR ThunderTM 2003 in the prior year quarter, partially offset by current quarter sales ofTiger Woods PGA TOUR 2004.

For the six months ended September 30, 2003, net revenue from Nintendo GameCube products increased by 7 percent to $45.7 million versus $42.8 million for the six months ended September 30, 2002. The slight increase was attributable to significant new releases in the current year includingNBA STREET Vol. 2andDef Jam VENDETTA, partially offset by lower net revenue onJames Bond 007 in...Agent Under Fire. Seven titles were released in the six months ended September 30, 2003 versus six in the same period in the prior fiscal year.

                     
Subscription Services Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $11,124   2.1% $8,321   1.8%  33.7%
   
Six months ended $24,755   2.8% $16,860   2.1%  46.8%
   

For the three months ended September 30, 2003, net revenue from subscription fees for our online games increased 34 percent to $11.1 million compared to $8.3 million for the three months ended September 30, 2002 primarily due to subscription net revenue fromThe Sims OnlineandEarth & Beyond,partially offset by a decrease in subscription net revenue fromMotor City Online(which was discontinued during the three months ended September 30, 2003).

For the six months ended September 30, 2003, net revenue from subscription fees for our online games increased 47 percent to $24.8 million compared to $16.9 million for the six months ended September 30, 2002. This increase was primarily due toThe Sims Online, which was launched in December 31, 2002, and higher subscription net revenue fromEarth & Beyond.

                     
Advertising, Programming, Licensing and Other Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $7,552   1.4% $14,161   3.1%  (46.7%)
   
Six months ended $16,263   1.8% $29,508   3.8%  (44.9%)
   

For the three months ended September 30, 2003, net revenue from advertising, programming, licensing and other decreased 47 percent to $7.6 million versus $14.2 million in the three months ended September 30, 2002. The decrease was primarily due to the discontinuance (as of April 1, 2003) of advertising revenue received from AOL, partially offset by AOL programming fees initiated during the quarter ended June 30, 2003. In addition, Game Boy Color net revenue decreased in the current quarter compared to the same periods lastperiod in the prior fiscal year primarily due to lower net revenue from ourHarry Potter franchise products.

For the six months ended September 30, 2003, net revenue from advertising, programming, licensing and other decreased 45 percent to $16.3 million versus $29.5 million for the six months ended September 30, 2002. The decrease was primarily due to the discontinuance (as of April 1, 2003) of advertising revenue received from AOL, partially offset by AOL programming fees initiated during the quarter ended June 30, 2003. In addition, Game Boy Color net revenue decreased in the six months ended September 30, 2003 versus the same period in the prior fiscal year primarily due to lower net revenue for ourHarry Potterfranchise products.

                     
PlayStation Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $7,562   1.4% $24,206   5.3%  (68.8%)
   
Six months ended $13,313   1.5% $37,429   4.8%  (64.4%)
   

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For the three months ended September 30, 2003, net revenue from PlayStation products decreased 69 percent to $7.6 million versus $24.2 million for the three months ended September 30, 2002. As we expected, the decrease in net revenue from sales of PlayStation products for the three months ended September 30, 2003 was attributable to the market transition to nextnewer generation console systems. Although our PlayStation products are playable on the PlayStation 2 console, we expect sales of current PlayStation products to continue to decline throughout the remainder of fiscal 2004.

For the six months ended September 30, 2003, net revenue from PlayStation products decreased 64 percent to $13.3 million versus $37.4 million for the six months ended September 30, 2002. As we expected, the decrease in net revenue was attributable to the market transition to newer generation console systems. Two new titles were released in the six months ended September 30, 2003 versus three titles in the same period in the prior fiscal 2003.year. Titles and franchises that generated lower net revenue in the six months ended September 30, 2003 include2002 FIFA World CupandMadden,Medal of HonorandNASCAR franchise products.

                     
Game Boy Advance Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $3,809   0.7% $3,679   0.8%  3.5%
   
Six months ended $6,168   0.7% $5,817   0.7%  6.0%
   

Under the terms of a licensing agreement entered into with Sony Computer Entertainment of America in July 1994, as amended, we are authorized to develop and distribute CD-based software products compatible with the PlayStation. Pursuant to this agreement, we engage Sony to supply its PlayStation CDs for distribution by us. Accordingly, we have limited ability to control our supply of PlayStation CD products or the timing of their delivery.

                     
Game Boy Advance Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $68,102   5.5% $30,543   3.7%  123.0%

Nine Months Ended $73,919   3.7% $30,543   2.4%  142.0%

Net revenues increased forFor the three months ended December 31, 2002by 123September 30, 2003, net revenue from Game Boy Advance increased 4 percent to $68,102,000$3.8 million versus $30,543,000$3.7 million in the three months ended September 30, 2002. Net revenue from Game Boy Advance products increased slightly due to strong sales of ourLord of the Ringsfranchise products, partially offset by lower net revenue from ourHarry Potterfranchise products. Twelve titles were available in the three months ended September 30, 2003 versus seven in the same period in the prior fiscal year.

For the six months ended September 30, 2003, net revenue from Game Boy Advance increased 6 percent to $6.2 million versus $5.8 million for the six months ended September 30, 2002. This slight increase in net revenue in the current fiscal year was primarily attributable to strong sales ofJames Bond 007: Nightfire, partially offset by lower net revenue on ourHarry Potterfranchise products.

                     
Co-publishing and Distribution Net Revenue(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $92,512   17.5% $96,360   21.2%  (4.0%)
   
Six months ended $164,059   18.6% $143,288   18.2%  14.5%
   

For the three months ended September 30, 2003, net revenue from co-publishing products and distribution products decreased 4 percent to $92.5 million compared to $96.4 million in the three months ended September 30, 2002. This decrease was primarily due to strong sales in the three months ended September 30, 2002, ofKingdom Hearts,Buffy the Vampire Slayer,Resident EvilandFinal Fantasy Xpartially offset by a net revenue increase in the same period of the current fiscal year ago. Thefrom current fiscal year releases,Soul Calibur IIandFreedom Fighters.

For the six months ended September 30, 2003, net revenue from co-publishing products and distribution products increased 15 percent to $164.1 million compared to $143.3 million in the six months ended September 30, 2002. This increase was primarily due to the following:

Sales ofThe Lord of the Rings, The Two Towersin North America, Europe and Asia Pacific.
Higher net revenues on the current year release of franchise titleHarry Potter and the Chamber of Secretsversus the prior year releaseHarry Potter and the Sorceror’s Stonein all territories.
In total, we released four Game Boy Advancetitles during the quarter versus two Game Boy Advance titles a year ago.

36


Net revenues increased for the nine months ended December 31, 2002by 142 percent to $73,919,000 versus $30,543,000 a year ago. The increase was primarily due to the following:

Sales ofThe Lord of the Rings, The Two Towersin North America, Europe and Asia Pacific.
Higher net revenues on the current year release of franchise titleHarry Potter and the Chamber of Secretsversus the prior year releaseHarry Potter and the Sorceror’s Stonein all territories.
In total, we released six Game Boy Advance titlesduring the current nine-month period versus two Game Boy Advance titles a year ago.

                     
Game Boy Color Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $22,610   1.8% $24,176   2.9%  (6.5%)

Nine Months Ended $25,131   1.2% $28,455   2.3%  (11.7%)

Net revenues for Game Boy Color decreased six percent for the three months ended December 31, 2002 compared to the same period last year. Net revenues for Game Boy Color decreased 12 percent during the nine months ended December 31, 2002 compared to the same period last year primarily due to the release of the hit title last year,strong net revenue fromHarry Potter and the Sorceror’s Stone,Soul Calibur IIas well as,The World is Not EnoughFreedom Fighters,Aliens Natural SelectionandMadden NFL 2002Devil May Cry 2, versus only one new title released in the current period,Harry Potter and the Chamber of Secrets.

                     
Advertising Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $9,461   0.8% $10,556   1.3%  (10.4%)

Nine Months Ended $28,579   1.4% $25,317   2.0%  12.9%

Advertising revenues decreased for the three months ended December 31, 2002 compared to the same period last year primarily due to lower advertising revenues generated from AOL and co-branded AOL properties along with a decrease in anchor tenancy banners.

Advertising revenues increased for the nine months ended December 31, 2002 compared to the same period last year primarily due to higher advertising revenues generated from AOL and co-branded AOL properties. This increase was partially offset by lower advertising revenues generatednet revenue from EA.com and Pogo websites and a decrease in anchor tenancy banners. AOL is our exclusive advertising representative for advertising sold through AOL related links. We have been advised by AOL to expect significant declines in future advertising-related revenue. We expect advertising revenues to decline in future quarters.

                     
License, OEM and Other Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $7,396   0.6% $19,813   2.4%  (62.7%)

Nine Months Ended $16,349   0.8% $37,464   3.0%  (56.4%)

The decrease in license, OEM and other net revenues for the three and nine months ended December 31, 2002 was primarily attributable to lower Nintendo 64 net revenues due to the platform transition to next-generation consoles. Nintendo 64 net revenues decreased 100 percent

37


for the three months ended December 31, 2002 and 97 percent for the nine months ended December 31, 2002. We do not intend to release any new Nintendo 64 products in fiscal 2003.

                     
Online Subscription Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $9,193   0.7% $7,002   0.8%  31.3%

Nine Months Ended $24,969   1.2% $22,146   1.8%  12.7%

Net revenues for online subscriptions increased 31 percent for the three months ended December 31, 2002 and 13 percent for the nine months ended December 31, 2002 compared to the same periods last year primarily due to higher subscription revenues fromMotor City OnlineandEarth & Beyond,as well as the launch ofThe Sims Onlinein December 2002. These increases were partially offset by our Platinum and Sports subscription offerings which we discontinued in November 2001. The increase for the nine months ended December 31, 2002 was also partially offset by a decrease in subscription revenues fromUltima Online. Securing and maintaining subscriptions to such products will be critical to the success of EA.com both in the current fiscal year and for the long term.

The success ofThe Sims Onlineis important to the financial success of EA.com. WhileThe Sims Onlineonly shipped in December 2002 and it is premature to judge its commercial success, early results have been below our expectations.

We have also indicated that EA.com will not reach profitability, as originally expected, in the quarter ending March 31, 2003, and long-term profitability of this business segment cannot be assured. We may determine that further cost reductions are necessary.

                     
Affiliated Label Product Net Revenues                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $157,469   12.8% $120,783   14.5%  30.4%

Nine Months Ended $300,757   14.9% $185,621   14.8%  62.0%

AL net revenues increased 30 percent to $157,469,000 for the three months ended December 31, 2002 compared to $120,783,000 in the same period last year primarily due to strong sales ofKingdom Hearts, under a distribution arrangement with Square EA, andAnno 1503.The growth in the current quarter was also due to sales from co-publishing deals with Krome Studios and LEGO Interactive.

AL net revenues increased 62 percent to $300,757,000 for the nine months ended December 31, 2002 compared to $185,621,000 in the same period last year primarily due to strong sales of hit titlesKingdom HeartsandBattlefield 1942Final Fantasy X, under a co-publishing arrangement with Digital Illusions. The increase was also due to products released under co-publishing deals with Krome Studios and LEGO Interactive during the current year..

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Operations by Segment

We operate in two business segments:

EA Core business segment: creation, marketing and distribution of entertainment software.
EA.com business segment: creation, marketing and distribution of entertainment software which can be played or sold online, ongoing management of subscriptions of online games and website advertising.

EA.com represents Electronic Arts’ online and e-Commerce businesses. EA.com’s business includes subscription revenues collected for Internet game play on our websites, website advertising, sales of packaged goods for Internet-only based games and sales of Electronic Arts games sold through the EA.com web store. The Condensed Consolidated Statements of Operations includes all revenues and costs directly attributable to EA.com, including charges for shared facilities, functions and services. Certain costs and expenses are subjective and allocations are based on management’s estimates.

Our view and reporting of business segments may change due to changes in the underlying business facts and circumstances and the evolution of our reporting to our Chief Operating Decision Maker.

Information about our operations by segment for the three and nine months ended December 31, 2002 and 2001 is presented below (in thousands):

              

   Three Months Ended December 31, 2002
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,211,484  $22,242  $1,233,726 
Cost of goods sold  553,579   5,101   558,680 

Gross profit  657,905   17,141   675,046 
Operating expenses:            
 Marketing and sales (a)  124,744   14,748   139,492 
 General and administrative  40,502   1,748   42,250 
 Research and development (b)  84,351   28,207   112,558 
 Amortization of intangibles (c)  927   1,318   2,245 
 Restructuring and asset impairment charges  9,378      9,378 

Total operating expenses  259,902   46,021   305,923 

Operating income (loss)  398,003   (28,880)  369,123 
Interest and other income (expense), net  (4,359)  (80)  (4,439)

Income (loss) before provision for income taxes and minority interest  393,644   (28,960)  364,684 
Provision for income taxes  113,052      113,052 

Income (loss) before minority interest  280,592   (28,960)  251,632 
Minority interest in consolidated joint venture  (1,413)     (1,413)

Net income (loss) before retained interest in EA.com  279,179   (28,960)  250,219 
Net loss related to retained interest in EA.com  (25,485)  25,485    

Net income (loss) $253,694  $(3,475) $250,219 

39


              

   Three Months Ended December 31, 2001
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $810,930  $21,948  $832,878 
Cost of goods sold  395,261   5,592   400,853 

Gross profit  415,669   16,356   432,025 
Operating expenses:            
 Marketing and sales (a)  84,192   9,683   93,875 
 General and administrative  29,116   2,717   31,833 
 Research and development (b)  66,030   31,376   97,406 
 Amortization of intangibles (c)  3,205   3,154   6,359 
 Restructuring and asset impairment charges     14,051   14,051 

Total operating expenses  182,543   60,981   243,524 

Operating income (loss)  233,126   (44,625)  188,501 
Interest and other income (expense), net  3,597   (82)  3,515 

Income (loss) before provision for income taxes and minority interest  236,723   (44,707)  192,016 
Provision for income taxes  59,525      59,525 

Income (loss) before minority interest  177,198   (44,707)  132,491 
Minority interest in consolidated joint venture  (199)     (199)

Net income (loss) before retained interest in EA.com  176,999   (44,707)  132,292 
Net loss related to retained interest in EA.com  (38,001)  38,001    

Net income (loss) $138,998  $(6,706) $132,292 

              

   Nine Months Ended December 31, 2002
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,958,297  $60,817  $2,019,114 
Cost of goods sold  887,814   11,122   898,936 

Gross profit  1,070,483   49,695   1,120,178 
Operating expenses:            
 Marketing and sales (a)  228,473   31,907   260,380 
 General and administrative  89,448   5,918   95,366 
 Research and development (b)  221,716   79,951   301,667 
 Amortization of intangibles (c)  2,780   3,956   6,736 
 Restructuring and asset impairment charges  9,378      9,378 

Total operating expenses  551,795   121,732   673,527 

Operating income (loss)  518,688   (72,037)  446,651 
Interest and other income (expense), net  67   (182)  (115)

Income (loss) before provision for income taxes and minority interest  518,755   (72,219)  446,536 
Provision for income taxes  138,426      138,426 

Income (loss) before minority interest  380,329   (72,219)  308,110 
Minority interest in consolidated joint venture  (253)     (253)

Net income (loss) before retained interest in EA.com  380,076   (72,219)  307,857 
Net loss related to retained interest in EA.com  (62,581)  62,581    

Net income (loss) $317,495  $(9,638) $307,857 

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   Nine Months Ended December 31, 2001
   EA Core        
   (excl. EA.com) EA.com Electronic Arts

Net revenues $1,201,407  $53,577  $1,254,984 
Cost of goods sold  595,468   12,174   607,642 

Gross profit  605,939   41,403   647,342 
Operating expenses:            
 Marketing and sales (a)  150,002   29,697   179,699 
 General and administrative  72,535   7,916   80,451 
 Research and development (b)  185,138   100,628   285,766 
 Amortization of intangibles (c)  9,615   9,694   19,309 
 Restructuring and asset impairment charges     14,051   14,051 

Total operating expenses  417,290   161,986   579,276 

Operating income (loss)  188,649   (120,583)  68,066 
Interest and other income (expense), net  10,865   (573)  10,292 

Income (loss) before provision for income taxes and minority interest  199,514   (121,156)  78,358 
Provision for income taxes  24,291      24,291 

Income (loss) before minority interest  175,223   (121,156)  54,067 
Minority interest in consolidated joint venture  147      147 

Net income (loss) before retained interest in EA.com  175,370   (121,156)  54,214 
Net loss related to retained interest in EA.com  (102,983)  102,983    

Net income (loss) $72,387  $(18,173) $54,214 

(a)EA.com Marketing and Sales includes $4,467,000 and $4,466,000 of Carriage Fee for the three months ended December 31, 2002 and 2001, respectively. EA.com Marketing and Sales includes $13,399,000 and $13,398,000 of Carriage Fee for the nine months ended December 31, 2002 and 2001, respectively.
(b)EA.com Research and Development includes $12,422,000 of Network Development and Support and $2,708,000 of Customer Relationship Management (CRM) for the three months ended December 31, 2002; and includes $14,858,000 of Network Development and Support and $2,583,000 of CRM for the three months ended December 31, 2001. EA.com Research and Development includes $36,533,000 of Network Development and Support and $7,052,000 of CRM for the nine months ended December 31, 2002; and includes $46,903,000 of Network Development and Support and $8,493,000 of CRM for the nine months ended December 31, 2001.
(c)Results for fiscal 2003 do not include amortization of goodwill as a result of adopting SFAS No. 142. Amortization of intangibles for the three months ended December 31, 2001 includes goodwill amortization of $1,485,000 for EA Core and $1,406,000 for EA.com. Amortization of intangibles for the nine months ended December 31, 2001 includes goodwill amortization of $4,456,000 for EA Core and $4,296,000 for EA.com.

41


Costs and Expenses, Interest and Other Income, Net, and Income Taxes and Net Income (Loss) for both EA Core and EA.com Segments

Cost of Goods Sold.Cost of goods sold for our packaged goods businessdisk-based and cartridge-based products consists of actual product costs, royalties expense for celebrities, professional sports and other organizations and independent software

29


developers, manufacturing royalties, net of volume discounts, expense for defective products, write-off of post-launch prepaid royalty costs, and operations expense. Cost of goods sold for our online product subscription business consists primarily of data center and bandwidth costs associated with hosting our websites, credit card fees and royalties for use of EA and third party properties. Cost of goods sold for our website advertising business consists primarily of ad serving costs.

Marketing and Sales.Marketing and sales expenses consist of personnel-related costs, advertising, and marketing and promotional expenses.expenses, net of co-op advertising expense reimbursements. In addition, marketing and sales includesexpense in fiscal year 2003 included the amortization of the “carriage” fees payable for the distribution of our online games on AOL, carriage fee (“Carriage Fee”), which began with the launch of EA.com in October 2000. The Carriage Fee is being amortized straight-line over the five-year term of the AOL agreement entered into in November 1999.we are no longer required to pay.

General and Administrative.General and administrative expenses consist of personnel and related expenses of executive and administrative staff, fees for professional services such as legal and accounting, and allowances for bad debts.

Research and Development.Research and development expenses consist of expenses incurred by our production studios for personnel-related costs, consulting, equipment depreciation, customer relationship management expenses associated with Electronic Arts’our products and online games and write-offsany impairments of prepaid royalties. EA.com has researchroyalties for pre-launch products. Research and development expenses for our online business include expenses incurred by Electronic Arts’our studios consisting of direct development costs and related overhead costs in connection with the development and production of EA.comour online games. Research and development expenses also include network development and support costs directly incurred by EA.com. Network development and support costs consist of expenses associated with development of website content, depreciation on server equipment to support online games, network infrastructure direct expenses, software licenses and maintenance, and network and management overhead.

                      
Cost of Goods Sold                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $558,680   45.3% $400,853   48.1%  39.4%

Nine Months Ended $898,936   44.5% $607,642   48.4%  47.9%

                     
Cost of Goods Sold(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $213,762   40.3% $200,867   44.3%  6.4%
   
Six months ended $363,725   41.2% $343,321   43.7%  5.9%
   

CostFor the three months ended September 30, 2003, cost of goods sold as a percentage of revenuesnet revenue decreased by 4.0 percentage points to 40.3 percent from 44.3 percent for the three months ended December 31,September 30, 2002 as compared to the same periods last year primarily due to:

Favorable product mix contributing 1.7 percentage points to total gross margin due to an increase in the percentage of net revenue being derived from our higher-gross-margin product lines, such as products for the PlayStation 2 and PC, and a decrease in the percentage of net revenue derived from lower-gross-margin product lines such as those for the PlayStation and co-publishing and distribution products. The increase was partially offset by a decrease in the percentage of net revenue from advertising, programming, licensing and other product lines that generally have higher gross margins.

 Product mix,Higher overall gross margins by platform and on co-publishing and distribution products, contributing 1.8 percentage points to total gross margin. The increase was due to athe higher mixvolume of next-generation console titlessales of co-publishing products, such as well as a higher mix of co-published titles Soul Caliber II, Aliens Natural Selection, andFreedom Fightersin our AL business.
Higher PC marginsdue to:

Higher weighted average sales prices on new release titles. Expansion packs,the three months ended September 30, 2003, which have a lower average sales price, represented twohigher gross margin than distribution products, such asKingdom Hearts, which contributed a higher proportion of this category’s net revenue in the same period of the five titles released in the prior year, while there was only one expansion pack released out of the nine new titles in the current quarter.
Lower developer royalty rates onHarry Potter and the Chamber of Secrets, the biggest-selling title in the quarter, compared toHarry Potter and the Sorceror’s Stone, the biggest-selling PC title in the previousfiscal year.

42


 Higher ALPC gross margins contributing 0.7 percentage points to total gross margin. The increase was due to morelower overall direct and indirect costs of goods sold primarily onThe Simsfranchise products and new products for the PC released under co-publishing deals in the current year, such asTyquarter compared to the Tasmanian TigerandBattlefield 1942.same period of the prior fiscal year.

 Lower royalty ratesbecause of volume discounts received from console manufacturers.
Partially offset by lower margins onHigher Nintendo GameCube productsgross margins contributing 0.4 percentage points to total gross margin due to:to pricing discounts from Nintendo on current year sales and higher royalties in the prior year due toF1 2002.

Higher reserves for inventory obsolescence.
Higher royalty expense on new titlessuch asHarry Potter and the Chamber of Secrets andJames Bond 007: Nightfire.

Partially offset by lower Xbox gross margins, which reduced total gross margin by 0.4 percentage points. This decrease was due to a higher percentage of net revenue from older titles at lower price points and lower margins compared to a higher percentage of net revenue from new titles in the same period of the prior fiscal year.

Cost30


For the six months ended September 30, 2003, cost of goods sold as a percentage of revenuesnet revenue decreased for the nine months ended December 31, 2002 as comparedby 2.5 percentage points to the same period last year primarily due to:

Higher PC marginsdue to:

Higher sales of wholly owned intellectual propertiessuch asThe SimsandMedal of Honorfranchise of titles, compared toBlack and WhiteandNHL 2002in the prior year.
Lower developer royalty rates onHarry Potter and the Chamber of Secrets, the biggest-selling PC title in the year, compared toHarry Potter and the Sorceror’s Stone, the biggest-selling PC title in the previous year.
Higher average sales prices on new release titles. Expansion packs, which have a lower average sales price, represented three of the ten titles released in the prior year, while there was only two expansion packs released out of the 14 new titles in the current period.

Higher PlayStation 2 marginsdue to:

Lower royalties on PlayStation 2, primarily due to sales ofMedal of Honor: Frontline, a wholly owned intellectual property, developed internally, on which we pay no royalties (other than console royalties).
Volume discountsreceived from console manufacturers.

Higher AL marginsdue to higher volume of products released under co-publishing deals in the current year, such asBattlefield 1942andBuffy the Vampire Slayer.
Product mix,due to a higher mix of next-generation console titles offset by a higher mix of AL titles.
Partially offset by lower margins on Nintendo GameCube productsdue to:

Higher reserves for inventory obsolescence.
Higher royalty expense on new titlessuch asHarry Potter and the Chamber of SecretsandJames Bond 007: Nightfire.

                      
Marketing and Sales                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $139,492   11.2% $93,875   11.3%  48.6%

Nine Months Ended $260,380   13.0% $179,699   14.3%  44.9%

Marketing and sales expenses for the three months ended December 31, 2002 increased in absolute dollars by 4941.2 percent primarily attributable to:

The release of 44 products this year versus 29 products last year.A large portion of our marketing and sales expense in the current year related to advertising spending to support key releases on multiple platforms and across multiple territories includingLord of the Rings, The Two Towers,Harry Potter and the Chamber of Secrets,NBA Live 2003,Need For Speed: Hot Pursuit 2as well as catalogue sales ofMadden NFL 2003.
Increase in headcount-related expensesto support the growth of the marketing and sales functions in North America and Europe.

43


Higher consumer promotions and advertising media placement costs incurred by EA.com to promoteThe Sims Online.

As a percentage of revenue, marketing and sales expenses were relatively consistent at 11.3 percent of revenue in the year ago quarter versus 11.2 percent of revenue in the current period.

Marketing and sales expenses increased in absolute dollars by 45from 43.7 percent for the ninesix months ended December 31, 2002 primarily attributed to:

The release of 74 products this year versus 45 products last year. A large portion of our marketing and sales expense in the current year related to advertising spending to support key releases on multiple platforms and across multiple territories includingMadden NFL 2003,NBA Live 2003,Medal of Honor: Frontline,Lord of the Rings, The Two Towers, Harry Potter and the Chamber of SecretsandNeed for Speed: Hot Pursuit 2.
Increase in headcount-related spendingto support the growth of the marketing and sales functions in North America and Europe.
Higher public relations and consumer promotion spendingto support key titles in the current year.

As a percentage of revenue, marketing and sales expenses declined from 14.3 percent of revenue in the prior nine-month period ended December 31, 2001 to 13.0 percent of revenue in the current nine-month period ended December 31, 2002.

                      
General and Administrative                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $42,250   3.5% $31,833   3.8%  32.7%

Nine Months Ended $95,366   4.7% $80,451   6.4%  18.5%

General and administrative expenses for the three months ended December 31, 2002 increased in absolute dollars by 33 percent primarily due to:

An increase in payroll and occupancy coststo support the increased growth of these functions in North America and Europe.
Partially offset by lower EA.com spending due to the headcount reductions and office closuresfor EA.com in October 2001 as part of the restructuring of that segment (see Restructuring and Asset Impairment Charges discussion below).

As a percentage of revenue, general and administrative expenses declined from 3.8 percent of revenue in the year ago quarter to 3.5 percent of revenue in the current period.

General and administrative expenses increased in absolute dollars by 19 percent for the nine months ended December 31,September 30, 2002 primarily due to:

 AnHigher overall gross margins by platform and for co-publishing and distribution products contributing 1.4 percentage points to total gross margin. The increase in payroll and occupancy coststo support the increased growth of these functions in North America and Europe.
Partially offset by lower EA.com spendingwas due to the headcount reductionshigher volume of sales of co-publishing products, such asSoul Caliber II, Aliens Natural Selection, and office closuresfor EA.com Freedom Fightersin October 2001the six months ended September 30, 2003, which have a higher gross margin than distribution products, such as partKingdom Hearts, which contributed a higher proportion of this category’s net revenue in the same period of the restructuring of that segment (see Restructuring and Asset Impairment Charges discussion below).prior fiscal year.

As a percentage of revenue, general and administrative expenses declined from 6.4 percent of revenue in the prior nine-month period ended December 31, 2001 to 4.7 percent of revenue in the current nine-month period ended December 31, 2002.

44


                      
Research and Development                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $112,558   9.1% $97,406   11.7%  15.6%

Nine Months Ended $301,667   14.9% $285,766   22.8%  5.6%

Research and development expenses increased for the three months ended December 31, 2002 in absolute dollars by 16 percent primarily due to:

 Higher EA Core expenses, which increased by 28 percent in absolute dollars,gross margins for Nintendo GameCube products contributing a 0.6 percentage point increase to the total gross margin. The increase was due to additional headcount-relatedpricing discounts received from Nintendo on current year sales. In addition, we also had lower royalty expensesattributable in the current period. The decrease in royalties was due to increased in-house development capacity, nethigher sales in the current year of co-development arrangements.lower royalty bearing titles such asThe Simscompared with higher sales of higher royalty bearing titles such as2002 FIFA World CupandF1 2002in the same period in the prior fiscal year.In addition, high returns onHarry Potter and the Chamber of Secrets resulted in lower effective royalty rates in the current period.

 Partially offset byHigher gross margins for PC products contributing a 0.5 percentage point increase to total gross margin. The increase in PC product margins was due primarily to lower EA.com spending, which decreased by 10 percentdirect costs of goods sold and indirect cost of goods sold on new products released in absolute dollars, due to:

Headcount reductions and office closuresfor EA.comcurrent quarter. In addition, royalties on current year releases were lower than on products released in October 2001 as partthe same period of the restructuring of that segment (see Restructuring and Asset Impairment Charges discussion below).
Priorprior fiscal year development spendingonsuch as,Majestic2002 FIFA World CupandMotor City OnlineF1 2002..
Partially offset by higher development spendingonThe Sims OnlineandEarth & Beyondin the current year.

                     
Marketing and Sales(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $64,041   12.1% $55,514   12.2%  15.4%
   
Six months ended $123,125   13.9% $120,888   15.4%  1.9%
   

     As a percentage of revenue, researchFor the three months ended September 30, 2003, marketing and development expenses declined from 11.7 percent of revenue in the year ago quarter to 9.1 percent of revenue in the current period.

     Research and developmentsales expenses increased in absolute dollars by 615.4 percent foras compared to the ninethree months ended December 31,September 30, 2002 primarily due to:

 Higher EA Core expenses, which increased by 20 percent in absolute dollars, due to additional headcount-related expenses attributable to increased in-house development capacity, netThe release of co-development arrangements.
Partially offset by lower EA.com spending, which decreased by 21 percent in absolute dollars, due to:

Headcount reductions and office closuresfor EA.com in October 2001 as part of the restructuring of that segment (see Restructuring and Asset Impairment Charges discussion below).
Prior year development spendingonMajesticandMotor City Online.
Partially offset by higher development spendingonThe Sims OnlineandEarth & Beyond11 titles in the current fiscal quarter versus eight titles in the same period of the prior fiscal year. The primary increase related to higher advertising spending of $6.5 million to support product releases includingTiger Woods PGA TOUR 2004,NASCAR Thunder 2004andNCAA Football 2004on multiple platforms.

As

Increase in headcount and related expenses by 18 percent and increases in promotional expenses to support the growth of our marketing and sales functions worldwide.

Partially offset by the discontinuance of carriage fee payments to AOL, which resulted in a percentagedecrease of revenue, research and development expenses declined from 22.8 percent of revenue in the prior nine-month period ended December 31, 2001 to 14.9 percent of revenue in the current nine-month period ended December 31, 2002.
                      
Amortization of Intangibles                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $2,245   0.2% $6,359   0.8%  (64.7%)

Nine Months Ended $6,736   0.3% $19,309   1.6%  (65.1%)

$4.5 million.

For the three and ninesix months ended December 31,September 30, 2003, marketing and sales expenses increased by 1.9 percent as compared to the six months ended September 30, 2002 amortizationprimarily due to:

Increase in headcount and related expenses by 20 percent and promotional expenses to support the growth of intangibles relatesour marketing and sales functions worldwide.

Partially offset by the discontinuance of carriage fee payments to amortizationAOL, which resulted in a decrease of definite-lived identifiable intangible assets from acquisitions of Westwood, Pogo, Kesmai and DreamWorks.$8.9 million.
                     
General and Administrative(In thousands)
  September 30,  % of net September 30,  % of net  
  2003  revenue 2002  revenue % change
 
Three months ended $36,032   6.8% $27,453   6.1%  31.2%
   
Six months ended $66,792   7.6% $53,116   6.8%  25.7%
   

4531


For the three and nine months ended December 31, 2001, amortizationSeptember 30, 2003, general and administrative expenses increased by 31.2 percent as compared to the three months ended September 30, 2002 due to:

Increase in headcount related expenses, depreciation, professional services, information technology and facilities expenses for an aggregate increase of $12.9 million.

Partially offset by a $4.3 million decrease in bad debt expense.

For the six months ended September 30, 2003, general and administrative expenses increased by 25.7 percent as compared to the six months ended September 30, 2002 due to:

Increase in headcount related expenses, professional services, depreciation and information technology, and facilities related expenses of $20.4 million.

Partially offset by a decrease in bad debt expense of $6.7 million.
                     
Research and Development(In thousands)
  September 30,  % of net September 30,  % of net   
  2003  revenue 2002  revenue % change
   
Three months ended $113,493   21.4% $96,164   21.2%  18.0%
   
Six months ended $204,615   23.2% $186,044   23.7%  10.0%
   

For the three months ended September 30, 2003, research and development expenses increased by 18.0 percent as compared to the three months ended September 30, 2002 due to:

Increase in headcount and related expenses by 29 percent and outside services to support the growth of the research and development function.

Partially offset by a decrease in pre-launch write-offs of prepaid royalties and a decrease in depreciation expense due to $66.3 million of asset impairments recorded in the third and fourth quarters of fiscal 2003.

For the six months ended September 30, 2003, research and development expenses increased by 10.0 percent as compared to the six months ended September 30, 2002 due to:

Increase in headcount and related expenses by 26 percent and outside services to support the growth of the research and development function.

Partially offset by a decrease in the pre-launch write-offs of prepaid royalties and a decrease in depreciation expense due to $66.3 million of asset impairments recorded in the third and fourth quarters of fiscal 2003.

The increase in research and development spending is expected to continue in fiscal 2004 due to an increase in development spending for current generation console products including the PlayStation 2, Xbox and Nintendo GameCube, as well as extending our investment in the PC and future platforms.

                     
Amortization of Intangibles(In thousands)
  September 30,  % of net September 30,  % of net   
  2003  revenue 2002  revenue % change
   
Three months ended $810   0.2% $2,246   0.5%  (63.9%)
   
Six months ended $1,490   0.2% $4,491   0.6%  (66.8%)
   

Amortization of intangibles relates primarilydecreased $1.4 million and $3.0 million for the three and six months ended September 30, 2003 compared to amortization of purchased goodwill and intangibles from acquisitions of Westwood, Pogo, Kesmai, DreamWorks, ABC Software and other acquisitions.

the same periods in the prior year. The decrease in amortization for the three months ended December 31, 2002both periods was due primarily to the impairment of certain identifiablefinite-lived intangible assets related to Westwood and DreamWorks being fully amortizedrecognized in the prior fiscal 2002, as well as the result of adopting SFAS No. 142 which required, among other things, the discontinuance of goodwill amortization. As of April 1, 2002, we have ceased to amortize approximately $69,050,000 of goodwill. year.

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Interest and Other Income, Net(In thousands)
  September 30,  % of net September 30,  % of net   
  2003  revenue 2002  revenue % change
   
Three months ended $9,130   1.7% $1,177   0.3%  675.7%
   
Six months ended $13,979   1.6% $4,324   0.6%  223.3%
   

For the three months ended December 31, 2001, amortization of goodwill totaled $2,891,000. As a percentage of revenue, amortization of intangibles expense declinedSeptember 30, 2003, interest and other income, net, increased from 0.8 percent of revenue in the year ago quarter to 0.2 percent of revenue in the current period.

The decrease in amortization for the nine months ended December 31, 2002 was due to certain identifiable intangible assets related to Westwood and DreamWorks being fully amortized in fiscal 2002, as well as the result of adopting SFAS No. 142. For the nine months ended December 31, 2001, amortization of goodwill totaled $8,752,000. As a percentage of revenue, amortization of intangibles expense declined from 1.6 percent of revenue in the prior nine-month period ended December 31, 2001 to 0.3 percent of revenue in the current nine-month period ended December 31, 2002.

In addition, during the three months ended December 31, 2001, we recorded intangible impairment charges of $1,641,000 relating to EA.com’s restructuring.

                      
Restructuring and Asset Impairment Charges                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $9,378   0.8% $14,051   1.7%  (33.3%)

Nine Months Ended $9,378   0.5% $14,051   1.1%  (33.3%)

September 30, 2002 primarily due to:

During the quarter ended December 31, 2002, the Company closed its office located in San Francisco, California and its studio located in Seattle, Washington. The office and studio closures were

Foreign currency gains as a result of the Company’s strategic decision to consolidate local development efforts in Redwood City, California and Vancouver, Canada. The Company recorded total pre-tax charges of $9,378,000, consisting of $7,310,000 for consolidation of facilities, $1,452,000favorable rates primarily for the write-off of non-current assetsEuro and $616,000 for workforce reductions. The facilities charge was net of a reduction in deferred rent of $533,000. At December 31, 2002, there was $8,074,000 remainingBritish Pound at the end of the accrued restructuring balance. We expect this remaining balancecurrent year quarter compared to be fully utilized by December 31, 2006. (See Note 11 of the Notes to Condensed Consolidated Financial Statements).

The exit plans resultedlosses on foreign exchange hedge contracts in a workforce reduction of approximately 33 personnel in development and administrative departments. The estimated costs for consolidation of facilities included contractual rental commitments under the real estate lease for unutilized office space, offset by estimated future sub-lease income. In addition, the exit plans resulted in the write-off of certain non-current fixed assets, primarily leasehold improvements.

In October 2001, we announced a restructuring plan for EA.com to reduce EA.com’s workforce and consolidate facilities. The restructuring initiatives involved strategic decisions to discontinue certain product offerings and focus only on key online priorities that align with its fiscal 2003

46


operational objectives. The restructuring and asset impairment charge of $14,051,000 incurred in the third quarter of fiscal 2002 is comprised of charges of approximately $3,763,000 for workforce reduction, $3,785,000 for consolidation of facilities and other administrative charges and $6,503,000 for the write-off of non-current assets. The workforce reduction resulted in the termination of approximately 240 positions in the third quarter of fiscal 2002. At December 31, 2002, there was $905,000 remaining of the EA.com accrued restructuring balance. We expect this remaining balance to be fully utilized by December 31, 2006. (See Note 11 of the Notes to Condensed Consolidated Financial Statements).

                      
Interest and Other Income (Expense), Net                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $(4,439)  (0.3%) $3,515   0.5%  (226.3%)

Nine Months Ended $(115)  (0.0%) $10,292   0.8%  (101.1%)

Interest and other income (expense), net, for the three months ended December 31, 2002 decreased from the same period inof the prior fiscal year primarily due tofor an aggregate increase of $4.7 million.

Higher interest income of $2.3 million, as a permanent impairmentresult of investments in affiliates of $10,119,000,higher average cash balances partially offset by gains on sales of marketable securities of $2,086,000lower interest rates in the third quarter ofcurrent fiscal 2003. As a percentage of revenue,quarter.

For the six months ended September 30, 2003, interest and other income, (expense), net, declinedincreased from 0.5 percentthe six months ended September 30, 2002 primarily due to:

Higher interest income of revenue in the year ago quarter to (0.3) percent$4.8 million, as a result of revenuehigher average cash balances partially offset by lower interest rates in the current period.fiscal year.

Interest and other income (expense), net,

Foreign currency gains as a result of favorable rates primarily for the nineEuro and British Pound as of September 30, 2003 compared to losses on foreign exchange hedge contracts in the six months ended December 31,September 30, 2002 decreased from the same period in the prior year primarily due to a permanent impairmentfor an aggregate increase of investments in affiliates of $10,590,000 and losses on sales of marketable securities of $273,000 in fiscal 2003. As a percentage of revenue, interest and other income (expense), net, declined from 0.8 percent of revenue in the prior nine-month period ended December 31, 2001 to 0.0 percent of revenue in the current nine-month period ended December 31, 2002.
                      
Income Taxes                    

(in thousands) December 31, 2002 Effective tax rate December 31, 2001 Effective tax rate % change

Three Months Ended $113,052   31.0% $59,525   31.0%  89.9%

Nine Months Ended $138,426   31.0% $24,291   31.0%  469.9%

$3.6 million.
                     
Income Taxes(In thousands)
  September 30,  Effective September 30,  Effective   
  2003  tax rate 2002  tax rate % change
   
Three months ended $34,409   31.0% $22,451   31.0%  53.3%
   
Six months ended $42,662   31.0% $25,374   31.0%  68.1%
   

Our effective tax rate was 31%31 percent for the three and ninesix months ended December 31, 2002September 30, 2003 and 2001.

                      
Net Income                    

(in thousands) December 31, 2002 % of net revenues December 31, 2001 % of net revenues % change

Three Months Ended $250,219   20.3% $132,292   15.9%  89.1%

Nine Months Ended $307,857   15.2% $54,214   4.3%  467.9%

In absolute dollars, reported net income increased for2002. The effective tax rate is the three months ended December 31, 2002 primarily related to:

Higher revenues and gross profits.
Partially offset by an increase in expensescompared to the same period last year primarily due to:

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Increases in marketing and advertising coststo support a higher number of key releases in multiple territories and spending on the Xbox and Nintendo GameCube consoles which, in fiscal 2003, have been available in all territories.
Higher research and development spendingin the current year attributable to increased in-house development capacity, net of co-development arrangements.

Although expenses rose on an absolute basis versus the comparable period, net income as a percentage of sales increased to 20.3 percent versus 15.9 percent as expenses grew at a slower rate than did our revenues.

In absolute dollars, reported net income increased for the nine months ended December 31, 2002 primarily related to:

Higher revenues and gross profits.
Partially offset by an increase in expensescompared to the same period last year. The increase in expenses was primarily due to increases in marketing and advertising costs to support a higher number of key releases in multiple territories and spending on the Xbox and Nintendo GameCube consoles which, in fiscal 2003, have been available in all territories.

Although expenses rose on an absolute basis versus the comparable period, net income as a percentage of sales increased to 15.2 percent versus 4.3 percent as expenses grew at a slower rate than did our revenues.

We have indicated that the EA.com segment will not reach profitability in the quarter ending March 31, 2003. For fiscal 2003, we expect full year losses for EA.com as a result of higherthe mix of income earned in various tax jurisdictions that apply a broad range of tax rates. The effective tax rate may change period-to-period based on nonrecurring events, as well as recurring factors including the geographical mix of income before taxes, the timing and amount of foreign dividends, and state and local taxes. Future effective tax rates could be adversely affected if earnings are lower than anticipated marketing spend, delays in launching key products resultingcountries where we have lower statutory rates, by unfavorable changes in fewer subscriberstax laws and lower-than-expected advertising revenues. For fiscal 2004,regulations or by adverse rulings in tax related litigation. In addition, we are committedsubject to minimizing the lossescontinuous examination of our income tax returns by the Internal Revenue Service and other tax authorities. We regularly assess the likelihood of adverse outcomes resulting from these examinations to determine the adequacy of our provision for our online business and expect to see some improvement in net loss year over year.income taxes.

48


LIQUIDITY AND CAPITAL RESOURCES


EA Core and EA.com

As of December 31, 2002,September 30, 2003, our working capital was $1,182,683,000$1.65 billion compared to $699,561,000$1.34 billion at March 31, 2002.2003. Cash, cash equivalents and short-term investments increased by approximately $368,390,000$146.6 million during the ninefirst six months ended December 31, 2002.of fiscal 2004. We generated $283,510,000 of cash from operations, $109,877,000$139.9 million of cash through the sale of equity securities under our stock plans and $28.2 million of cash provided by operations, which was partially offset by $34,470,000$28.7 million of cash used infor capital expenditures during the ninesix months ended December 31, 2002.September 30, 2003.

     Reserves for bad debts and sales allowances increased from $115,870,000 at March 31, 2002 to $206,651,000 at December 31, 2002. Reserves have been charged for returnsAs of product and price protection credits issued for products sold in prior periods. Management believes these reserves are adequate based on historical experience and its current estimate of potential returns and allowances.

     OurSeptember 30, 2003, our principal source of liquidity is $1,165,326,000$1.7 billion in cash, cash equivalents and short-term investments at December 31, 2002. Management believesand $0.8 million in marketable equity securities. We believe the existing cash, cash equivalents, short-term investments, marketable equity securities and cash generated from operations will be sufficient to meet cash and investment requirements for at least the next 12 months. However,A portion of our cash is generated from operations domiciled in foreign tax jurisdictions (approximately $329.4 million) that is designated as permanently invested in

33


the respective tax jurisdiction. While we do not currently believe there is a need to repatriate these funds to the United States in the short term, if these funds are required for our operations in the United States, we would be required to accrue and pay additional taxes to repatriate these funds.

Our ability to maintain sufficient liquidity could be affected by various risks and uncertainties including, but not limited to, those related to customer demand and acceptance of our titles on new platforms and new title versions of our titles on existing platforms, our ability to collect our accounts receivable as they become due, successfully achieving our product release schedules and attaining our forecasted sales objectives, the impact of competition, the economic conditions in the domestic and international markets, seasonality in operating results, risks of product returns and the other risks listed in the “Risk Factors” section.

EA.com

     IncludedOur gross accounts receivable balance was $329.6 million and $246.7 million as of September 30, 2003 and March 31, 2003, respectively. Reserves for product returns, pricing allowances and doubtful accounts decreased 23 percent from $164.6 million at March 31, 2003 to $126.8 million at September 30, 2003. The decrease in the amounts above isoverall reserves as of September 30, 2003 was due to the followinghigh volume of return and price protection credits processed in the first six months of fiscal year 2004, for products sold in prior periods. Although the EA.com business:

     With the exception of the proceeds from the sale to AOL in fiscal 2000 of stock and a warrant to purchase stock in the amount of $20,000,000, to date, EA.com has been funded solely by Electronic Arts. This funding has been accounted for as capital contributions from Electronic Arts. Excess cash generated from operations is transferred to Electronic Arts, and has been accounted for as a return of capital. We anticipate these funding procedures will continue in the near-term. However, Electronic Arts may, at its discretion, provide funds to EA.com under a debt arrangement, instead of treating such funding as a capital contribution.
     During the nine months ended December 31, 2002, EA.com used $38,602,000 of cash in operations, $696,000 in capital expenditures for computer equipment, internal use software and related third party software, offset by $35,708,000 in capital contributions from Electronic Arts. As a result of the net operating loss generated, we realized a tax benefit of approximately $22,388,000.
     During the nine months ended December 31, 2001, EA.com used $88,700,000 of cash in operations, $12,447,000 in capital expenditures for computer equipment, network infrastructure, internal use software and related third party software, offset by $107,571,000

49


in capital contributions from Electronic Arts. As a result of the net operating loss generated, we realized a tax benefit of approximately $37,558,000.

     Under the AOL agreement entered into in November 1999, EA.com is required to pay $81,000,000 to AOL over the lifeabsolute dollar amounts of the five-year agreement. Of this amount, $36,000,000 was paid upon signing the agreement with the remainder due in four equal annual installments beginning with the first anniversarysales return and price protection reserves have decreased as of the initial payment. EA.com paid AOL $11,250,000 in each of the fiscal years 2001, 2002 and 2003.

     Future liquidity needs of EA.com will be met by Electronic Arts as Electronic Arts intends to continue to fund the cash requirements of EA.com for the foreseeable future.

Other Commitments

Advertising Commitments

     We made a commitment to spend $15,000,000 in offline media advertisements promoting our online games, including those on the AOL service, priorSeptember 30, 2003, both have remained relatively constant compared to March 31, 2005. As2003 as a percentage of December 31, 2002, we have spent approximately $4,322,000 against this commitment.trailing nine months net revenue. We believe these reserves are adequate based on historical experience and our current estimate of potential returns and allowances.

     In addition, under an agreement amended on August 30, 2002, we made a commitment to spend $17,000,000 in advertising with News America Corporation and its affiliates through the period ended December 31, 2006. As of December 31, 2002, we have fulfilled approximately $7,303,000 of this commitment. See “News America Corporation Exchange” below.Commitments

Lease Commitments


We lease certain of our current facilities and certain equipment under non-cancelable capital and operating lease agreements. We are required to pay property taxes, insurance and normal maintenance costs for certain of our facilities and will be required to pay any increases over the base year of these expenses on the remainder of our facilities.

In February 1995, we entered into a build-to-suit lease with a financial institutionKeybank National Association on our headquarters facility in Redwood City, California, which was extended in July 2001 and expires in July 2006. We accounted for this arrangement as an operating lease in accordance with SFASStatement of Finance Accounting Standards (“SFAS”) No. 13,Accounting for LeasesLeases”, as amended. Existing campus facilities developed in phase one comprise a total of 350,000 square feet and provide space for sales, marketing, administration and research and development functions. We have an option to purchase the property (land and facilities) for $145,000,000$145.0 million or, at the end of the lease, to arrange for (1)(i) an additional extension of the lease or (2)(ii) sale of the property to a third party with us retainingwhile we retain an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128,900,000$128.9 million if the sales price is less than this amount, subject to certain provisions of the lease.

In December 2000, we entered into a second build-to-suit lease with a financial institutionKeybank National Association for a five yearfive-year term frombeginning December 2000 to expand our Redwood City, California headquarters facilities and develop adjacent property adding approximately 310,000 square feet to our campus. Construction was completed in June 2002. We accounted for this arrangement as an operating lease in accordance with SFAS No. 13, as amended. The facilities will provide space for marketing, sales and research and development. We have an option to purchase the property for $127,000,000$127.0 million or, at the end of the lease, to arrange for (1)(i) an extension of the lease, or (2)(ii) sale of the property to a third party with us retainingwhile we retain an obligation to the owner for the difference between the sale price and the

50


guaranteed residual value of up to $118,800,000$118.8 million if the sales price is less than this amount, subject to certain provisions of the lease. We believe the estimated fair value of the properties under the operating leases are in excess of the guaranteed residual values based in part on a independent third party appraisal.

In July of 2003, we entered into a lease agreement with Playa Vista-Water’s Edge LLC for a studio facility in Los Angeles, California, which commenced in October 2003 and expires in September 2013 with two five-year options to extend the lease term. Additionally, we have options to purchase the property after five and ten years based on the fair market value of the property at the date of sale, a right of first offer to purchase the property upon terms offered by the landlord, and a right to share in the profits from a sale of the property. We have accounted for this arrangement as an operating lease in accordance with SFAS No. 13, as amended. Existing campus facilities comprise a total of 243,000 square feet and provide space for research and development functions. Our rental obligation under

34


this agreement is $50.2 million over the initial ten-year term of the lease. We will take possession of the property over a period of 18 months as the facilities become available for use. The above commitment is offset by sublease income of $5.8 million for the sublet to Playa Capital Company, LLC of 18,000 square feet of the Los Angeles facility, which commenced in October 2003 and expires September 2013 with options of early termination by Playa Capital Company, LLC after five years and by EA after four and five years. The contractual obligations table below has been updated for this lease based on our gross lease commitment.

Lease rates are based upon the Commercial Paper Rate. The twothree lease agreements described above require us to maintain certain financial covenants related to consolidated net worth, fixed charge coverage ratio, total consolidated debt to total consolidated capital and quick ratio, all of which we were in compliance with as of December 31, 2002.September 30, 2003.

Letters of Credit

     In connection with our purchases of Nintendo GameCube optical disks for distribution in North America, Nintendo requires us to provide irrevocable letters of credit prior to Nintendo’s acceptance of purchase orders from us for purchases of these optical disks. For purchases of Nintendo GameCube optical disks for distribution in Japan and Europe, Nintendo typically requires us to make cash deposits.

In July 2002, we provided an irrevocable standby letter of credit to Nintendo of Europe. The standby letter of credit guarantees performance of our obligations to pay Nintendo of Europe for trade payables of up to 8,000,00018.0 million Euros. The standby letter of credit expires in July 2005. At December 31, 2002,As of September 30, 2003, we had $319,000 of payables$7.8 million payable to Nintendo of Europe covered by this standby letter of credit.

In August 2003, we provided an irrevocable standby letter of credit to 300 California Associates II, LLC in replacement of our security deposit for office space. The standby letter of credit guarantees performance of our obligations to pay our lease commitment up to $1.1 million. The standby letter of credit expires in December 2006. As of September 30, 2003, we had no payable on this standby letter of credit.

Development, Celebrity, League and Content Licenses: Payments and Commitments


The products publishedproduced by EA Studiosour studios are designed and created by our in-houseemployee designers, and artists, software programmers and by independentnon-employee software developers (“independent artists”). We typically payadvance development funds to the independent artists during development of our games, usually in installment payments made upon the completion of specified development milestones. These payments are considered advances against subsequent royalties based on the sales of the specific products, as defined inproducts. These terms are typically set forth-in written agreements entered into with the related independent artist agreements. Advance payments on these royalties are paid to independent artists upon meeting deliverables as detailed in the contractual agreements.artists. In addition, we have certain celebrity, league and content license contracts that contain minimum guarantee payments and marketing commitments that are not dependent on any deliverables. Celebrities and organizations with whom we have contracts include: FIFA (soccer), NASCAR (stock car racing), John Madden (professional football), National Basketball Association, PGA TOUR (golf), Tiger Woods (golf), National Hockey League and NHLPA (Hockey), Warner Bros. (Harry Potter)Potter and Superman), MGM/Danjaq (James Bond), The Saul Zaentz Company d/b/a Tolkien EnterprisesNew Line Productions (The Lord of Thethe Rings), National Football League and Players Inc. (Professional Football) Collegiate Licensing Company (March Madness(collegiate football and NCAA Football)basketball), ISC -Major track company,(stock car racing), Major League Baseball Properties, MLB Players Association (baseball) and Island Def Jam.Jam (wrestling). These developer and content license commitments represent the sum of (i) the cash payments due under non-royalty-bearing licenses and services agreements, and (ii) the minimum payments and advances against royalties due under royalty-bearing licenses and services agreements. These minimum guarantee payments and marketing commitments are included in the following table.

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The following table below.

Summary ofsummarizes our minimum contractual obligations and commercial commitments as of December 31, 2002September 30, 2003 (in thousands):

                                 

  Contractual Obligations Commercial Commitments    
  
 
    
          Developer/                    
Fiscal Year Ended         Licensee         Bank and Other        
March 31, Leases Advertising Commitments AOL Marketing Guarantees Letters of Credit Total
  
 
2003 $4,083  $2,678  $8,862  $  $2,554  $1,667  $319  $20,163 
2004  13,054   3,697   25,407   11,250   14,401   171      67,980 
2005  9,397   8,000   21,408      6,582   171      45,558 
2006  8,853   3,000   16,781      4,572   171      33,377 
2007  8,149   3,000   3,141      3,571   170      18,031 
Thereafter  11,609            3,571   170      15,350 

 
  $55,145  $20,375  $75,599  $11,250  $35,251  $2,520  $319  $200,459 

 
, and the effect we expect them to have on our liquidity and cash flow in future periods:
                             
 
                  Commercial    
  Contractual Obligations  Commitments    
Fiscal Year         Developer/      Bank and  Letters    
Ended         Licensee      Other  of    
March 31, Leases  Advertising  Commitments  Marketing  Guarantees  Credit  Total 
   
2004
(remaining
six months)
 $12,392  $  $16,711  $27,300  $220  $7,759  $64,382 
2005  24,499   747   37,611   14,109   234      77,200 
2006  25,817   3,000   32,053   9,692   234      70,796 
2007  19,064   3,000   11,276   9,692   204      43,236 
2008  15,966      13,116   9,692   203      38,977 
Thereafter  43,820      14,521   16,952   203      75,496 
   
   
Total $141,558  $6,747  $125,288  $87,437  $1,298  $7,759  $370,087 
   

51The lease commitments disclosed above exclude commitments included in our restructuring activities for contractual rental commitments of $10.9 million under real estate leases for unutilized office space, offset by $4.5 million of estimated future sub-lease income. These amounts were expensed in the periods of the related restructuring and are included in our accrued liabilities reported on our Condensed Consolidated Balance Sheet as of September 30, 2003. (See Note 11 in Notes to Condensed Consolidated Financial Statements.)


Transactions with Related Parties

Square EA

In May 1998,Executive Officer Compensation
On June 24, 2002, we entered into a joint venture with Square Co., Ltd. (“Square”), a leading developerhired Warren Jenson as our Executive Vice President and publisherChief Financial and Administrative Officer and agreed to loan Mr. Jenson $4.0 million, to be forgiven over four years based on his continuing employment. Two million dollars of entertainment software in Japan. In North America, the companies formed Square Electronic Arts, LLC (“Square EA”), which has exclusive publishing rights in North America for future interactive entertainment titles created by Square. Additionally, we havenote will be forgiven after two years employment, and the exclusive right to distribute in North America products published by this joint venture. We own a 30% minority interest in this joint venture while Square owns 70%. This joint ventureremainder forgiven after four years. The entire balance of the loan is accounted for under the equity method. Our joint venture and distribution agreements with Square will expireoutstanding as of March 31,September 30, 2003. We are discussing with Square the possibility of continuing to distribute Square products in North America on a limited, title-by-title basis. Even if those discussions are successful, our revenue from distributing Square titles in North America may be reduced going forward. If these discussions are not successful, this revenue stream will be lost.

We generated $38,895,000 and $72,501,000 in net revenues from sales of Square EA products during the three and nine months ended December 31, 2002. We generated $39,583,000 and $54,685,000 in net revenues from sales of Square EA products during the three and nine months ended December 31, 2001.

Indebtedness of Management

As of December 31, 2002, we had loans outstanding to executive officers in the amount of $4,104,000. All loans were in effect prior to the enactment of the Sarbanes-Oxley Act of 2002. As of February 2, 2003, all loans to executive officers made in connection with their purchase of restricted Class B common stock, totaling $854,000, were repaid in full.

News America Corporation Exchange

On February 7, 2000, we acquired Kesmai from News America Corporation (“News Corp”) in exchange for $22,500,000 in cash and approximately 206,000 shares of our existing common stock valued at $8,650,000. Under the original agreements, we agreed to spend $12,500,000 through the period ended June 1, 2002 in advertising with News Corp or any of its affiliates. In addition, under these agreements if certain conditions were met, including that a qualified public offering of Class B common stock did not occur within twenty-four months of News Corp’s purchase of such shares and all of the Class B outstanding shares had been converted to Class A common stock, then (1) News Corp would have the right to (i) exchange Class B common stock for approximately 206,000 shares of Class A common stock, and (ii) receive cash from us in the amount of $9,650,000, and (2) we would agree to spend an additional $11,675,000 in advertising with News Corp and its affiliates.

On August 30, 2002, we entered into a new agreement with News Corp under which (i) News Corp exchanged its 2,000,000 shares of Class B common stock for 206,454 shares of Class A common stock and (ii) we paid News Corp $1,000,000 in cash and committed to spend an additional $17,000,000 in advertising with News Corp and its affiliates through the period ended December 31, 2006. All of our other obligations to News Corp under the original agreements were terminated.

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Impact of Recently Issued Accounting Standards

In June 2001, the Financial Accounting Standards Board (“FASB”) issued SFAS No. 143, “Accounting for Asset Retirement Obligations”. SFAS No. 143 addresses financial accounting and reporting for obligations associated with the retirement of tangible long-lived assets and the associated asset retirement costs. This statement applies to legal obligations associated with the retirement of long-lived assets that result from the acquisition, construction, development or normal use of the asset. SFAS No. 143 is effective for fiscal years beginning after June 15, 2002. We do not expect the adoption of SFAS No. 143 to have a material impact on our consolidated financial position or results of operations.

In April 2002, the FASB issued SFAS No. 145, “Rescission of FASB Statements No. 4, 44, and 64, Amendment of FASB Statement No. 13, and Technical Corrections”. SFAS No. 145 rescinds SFAS No. 4, “Reporting Gains and Losses from Extinguishment of Debt”, as amended by SFAS No. 64, “Extinguishments of Debt Made to Satisfy Sinking-Fund Requirements”. The adoption of SFAS No. 145 did not have a material impact on our consolidated financial statements.

In June 2002, the FASB issued SFAS No. 146, “Accounting for Costs Associated with Exit or Disposal Activities”. SFAS No. 146 addresses financial accounting and reporting for costs associated with exit or disposal activities and nullifies Emerging Issues Task Force (“EITF”) Issue No. 94-3, “Liability Recognition for Certain Employee Termination Benefits and Other Costs to Exit an Activity (Including Certain Costs Incurred in a Restructuring)”. We currently account for and report exit and disposal activities under the provisions of EITF No. 94-3. We will adopt the provisions of SFAS No. 146 for all exit and disposal activities that are initiated after December 31, 2002. We do not expect the adoption of SFAS No. 146 to have a material impact on our consolidated financial statements.

In November 2002, the FASB issued Interpretation No. 45, “Guarantor’s Accounting and Disclosure Requirements for Guarantees, Including Indirect Guarantees of Indebtedness of Others” (“FIN 45”). FIN 45 requires a guarantor to (i) include disclosure of certain obligations, and (ii) if applicable, at the inception of the guarantee, recognize a liability for the fair value of other certain obligations undertaken in issuing a guarantee. The disclosure provisions of the Interpretation are effective for financial statements of interim or annual reports that end after December 15, 2002 and we have adopted those requirements in our condensed consolidated financial statements included in Note 12 of the Notes to Condensed Consolidated Financial Statements and in the Liquidity and Capital Resources section of the MD&A of this Form 10-Q. However, the provisions for initial recognition and measurement are effective on a prospective basis for guarantees that are issued or modified after December 31, 2002, irrespective of the guarantor’s year-end. We are currently assessing the impact of adopting the initial recognition and initial measurement requirements of FIN 45 on our consolidated financial statements.

In December 2002, the FASB issued SFAS No. 148, “Accounting for Stock-Based Compensation — Transition and Disclosure — an Amendment of FASB Statement No. 123”. SFAS No. 148 amends FASB Statement No. 123, “Accounting for Stock-Based Compensation”, to provide alternative methods of transition for an entity that voluntarily changes to the fair-value-based method of accounting for stock-based employee compensation. It also amends the disclosure provisions of that statement to require prominent disclosure about the effects on reported net income and earnings per share and the entity’s accounting policy decisions with respect to stock-based employee compensation. Certain of the disclosure requirements are required for all companies, regardless of whether the fair value method or intrinsic value method is used to

53


account for stock-based employee compensation arrangements. We continue to account for our employee incentive stock option plans using the intrinsic value method in accordance with the recognition and measurement principles of Accounting Principles Board Opinion No. 25,“Accounting for Stock Issued to Employees.”The amendments to SFAS 123 will be effective for financial statements for fiscal years ended after December 15, 2002 and for interim periods beginning after December 15, 2002. We will adopt the disclosure provisions of this statement in our fourth quarter of fiscal year 2003.

In January 2003, the FASB issued Interpretation No. 46, “Consolidation of Variable Interest Entities” (“FIN 46”). This interpretation of Accounting Research Bulletin No. 51, “Consolidated Financial Statements,” addresses consolidation by business enterprises of variable interest entities. Under current practice, two enterprises generally have been included in consolidated financial statements because one enterprise controls the other through voting interests. FIN 46 defines the concept of “variable interests” and requires existing unconsolidated variable interest entities to be consolidated by their primary beneficiaries if the entities(“VIEs”) that either: (i) do not effectively disperse risks amonghave sufficient equity investment at risk to permit the parties involved.entity to finance its activities without additional subordinated financial support, or (ii) are owned by equity investors who lack an essential characteristic of a controlling financial interest. This interpretation applies immediately to variable interest entitiesVIEs created after January 31, 2003. ItWith regard to VIE’s already in existence prior to February 1, 2003, the implementation of this FASB has been delayed and currently applies into the first fiscal year or interim period beginning after JuneDecember 15, 2003, to variable interest entities in which an enterprise holds a variable interest that it acquired before February 1, 2003. If it is reasonably possible that an enterprise will consolidate or disclose information about a variable interest entity when FIN 46 becomes effective, the enterprise shall disclose information about those entitiesrequires disclosure of VIEs in all financial statements issued after January 31, 2003. The interpretation may be applied prospectively with a cumulative-effect adjustment2003, if it is reasonably possible that as of the date on which it is first appliedtransition date: (i) the company will be the primary beneficiary of an existing VIE that will require consolidation, or by restating previously issued financial statements for one(ii) the company will hold a significant variable interest in, or more yearshave significant involvement with, an existing VIE. We do not believe that we will have any entities that require disclosure or new consolidation as a cumulative-effect adjustment asresult of adopting the beginning of the first year restated. Based on the recent releaseprovisions of FIN 46, we have not completed our assessment as to whether or not the adoption of FIN 46 will have a material impact on our consolidated financial statements.46.

5436


RISK FACTORS


Electronic Arts’Our business is subject to many risks and uncertainties, which may affect our future financial performance. Some of those importantThese risks and uncertainties whichare discussed below. There may causebe additional risks and uncertainties not currently known to us or that we currently do not believe are material. If any of the events or circumstances described below occurs, our operating results to vary or which may materiallybusiness and adversely affect our operating results are as follows:

Risk Factors Relating to Our Core Business

New Video Game Platforms Create Additional Technicalfinancial performance could be harmed and Business Model Uncertainties

     A majoritythe market value of our revenues are derivedsecurities could decline.

The success of our business is highly dependent on being able to predict which new videogame platforms will be successful, and on the market acceptance and timely release of those platforms.

We derive most of our revenue from the sale of products for play on proprietary video gamevideogame platforms of third parties, such as theSony’s PlayStation 2. TheTherefore, the success of our products is significantly affecteddriven in large part by acceptancethe success of the new video gamevideogame hardware systems and the life span of older hardware platforms and our ability to accurately predict which platforms will be most successful.

     Sometimes we will spend development and marketing resources on products designed for new video game systems that have not yet achieved large installed bases or will continuesuccessful in the marketplace. We must make product development decisions and commit significant resources well in advance of the anticipated introduction of a new platform. A new platform for older hardware platforms thatwhich we are developing products may be delayed, may not succeed or may have shorter life cycles than we expected. Conversely, if we do not develop for a platform that achieves significant market acceptance, or discontinue development for a platform that has a longershorter life cycle than expected, our revenue growth may be adversely affected.

     For example,anticipated. If the Sega Dreamcast console launched in Japan in early 1999 and in the United States in September of 1999. We didplatforms for which we are developing products are not develop products for this platform. Had this platform achievedreleased when anticipated or do not attain wide market acceptance, our revenue growth will suffer.

Our platform licensors set the royalty rates and other fees that we must pay to publish games for their platforms, and therefore have significant influence on our costs. If one or more of the platform licensors adopt a different fee structure for future game consoles, our profitability may suffer.

In the next few years, we expect our platform licensors to introduce new game machines into the market. In order to publish products for a new game machine, we must take a license from the platform licensor which gives the platform licensor the opportunity to set the fee structure that we must pay in order to publish games for that platform. Similarly, the platform licensors have retained the flexibility to change their fee structures for online gameplay and features for their consoles. The control that platform licensors have over the fee structures for their future platforms and online access makes it difficult for us to predict our costs and profitability in the medium to long term. Because publishing products for videogame consoles is the largest portion of our business, any increase in fee structures would have been adversely affected. Similarly,a significant negative impact on our business model and profitability.

If we do not accurately predict the importance to consumers of online game play for different console products, our sales may be limited in the future.

Sony and Microsoft have introduced online game play for their respective PlayStation 2 and Xbox consoles. We anticipate that Nintendo will do so for its Nintendo GameCube console. We have agreed to support online game features for our Sony PlayStation 2 products but do not currently offer similar capability for our Xbox products. We currently cannot predict how important these features are developing(or will be) to consumers, or whether, and to what extent, our support for online game features will affect our sales of console products. For example, if consumers consider online play capability to be a “must have” component of games for the Xbox, our sales of products for the Xbox would decline significantly.

Our business is both seasonal and Nintendo GameCube.cyclical. If these platforms do not achieve wide commercial acceptance,we, or our revenue growthplatform licensors, fail to deliver products at the right times, our sales will be adversely impacted.suffer.

Our Business Is Both Seasonal and Cyclical

Our business is highly seasonal, with the highest levels of consumer demand, and a significant percentage of our revenuesrevenue, occurring in the December quarter. In fiscal 2002, these seasonal trends were magnified by generalThe timing of hardware platform introduction is often tied to the year-end holiday season and is not within our control. If we miss this key selling period, due to product delays or delayed introduction of a new platform for which we have developed products, our sales will suffer disproportionately. Our industry factors, including the platform transition, the fall 2001 launches of the Xbox and Nintendo GameCube in North America and the economic slowdown in the United States and other territories. Our business is also cyclical; video gamecyclical. Videogame platforms have historically had a life cycle of four to six years, and decline as more advanced platforms are being introduced.years. As one group of platforms is reaching the end of its cycle and new platforms are emerging, buying patternsconsumers often defer game software purchases until the new platforms are available, causing sales to decline. This decline may change. Purchasesnot be offset by increased sales of products for the new platform. For example, the market for products for Sony’s older platforms may slow at a faster rate than salesPlayStation game console has declined significantly since the launch of new platforms. There canthe PlayStation 2 platform.

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Our business is intensely competitive and increasingly “hit” driven. If we do not continue to deliver “hit” products, our success will be no guarantee that the current platform cycle will mirror past cycles in length or in terms of consumer behavior.limited.

Our Business is Intensely Competitive and Increasingly “Hit” Driven

Competition in our industry is intense, in all areas. Weand new products are regularly facing strong competition by our competitors on a product-by-product and brand-by-brand basis.introduced. During calendar year 2002, approximately 22 percent of the sales of videogames in North America consisted of only 20 “hit” products out of thousands published. These “hit” titles are increasingly expensive to produce. If our competitors develop more successful products, or if we do not continue to develop consistently high-quality and popular products, our revenuesrevenue will decline.

If we are unable to maintain or acquire licenses to intellectual property, we will publish fewer hit titles and our revenue will decline. Competition for these licenses may make them more expensive, and increase our costs.

Many of our products are based on or incorporate intellectual property owned by others. For example, ourEA SPORTSproducts include intellectual property licenses from the major sports leagues and players associations. Similarly, many of our hitEA Gamesfranchises, such asJames Bond, Harry PotterandLord of the Rings, are based on key film and literary licenses. Competition for these licenses is intense. If we are unable to maintain these licenses and obtain additional licenses with significant commercial value, we will be adversely affected.unable to increase our revenue in the future. Competition for these licenses may also drive up the advances, guarantees and royalties that must be paid to the licensor, which could significantly increase our costs.

ImpactIf patent claims continue to be asserted against us, we may be unable to sustain our current business models or profits.

Many patents have been issued that may apply to widely used game technologies. Additionally, infringement claims under many recently issued patents are now being asserted against Internet implementations of e-Commerceexisting games. Several such claims have been asserted against us. Such claims can harm our business. We incur substantial expenses in evaluating and Online Gamesdefending against such claims, regardless of the merits of the claims. In the event that there is a determination that we have infringed a third-party patent, we could incur significant monetary liability and be prevented from using the rights in the future.

Other intellectual property claims may increase our product costs or require us to cease selling affected products.

Many of our products include extremely realistic graphical images, and we expect that as technology continues to advance, images will become even more realistic. Some of the images and other content are based on real-world examples that may inadvertently infringe upon the intellectual property rights of others. Although we believe that we make reasonable efforts to ensure that our products do not violate the intellectual property rights of others, it is possible that third parties still may claim infringement. From time to time, we receive communications from third parties regarding such claims. Existing or future infringement claims against us, whether valid or not, may be time consuming and expensive to defend. Such claims or litigations could require us to stop selling the affected products, redesign those products to avoid infringement, or obtain a license, all of which would be costly and harm our business.

Our Business Is Not Known

     Whilebusiness, our products and our distribution are subject to increasing regulation in key territories of content, consumer privacy and online delivery. If we do not currently derive significant revenues from online sales ofsuccessfully respond to these regulations, our packaged products, online distributionbusiness may become a more significant channel for distribution of our products in the future. How online distribution ultimately affects the more traditional retail distribution, at which we have historically had success, and over what time period, is uncertain. We also expect the number and popularity of online games to increase and become a significant factor in the interactive games businesssuffer.

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generally. We do not know how that increase generally, or the emerging business of EA.com specifically, will affect the sales of packaged goods.

Our Business, Our Products, and Our Distribution Are Subject to Increasing Regulation of Content, Consumer Privacy and Online Delivery in Key Territories

Legislation is continually being introduced whichthat may affect both the content of our products and their distribution. For example, privacy ruleslaws in the United States and Europe impose various restrictions on our web sites. Those rules vary by territory while of coursealthough the Internet recognizes no geographical boundaries. Other countries, such as Germany, have adopted laws regulating content both in packaged goods and those transmitted over the Internet that are stricter than current United States laws. In the United States, the federal and several state governments are considering content restrictions on products such as those made by usours, as well as restrictions on distribution of such products. Any one or more of these factors could harm our business.

Risk Factors Relating to Our Online Business

EA.com Has a History of Losses and Expects To Continue To Incur Losses and May Never Achieve Profitability

     EA.com has incurred substantial losses to date, includingbusiness by limiting the current fiscal year. We expect EA.com to continue to incur losses at least through the current fiscal year. EA.com will be required to maintain the significant support, service and product enhancement demands of online users, andproducts we cannot be certain that EA.com will produce sufficient revenues from its operations to support these costs. Even if profitability is achieved, EA.com may not beare able to sustain it over a period of time. We may determine that further cost reductions are necessary.offer to our customers and by requiring additional differentiation between products for different territories to address varying regulations. This additional product differentiation would be costly.

Our Agreements with America Online May Not Prove Successful to the Development of EA.com’s Business

     We have a series of agreements with America Online (“AOL”) for the offering of our games for online play. These agreements require that we make substantial guaranteed payments to AOL and that we commit our resources to the pursuit of the online game opportunity. We cannot be assured that the substantial costs associated with the AOL agreements will be justified by the revenues generated from that relationship. In addition, restrictions included in the AOL agreements limiting other channels we may develop for offering online games may limit our ability to diversify our online distribution strategies. The success for us of the AOL agreements will also be a result of AOL’s performance under the agreements, a factor over which we will have very little control.

We Have Limited Experience with Online Games and May Not Be Able To Operate This Business Effectively

     Offering games solely for online play is a substantial departure from our traditional business of selling packaged software games. We have employed various revenue models, including subscription fees, ''pay to play fees’’ and advertising. We have limited experience with developing optimal pricing strategies for online games. For example, our productMajesticand ourPlatinum offering, which contained certain browser-based entertainment games, were launched with a monthly subscription pricing model and obtained only limited commercial success. Accordingly, we did not realize our projected cash flows and discontinued these offerings. Similarly, we continue to evaluate the content, marketing programs and pricing strategy forThe Sims Onlinewhich launched in December 2002.

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Development of EA.com’s Business Continues to Require Significant Capital, and We Cannot Be Assured That It Will Be Available

     EA.com willIf we do not be successful if it does not continue to receive substantial financing. Electronic Arts has agreed to provide a limited amount of funding to EA.com, but this financing alone may not be sufficient. Any additional funding that is obtained from Electronic Arts may either be treated as a debt arrangement or alternatively may increase Electronic Arts’ retained interest in EA.com and correspondingly decrease the interest of the holders of outstanding shares of Class B common stock. To date, nearly all funding (except warrants and cash from revenues) has been provided by Electronic Arts. We cannot provide assurance that Electronic Arts will be able to recover its investment in EA.com.

To Become and Remain Competitive, EA.com Must Continually Develop New Content. This Is Inherently Risky and Expensive.

     EA.com’s success depends onconsistently meet our ability to develop new products and services for the EA.com site. Our agreement with AOL requires us to develop new games for the EA.com site. We cannot assure you that products will be developed on time, in a cost-effective manner, or that they will be commercially successful. The release ofThe Sims Online,for which we currently generate subscription revenue, was delayed due to longer than anticipatedproduct development schedules. Similarly, the online productMajesticachieved only limited commercial success due in part to the length of time it took to download the online software component. Accordingly, we discontinuedMajesticon May 1, 2002.

Increasing Governmental Regulation of the Internet Could Limit the Market for Our Products

     As Internet commerce continues to evolve, we expect that federal, state and foreign governments will adopt laws and regulations covering issues such as user privacy, taxation of goods and services provided over the Internet, pricing, content and quality of products and services. It is possible that legislation could expose companies involved in electronic commerce to liability, taxation or other increased costs, any of which could limit the growth of electronic commerce generally. Legislation could dampen the growth in Internet usage and decrease its acceptance as a communications and commercial medium. If enacted, these laws and regulations could limit the market for EA.com’s products.

Our Revenues Have Been Heavily Dependent on a Single Product and Would Be Adversely Affected if That Product’s Popularity Were To Decline; Our Future Success Depends on the Success ofThe Sims Online

     In the near term, EA.com’s subscription revenues to date have consisted primarily of revenues from sales of our online productUltima Online, and we would be adversely affected if revenues from that product were to decline for any reason and not be replaced. We expect the online game market to become increasingly competitive, and it is possible that competing products could cause revenues fromUltima Onlineto decline. In addition, popularity ofUltima Onlinecould decline over time simply because of consumer preference for new game experiences.

     Going forward, the success ofThe Sims Onlineis critical to the success of EA.com. WhileThe Sims Onlineonly shipped in December 2002 and it is premature to judge its commercial success, early results have been below our expectations.

We Continue to Invest in Research and Development and Network Technology and Operations for EA.com, and We Cannot Be Assured That We Will Achieve Revenues That Support This Level of Spending

     We have invested heavily, and expect to continue to invest, in research and development and network technology and operations for our website and online games. While we have reduced the overall level of spending for EA.com,schedules, we will continue to investexperience fluctuations in the technologies, tools and network infrastructure that are necessary for us to support our key product,The Sims Online. Accordingly, there

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are no assurances that the revenues from this product will exceed the associated costs in order for EA.com to achieve profitability. If we cannot increase revenues to profitable levels, the value of EA.com will be impaired. In order to develop the game offerings that we envision for our online operations it will continue to be necessary to engage in significant developmental efforts both to adapt existing Electronic Arts games to the online format and to create new online games. Our agreements with AOL require us to maintain a substantial commitment to online game development and we cannot be assured that we will realize acceptable returns from this investment.

We Derive a Portion Of Our Revenue From Advertisements and Advertising Services, Which Revenues Tend to be Cyclical and Dependent on the Economic Prospects Of Advertisers and Direct Marketers and the Economy in General. A Continued Decrease in Expenditures By Advertisers and Direct Marketers Or a Continued Downturn in the Economy Could Cause Our Revenues to Decline Significantly in any Given Period

     We derive, and expect to continue to derive for the foreseeable future, a portion of our revenue from products and services we provide to advertisers, direct marketers and agencies, advertising sold through our agreement with AOL and from advertisements we deliver to Web sites. Expenditures by advertisers tend to be cyclical, reflecting overall economic conditions as well as budgeting and buying patterns. The overall market for advertising, including Internet advertising, has been characterized in recent quarters by increasing softness of demand, lower prices for advertisements, the reduction or cancellation of advertising contracts, an increased risk of uncollectible receivables from customers and the reduction of marketing and advertising budgets, especially for online advertising and by Internet-related companies. As a result of these reductions, advertising spending across traditional media, as well as the Internet, has decreased. We have seen a decline in our advertising revenues in the current quarter compared to the same period a year ago. We expect further declines to occur in the near term.

We Are Heavily Dependent on a Few Internet Infrastructure Service Providers to Host and Manage Our Servers at Co-Location Facilities and Our Operating Results May Be Adversely Affected if We Must Change Service Providers

     We are dependent on a few third-party Internet infrastructure service providers to host and manage the majority of our servers that support our online games. The performance of these service providers is outside of our control. Many Internet infrastructure service providers require substantial financial resources to build, maintain and manage co-location facilities. Many of these service providers have experienced significant financial difficulties during the recent economic downturn. To the extent that industry, economic, financial or competitive factors influence the level of performance that we receive from service providers we currently use for co-location space (bandwidth and rack), we may need to re-locate our servers to another co-location facility which would increase our expenses and may result in delays or reduced shipments of our online products, thereby adversely impacting our operating results.

General Risk Factors

Product Development Schedules Are Frequently Unreliable and Make Predicting Quarterly Results Difficult

Product development schedules, particularly for new hardware platforms, high-end multimedia personal computers, or PCs and the Internet, are difficult to predict because they involve creative processes, use of new development tools for new platforms and the learning process, research and experimentation associated with development for new technologies. For example,EMPEROR: Battle for DuneforWe have in the PC, which was expected to ship in fiscal 2001 was not released until the first quarter of fiscal 2002 due to development delays. Also,James Bond 007 in...Agent Under Firefor the PS2, which was expected to ship in fiscal 2001, released in October of fiscal 2002 due to development delays. Likewise,The Sims Onlinepast experienced development delays and was released later than planned.The

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Sims Onlinewas launched in December 2002.for several of our products. Failure to meet anticipated production or “go live” schedules may adversely impactcause a shortfall in our revenuesrevenue and profitability and cause our actualoperating results to be materially different than any financial guidance given byfrom expectations. Delays that prevent release of our products during peak selling seasons may reduce lifetime sales of those products.

Technology changes rapidly in our business, and if we fail to anticipate new technologies, the Company.quality, timeliness and competitiveness of our products will suffer.

Rapid technology changes in our industry require us to anticipate, (sometimessometimes years in advance)advance, which technologies our products must take advantage of in order to make them competitive in the market at the time they are released. Therefore, we usually start our product development with a range of technical development goals that we hope to be able to achieve. We may not be able to achieve these goals, or our competition may be able to achieve them more quickly than we can. In either case, our products may be technologically inferior to competitive products, or less appealing to consumers, or both. If we cannot achieve our technology goals within the original development schedule of our products, then we may delay products until these technology goals can be achieved, (whichwhich may adversely affect our revenuesdelay or reduce revenue and increase our development expenses).expenses. Alternatively, we may increase the resources employed in research and development in an attempt to accelerate our development of new technologies, (eithereither to preserve our product launch schedule or to keep up with our competition),competition, which willwould increase our development expenses.

We May Not Be Able To AttractIf we do not continue to attract and Retain the Personnel Necessary forretain key personnel, we will be unable to effectively conduct our Businessesbusiness.

The market for technical, creative, marketing and other personnel essential to the development and marketing of our products and management of our businesses is extremely competitive. In the last fiscal year, notwithstanding the downturn of the economy generally, competitive recruiting efforts aimed at Electronic Arts’our employees and executives continued. Electronic Arts’For example, in fiscal 2003, a team of employees that developed one of our hitMedal of Honorproducts left the company to develop products for a competitor. Our leading position within the interactive entertainment industry makes us a prime target for recruiting of executives and key creative talent. In addition, the cost of real estate in the San Francisco Bay area – the location of our headquarters and one of our largest studios – remains relatively high, and has made recruiting from other areas and relocating employees to our headquarters more difficult. If we cannot successfully recruit and retain the employees we need, our ability to develop and manage our businesses will be impaired.

Our Platform Licensors Are Our Chief Competitorsplatform licensors are our chief competitors and Frequently Controlfrequently control the Manufacturingmanufacturing of and/or Access To Our Video Game Productsaccess to our videogame products. If they do not approve our products, we will be unable to ship to our customers.

Our agreements with hardware licensors which(such as Sony for the PlayStation 2, Microsoft for the Xbox and Nintendo for the Nintendo GameCube), who are also our chief competitors, typically give significant control to the licensor over the approval and manufacturing of our products. This factproducts, which could, in certain circumstances, leave us unable to get our products approved, manufactured and shipped to customers. In most events, control of the approval and manufacturing process by the platform licensors increases both our manufacturing lead times and costs as compared to those we can achieve independently. For example, in prior years,While we experienced delays in obtaining approvals for and manufacturing of PlayStation products which caused delays in shipping those products. Thebelieve that our relationships with our hardware licensors are currently good, the potential for additional delay or refusal to approve or manufacture our products continues with our platform licensors.exists. Such occurrences would harm our business and adversely affect our financial performance. Additionally, we have not negotiated a final publishing agreement with Nintendo for the Nintendo GameCube platform for territories outside of the Western Hemisphere, and although we are currently operating under an understanding with Nintendo, we cannot be assured that the final terms of the formal agreements for Europe and/or Asia will be favorable.

In addition, as online capabilities for videogame platforms emerge, our platform licensors will control our ability to provide online game capabilities for our console platform products.products and will in large part establish the financial terms on which these services are offered to consumers. Currently, both Microsoft and Sony provide, or have announced plans to provide online capabilities for Xbox and PlayStation 2 products, respectively. In each case, compatibility code and the consent of the licensor are

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required for us to include online capabilities in our products. In addition, the business model for Microsoft’s and Sony’s online businesses for their videogame products may compete with our EA.comonline business. As these capabilities become more significant, the failure or refusal of our licensors to approve

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our products, or the successful deployment by these licensors of services competitive to EA.com,ours, may harm our business.

Proliferation and Assertion of Patents Poses Serious RisksOur international net revenue is subject to our Businesscurrency fluctuations.

     Many patents have been issued that may apply to widely used game technologies. Additionally, many recently issued patents are now being asserted against Internet implementations of existing games. Several such patents have been asserted against us. Such claims can harm our business. For example, in June of 2002 we were sued for alleged infringement of a patent which the plaintiff claims generally describes the distribution of a software program on CD-ROMs to users containing a link capability (e.g., hyperlinks) to additional information stored on a remote server. We will incur substantial expenses in evaluating and defending against such claims, regardless of the merits of the claims. In the event that there is a determination that we have infringed a third-party patent, we could incur significant monetary liability and be prevented from using the rights in the future.

Foreign Sales and Currency Fluctuations

For the ninesix months ended December 31, 2002,September 30, 2003 international net revenuesrevenue comprised 41%37 percent of total consolidated net revenues.revenue. For the fiscal year ended March 31, 2002,2003, international net revenuesrevenue comprised 37%42 percent of total consolidated net revenues.revenue. We expect foreign sales to continue to account for a significant and growing portion of our revenues.revenue. Such sales are subject to unexpected regulatory requirements, tariffs and other barriers. Additionally, foreign sales are primarily made in local currencies, which may fluctuate.fluctuate against the dollar. While we utilize foreign exchange contracts to hedge against foreign currency fluctuations,exposures of underlying assets and liabilities, primarily certain intercompany receivables that are denominated in foreign currencies, we cannot control translation issues.

Increased DifficultiesOur reported financial results could be affected if significant changes in Forecasting Resultscurrent accounting principles are adopted.

     During platform transition periods, where the success of our products is significantly impacted by the changing market for our products, forecasting our revenues and earnings is more difficult than in more stable or rising product markets. The demand for our products may decline during a transition faster than we anticipate, negatively impacting both revenues and earnings. At launch, Sony shipped only half of the number of PlayStation 2 units to retail in North America than it had originally planned, and it shipped significantly fewer units than planned at launch in Europe as well. Shortages were announced as being caused by shortages of components for manufacturing. Due to these shortages, our results of operations for fiscal 2001 were adversely affected. Consequently, if Sony, Microsoft or Nintendo do not ship the number of units planned for the PlayStation 2, the Xbox and Nintendo GameCube, our sales of products for these platforms may be adversely affected in fiscal 2004.

The Current Legislative and Regulatory Environment Affecting Accounting Principles Generally Accepted in the United States of America is Uncertain and Volatile, and Significant Changes in Current Principles Could Affect Our Financial Statements Going Forward

Recent actions and public comments from the SEC have focused on the integrity of financial reporting generally. Similarly, Congress has considered a variety of bills that could affect certain accounting principles. In addition, theThe FASB and other regulatory accounting agencies have recently introduced several new or proposed accounting standards, such as accounting for stock options, some of which represent a significant change from current industry practices. While we believe thatChanges in our financial statements haveaccounting for stock options could materially increase our reported expenses.

Our stock price has been prepared in accordance with accounting principles generally accepted in the United States of America, we cannot predict the impact of the adoption of any such proposals on our financial statements going forward.volatile and may continue to fluctuate significantly.

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Fluctuations in Stock Price

     Industry and financial analysts provide investors with estimates of our future production and financial performance. We also give guidance as to our expectations for future performance. We may not meet those expectations. This may create an immediate and significant adverse effect on the trading price of our common stock. As a result of the factors discussed in this report and other factors that may arise in the future, the market price of our common stock historically has been, and we expect will continue to be, subject to significant fluctuations. These fluctuations may be due to factors specific to us, to changes in analysts’ earnings estimates, or to factors affecting the computer, software, Internet, entertainment, media or electronics businesses.

The majority of our sales are made to a relatively small number of key customers. If these customers reduce their purchases of our products or become unable to pay for them, our business could be harmed.

In addition, fluctuations may be duethe U.S. in fiscal 2003, over 66 percent of our sales were made to uncertaintiessix key customers. In Europe, our top ten customers accounted for over 40 percent of our sales in that territory in fiscal 2003. Worldwide, we had sales to one customer, Wal-Mart Stores, Inc., which represented 12 percent of net revenue in fiscal 2003. Though our products are available to consumers through a variety of retailers, the concentration of our sales in one, or a few, large customers could lead to short-term disruption in our sales if one or more of these customers significantly reduced their purchases or ceased to carry our products, and could make us more vulnerable to collection risk if one or more of these large customers became unable pay for our products. Additionally, our receivables from these large customers increase significantly in the securities markets in general. For example, duringlast quarter of the fiscalcalendar year ended March 31, 2002,as they stock up for the price per shareholiday selling season. Also, having such a large portion of our Class A common stock ranged from $42.40 to $66.01 and $51.48 to $72.14 during the nine months ended December 31, 2002.net revenue concentrated in a few customers reduces our negotiating leverage with these customers.

World Events

     The terrorist attacks of September 11, 2001 in the United States, the subsequent US military action, the continuing concerns over potential additional terrorist attacks against US interests and citizens and the current potential for war with Iraq pose serious uncertainties in our business. Consumer spending, consumer preferences in entertainment, and the securities markets and the economy generally may be affected on an ongoing and unpredictable basis by these events, all of which may make prediction of our results more difficult.

Because of these and other factors affecting our operating results and financial condition, past financial performance should not be considered a reliable indicator of future performance, and investors should not use historical trends to anticipate results or trends in future periods.

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Item 3. Quantitative and Qualitative Disclosures About Market Risk

MARKET RISK

We are exposed to various market risks, including the changes in foreign currency exchange rates and interest rates. Market risk is the potential loss arising from changes in market rates and prices. Foreign exchange contracts used to hedge foreign currency exposures and short-term investments are subject to market risk. We do not consider our cash and cash equivalents to be subject to interest rate risk due to their short maturities. We do not enter into derivatives or other financial instruments for trading or speculative purposes.

Foreign Currency Exchange Rate Risk


We utilize foreign exchange contracts to hedge foreign currency exposures of underlying assets and liabilities, primarily certain intercompany receivables that are denominated in foreign currencies, thereby limiting our risk. Our foreign exchange contracts are accounted for as derivatives whereby the gains and losses on these contracts are reflected in the Condensed Consolidated StatementStatements of Operations. Gains and losses on open contracts at the end of each accounting period resulting from changes in the forward rate are recognized in earnings and are designed to offset gains and losses on the underlying foreign currency denominated assets and liabilities. At December 31, 2002,September 30, 2003, we had foreign exchange contracts, all with maturities of less than one month, to purchase and sell approximately $508,133,000$144.8 million in foreign currencies, primarily British Pounds, European Currency Units (“Euros”), AustralianEuros, Japanese Yen, Canadian Dollars and other currencies. Of this amount, $127.0 million represents contracts to sell foreign currency in exchange for U.S. dollars and $17.8 million represents contracts to sell foreign currency in exchange for British Pounds.

Fair value represents the difference in value of the contracts at the spot rate and the forward rate. The counterparties to these contracts are substantial and creditworthy multinational commercial banks. The risks of counterparty nonperformance associated with these contracts are not considered to be material. Notwithstanding our efforts to manage foreign exchange risks, there can be no assurances that our hedging activities will adequately protect us against the risks associated with foreign currency fluctuations.

The following table below provides information about our foreign currency forward exchange contracts at December 31, 2002.September 30, 2003. The information is provided in U.S. dollar equivalents and presents the notional amount (forward amount), the weighted average contractual foreign currency exchange rates and fair value.

              

       Weighted-Average Fair Value
   Contract Amount Contract Rate Gain/(Loss)

   (In thousands)     (In thousands)
Foreign currency to be sold under contract:            
 British Pound $193,734   1.5945  $(411)
 Euro  178,781   1.0263   (1,741)
 Swedish Krona  20,269   0.1126   (184)
 Australian Dollar  19,176   0.5640   61 
 Japanese Yen  10,896   0.0083   (120)
 Norwegian Krone  8,525   0.1398   (139)
 Canadian Dollar  8,382   0.6448   56 
 Danish Krone  6,909   0.1382   (76)
 Swiss Franc  5,592   0.6990   (117)
 South African Rand  4,260   0.1092   (93)
 New Zealand Dollar  1,032   0.5160   (3)
 Brazilian Real  422   0.2814   3 

Total $457,978      $(2,764)

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Foreign currency to be purchased under contract:            
 British Pound $50,155   1.6003  $(601)

Total $50,155      $(601)


Grand total $508,133      $(3,365)

Fair value represents the difference in value of the contracts at the spot rate and the forward rate.
             
 
      Weighted-    
      Average    
  Contract  Contract    
  Amount  Rate  Fair Value 
 
Foreign currency to be sold under contract:            
British Pound $90,851   1.6518  $(237)
Euro  16,064   1.1475   (17)
Japanese Yen  14,738   0.0090   79 
Canadian Dollar  9,957   0.7375   (37)
Swedish Krona  5,497   0.1278   (44)
South African Rand  4,025   0.1388   (33)
Danish Krone  2,021   0.1554   9 
Norwegian Krone  1,693   0.1411   (15)
 
Total $144,846      $(295)
 

While the contract amounts provide one measurement of the volume of these transactions, they do not represent the amount of our exposure to credit risk. The amounts (arising from the possible inabilities of counterparties to meet the terms of their contracts) are generally limited to the amounts, if any, by which the counterparties’ obligations exceed our obligations as these contracts can be settled on a net basis at our option. We control credit risk through credit approvals, limits and monitoring procedures.

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Interest Rate Risk


Our exposure to market rate risk for changes in interest rates relates primarily to our investment portfolio. We do not use derivative financial instruments in our investment portfolio. We manage our interest rate risk by maintaining an investment portfolio primarily consisting of debt instruments of high credit quality and relatively short average maturities. We also manage our interest rate risk by maintainingThough we maintain sufficient cash and cash equivalent balances such that we are typically able to hold our investments to maturity. maturity, currently, the majority of our short-term investments are callable by the issuer. As there can be no assurance as to how long these investments will be held, classification of these securities as short-term investments is based on call date.

At December 31, 2002,September 30, 2003, our cash equivalents and short-term investments included debt securities, typically government agency bonds and money market funds, of $986,616,000.$1.4 billion. Notwithstanding our efforts to manage interest rate risks, there can be no assurances that we will be adequately protected against the risks associated with interest rate fluctuations.

The table below presents the amounts (in thousands) and related weighted average interest rates of our investment portfolio at December 31, 2002:

              

   Average Interest Rate Cost Fair Value

   (Dollars in thousands)
Cash equivalents            
 Variable rate  1.43% $587,358  $587,358 
Short-term investments            
 Fixed rate  3.28% $387,029  $390,858 
 Variable rate  6.35% $8,400  $8,400 

September 30, 2003:
             
 
  Average      
  Interest Rate Cost  Fair Value 
 
Cash equivalents            
Fixed rate  1.86% $503,701  $503,873 
Variable rate  1.18% $496,251  $496,241 
Short-term investments            
Fixed rate  2.16% $295,658  $295,262 
Fixed-step rate  1.53% $85,293  $84,387 

Maturity dates for short-term investments range from 58 months to 3635 months with call dates ranging from 03 months to 118 months.

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Item 4.Item 4. Controls and Procedures

(a) Evaluation of disclosure controls and procedures. The Company’s Chief Executive Officer and Chief Financial Officer, after evaluating the effectiveness of the Company’s “disclosure controls and procedures” (as defined in the Securities Exchange Act of 1934 Rules 13a-14(c) and 15-d-14(c)) as of a date (the “Evaluation Date”) within 90 days before the filing date of this quarterly report, have concluded that as of the Evaluation Date, the Company’s disclosure controls and procedures were adequate and designed to ensure that material information relating to the Company and its consolidated subsidiaries would be made known to them by others within those entities.
(b) Changes in internal controls. There were no significant changes in the Company’s internal controls or, to our knowledge in other factors, that could significantly affect the Company’s disclosure controls and procedures subsequent to the Evaluation Date. However, in the last several months, in response to the certification requirements of the Sarbanes-Oxley Act and new Securities and Exchange Commission Regulations, the Company has enhanced its internal controls and disclosure systems, through various measures including: detailing its internal accounting policies; establishing a formal disclosure committee for preparation of all periodic reports; and requiring certifications from various trial balance controllers and other financial personnel responsible for the Company’s financial statements.
DEFINITION AND LIMITATIONS OF DISCLOSURE CONTROLS

64Our disclosure controls and procedures (as defined in Rules 13a-15(e) and 15d-15(e) under the Securities Exchange Act of 1934, as amended (the “Exchange Act”)), are controls and other procedures that are designed to ensure that information required to be disclosed in our reports filed under the Exchange Act, such as this Quarterly Report, is recorded, processed, summarized and reported within the time periods specified in the U.S. Securities and Exchange Commission’s (the “SEC”) rules and forms. Disclosure controls and procedures are also designed to ensure that such information is accumulated and communicated to our management, including the Chief Executive Officer and Chief Financial Officer, as appropriate to allow timely decisions regarding required disclosure.

There are inherent limitations to the effectiveness of any system of disclosure controls and procedures, including the possibility of human error and the circumvention or overriding of the controls and procedures. Because we have designed our system of controls based on certain assumptions about the likelihood of future events, which we believe are reasonable, our system of controls may not achieve its desired purpose under all possible future conditions. Further, the design of our system of controls reflects reasonable resource constraints - the benefits of controls must be considered relative to their costs. Accordingly, even effective disclosure controls and procedures can only provide reasonable, not absolute, assurance of achieving our control objectives.

EVALUATION OF DISCLOSURE CONTROLS AND PROCEDURES

Our Chief Executive Officer and Chief Financial Officer, after evaluating the effectiveness of our disclosure controls and procedures, have concluded that as of the end of the period covered by this report, our disclosure controls and procedures were effective and designed to ensure that material information required to be disclosed in the reports that we file or submit under the Act is recorded, processed, summarized and reported within the time periods specified in the SEC’s rules and forms, and is accumulated and communicated to our management, including our Chief Executive Officer and Chief Financial Officer, as appropriate to allow timely decisions regarding the required disclosure.

CHANGES IN INTERNAL CONTROLS

During out last fiscal quarter, no change occurred in our internal control over financial reporting that materially affected, or is reasonably likely to materially affect, our internal control over financial reporting. However, in the last several months, in response to the certification requirements of the Sarbanes-Oxley Act and new SEC Regulations, we have enhanced our internal controls and disclosure systems, through various measures including: detailing certain internal accounting policies; establishing a formal disclosure committee for the preparation of all periodic SEC reports; and requiring certifications from various trial balance controllers and other financial personnel responsible for our financial statements.

43


PART II OTHER INFORMATION

Item 1. 
Item 1.
Legal Proceedings

  The Company is subject to pending claims and litigation. Management, after review and consultation with counsel, considers that any liability from the disposition of such lawsuits in the aggregate would not have a material adverse effect upon the consolidated financial position or results of operations of the Company.

Item 4. 
Item 4.
Submission of Matters to a Vote of Security Holders

  None.

Item 6. 
Item 6.
Exhibits and Reports on Form 8-K
 
(a) Exhibits: The following exhibits, other than exhibits 32.1 and 32.2, are filed as part of this report:
   
Exhibit  
Number Title

10.29
 
10.58Form of IndemnityLease Agreement with Directors
10.59Participation Agreement among Electronic Arts Redwood, Inc.,by and between Playa Vista-Waters Edge, LLC and Electronic Arts Inc., Selco Service Corporation, Victory Receivables Corporation, The Bank of Tokyo-Mitsubishi, Ltd., various Liquidity Banks and Keybank National Association, dated December 6, 2000July 31, 2003.
3.05 Amended
10.30Agreement Re: Right of First Offer to Purchase and Restated BylawsOption to Purchase by and between Playa Vista-Waters Edge, LLC and Electronic Arts Inc., dated July 31, 2003.
10.31Profit Participation Agreement by and between Playa Vista-Waters Edge, LLC and Electronic Arts Inc., dated July 31, 2003.
10.32Sublease Agreement by and between Electronic Arts Inc. and Playa Capital Company, LLC, dated July 31, 2003.
31.1Certification of Chairman and Chief Executive Officer pursuant to Rule 13a-14 (a) of the Exchange Act.
31.2Certification of Executive Vice President, Chief Financial and Administrative Officer pursuant to Rule 13a-14 (a) of the Exchange Act.
Additional exhibits accompanying this report:
32.1Certification of Chairman and Chief Executive Officer pursuant to Rule 13a-14 (b) of the Exchange Act and 18 U.S.C. Section 1350, as Adopted pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.
32.2Certification of Executive Vice President, Chief Financial and Administrative Officer pursuant to Rule 13a-14 (b) of the Exchange Act and 18 U.S.C. Section 1350, as Adopted pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.

(b) Reports on Form 8-K:
 
  On November 8, 2002,July 23, 2003, the Company furnishedfiled a current report on Form 8-K attaching under Item 9 certifications made byrelating to the Chief Executive Officer and Chief Financial Officer pursuant to Section 906announcement of the Sarbanes-Oxley Act of 2002 to accompany the Company’s Form 10-Qits financial results for the quarterly periodquarter ended SeptemberJune 30, 2002.2003.

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SIGNATURES

Pursuant to the requirements of the Securities Exchange Act of 1934, the Registrant has duly caused this report to be signed on its behalf by the undersigned thereunto duly authorized.

    
  ELECTRONIC ARTS INC.
(Registrant)
   
   
  /s/ WARRENWarren C. JENSONJenson
  
DATED:
February 7, 2003
WARREN C. JENSON
Executive Vice President,
Chief Financial and Administrative Officer

66


CERTIFICATIONS

I, Lawrence F. Probst III, certify that:

1.I have reviewed this quarterly report on Form 10-Q of Electronic Arts Inc.;
2.Based on my knowledge, this quarterly report does not contain any untrue statement of a material fact or omit to state a material fact necessary to make the statements made, in light of the circumstances under which such statements were made, not misleading with respect to the period covered by this quarterly report;
3.Based on my knowledge, the financial statements, and other financial information included in this quarterly report, fairly present in all material respects the financial condition, results of operations and cash flows of the registrant as of, and for, the periods presented in this quarterly report;
4.The registrant’s other certifying officers and I are responsible for establishing and maintaining disclosure controls and procedures (as defined in Exchange Act Rules 13a-14 and 15d-14) for the registrant and we have:

a)Designed such disclosure controls and procedures to ensure that material information relating to the registrant, including its consolidated subsidiaries, is made known to us by others within those entities, particularly during the period in which this quarterly report is being prepared;
b)Evaluated the effectiveness of the registrant’s disclosure controls and procedures as of a date within 90 days prior to the filing date of this quarterly report (the “Evaluation Date”); and
c)Presented in this quarterly report our conclusions about the effectiveness of the disclosure controls and procedures based on our evaluation as of the Evaluation Date;

5.The registrant’s other certifying officers and I have disclosed, based on our most recent evaluation, to the registrant’s auditors and the audit committee of registrant’s board of directors (or persons performing the equivalent function):

a)All significant deficiencies in the design or operation of internal controls which could adversely affect the registrant’s ability to record, process, summarize and report financial data and have identified for the registrant’s auditors any material weaknesses in internal controls; and
b)Any fraud, whether or not material, that involves management or other employees who have a significant role in the registrant’s internal controls; and

6.The registrant’s other certifying officers and I have indicated in this quarterly report whether or not there were significant changes in internal controls or in other factors that could significantly affect internal controls subsequent to the date of our most recent evaluation, including any corrective actions with regard to significant deficiencies and material weaknesses.

     
Dated: FebruaryDATED:WARREN C. JENSON
November 7, 2003 By:Executive Vice President, /s/ LAWRENCE F. PROBST III
  
Lawrence F. Probst III
Chairman and Chief Executive Officer

67


I, Warren C. Jenson, certify that:

1.I have reviewed this quarterly report on Form 10-Q of Electronic Arts Inc.;
2.Based on my knowledge, this quarterly report does not contain any untrue statement of a material fact or omit to state a material fact necessary to make the statements made, in light of the circumstances under which such statements were made, not misleading with respect to the period covered by this quarterly report;
3.Based on my knowledge, the financial statements, and other financial information included in this quarterly report, fairly present in all material respects the financial condition, results of operations and cash flows of the registrant as of, and for, the periods presented in this quarterly report;
4.The registrant’s other certifying officers and I are responsible for establishing and maintaining disclosure controls and procedures (as defined in Exchange Act Rules 13a-14 and 15d-14) for the registrant and we have:

a)Designed such disclosure controls and procedures to ensure that material information relating to the registrant, including its consolidated subsidiaries, is made known to us by others within those entities, particularly during the period in which this quarterly report is being prepared;
b)Evaluated the effectiveness of the registrant’s disclosure controls and procedures as of a date within 90 days prior to the filing date of this quarterly report (the “Evaluation Date”); and
c)Presented in this quarterly report our conclusions about the effectiveness of the disclosure controls and procedures based on our evaluation as of the Evaluation Date;

5.The registrant’s other certifying officers and I have disclosed, based on our most recent evaluation, to the registrant’s auditors and the audit committee of registrant’s board of directors (or persons performing the equivalent function):

a)All significant deficiencies in the design or operation of internal controls which could adversely affect the registrant’s ability to record, process, summarize and report financial data and have identified for the registrant’s auditors any material weaknesses in internal controls; and
b)Any fraud, whether or not material, that involves management or other employees who have a significant role in the registrant’s internal controls; and

6.The registrant’s other certifying officers and I have indicated in this quarterly report whether or not there were significant changes in internal controls or in other factors that could significantly affect internal controls subsequent to the date of our most recent evaluation, including any corrective actions with regard to significant deficiencies and material weaknesses.

Dated: February 7, 2003By:/s/ WARREN C. JENSON

Warren C. Jenson
Executive Vice President,
Chief Financial and Administrative Officer

6845


ELECTRONIC ARTS INC. AND SUBSIDIARIES
FORM 10-Q QUARTERLY REPORT
FOR THE QUARTERLY PERIOD ENDED DECEMBER 31, 2002
SEPTEMBER 30, 2003

EXHIBIT INDEX

   
EXHIBIT  
NUMBER EXHIBIT TITLE

10.29
 
10.58Form of IndemnityLease Agreement with Directors
10.59Participation Agreement among Electronic Arts Redwood, Inc.,by and between Playa Vista-Waters Edge, LLC and Electronic Arts, Inc., Selco Service Corporation, Victory Receivables Corporation, The Bank of Tokyo-Mitsubishi, Ltd., various Liquidity Banks and Keybank National Association, dated December 6, 2000July 31, 2003.
3.05 Amended
10.30Agreement Re: Right of First Offer to Purchase and Restated BylawsOption to Purchase by and between Playa Vista-Waters Edge, LLC and Electronic Arts Inc., dated July 31, 2003.
10.31Profit Participation Agreement by and between Playa Vista-Waters Edge, LLC and Electronic Arts Inc., dated July 31, 2003.
10.32Sublease Agreement by and between Electronic Arts, Inc. and Playa Capital Company, LLC, dated July 31, 2003.
31.1Certification of Chairman and Chief Executive Officer pursuant to Rule 13a-14 (a) of the Exchange Act.
31.2Certification of Executive Vice President, Chief Financial and Administrative Officer pursuant to Rule 13a-14 (a) of the Exchange Act.
Additional exhibits accompanying this report:
32.1Certification of Chairman and Chief Executive Officer pursuant to Rule 13a-14 (b) of the Exchange Act and 18 U.S.C. Section 1350, as Adopted pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.
32.2Certification of Executive Vice President, Chief Financial and Administrative Officer pursuant to Rule 13a-14 (b) of the Exchange Act and 18 U.S.C. Section 1350, as Adopted pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.

6946