| PREPARED REMARKS |
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| Q1 FISCAL 2020 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| CHRIS: |
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| Thank you. |
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| Welcome to EA’s first quarter fiscal 2020 earnings call. With me on the call today are Andrew |
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| Wilson, our CEO, and Blake Jorgensen, our CFO and COO. |
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| Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, |
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| we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we |
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| will post our prepared remarks, an audio replay of this call, our financial model, a transcript, and |
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| an updated accounting FAQ. |
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| With regards to our calendar: our annual shareholder meeting will take place on Thursday, |
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| August 8, here in Redwood Shores; and our Q2 fiscal 2020 earnings call is scheduled for |
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| Tuesday, October 29. |
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| This presentation and our comments include forward-looking statements regarding future events |
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| and the future financial performance of the Company. Actual events and results may differ |
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| materially from our expectations. We refer you to our most recent Form 10-K for a discussion of |
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| risks that could cause actual results to differ materially from those discussed today. Electronic |
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| Arts makes these statements as of today, July 30, 2019, and disclaims any duty to update |
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| them. |
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| During this call, the financial metrics, with the exception of free cash flow, will be presented on a |
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| GAAP basis. All comparisons made in the course of this call are against the same period in the |
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| prior year unless otherwise stated. |
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| Now, I’ll turn the call over to Andrew. |
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| 1 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| ANDREW: |
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| Thanks, Chris. |
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| We delivered a strong start to FY20. Players were deeply engaged in our top franchises, with |
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| growing communities reaching new peaks of engagement fueled by new content and in-game |
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| events in our live services. As a result, our operating results significantly exceeded our |
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| expectations for the first quarter. We’re thrilled by the great experiences that players are having |
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| in our games, and we’re looking forward to delivering a lot more throughout the fiscal year. |
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| Interactive entertainment continues to grow. An expanding global player base, new platforms, |
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| new business models and more ways to play and watch are fueling tailwinds for the |
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| industry. With this backdrop, the core drivers of growth for EA are: the depth and breadth of our |
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| portfolio and IP; our expertise in live services; our leadership in subscriptions; and competitive |
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| gaming that expands our reach and drives deeper engagement. We’re also continually |
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| strengthening our foundation of great talent and technology. I’ll touch on some of these drivers |
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| with a few highlights here. |
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| Let’s start with Apex Legends. We have a massive global audience continuing to engage in this |
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| high-quality, free-to-play experience. Apex has tremendous gameplay at its core, and we’ve |
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| built it to have longevity as a live service that will continue to drive engagement over time. In |
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| our live service, we’re delivering Seasons of new content – a collection of new content and |
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| updates that begin to roll out at the start of each season, and continue throughout the course of |
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| several weeks and months. We launched Season 2 in early July, including a robust Battle Pass |
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| offering, a new character, and additions to the environment – and to date, it has outperformed |
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| our expectations with significant growth in daily and weekly active players. In each season, |
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| there are in-game events that are additional drivers of engagement – such as the event coming |
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| in the next few weeks that will bring new content and deliver one of the most fan-requested |
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| 2 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| features since the launch of Apex. There will be more updates and in-game experiences in the |
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| weeks to come for Season 2, and Season 3 is shaping up to be even bigger. All of these |
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| elements – the fantastic core gameplay, Seasons of new content, and additional in-game events |
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| – are designed to continually excite and engage the Apex community over the long-term. |
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| We’re also expanding into additional growth opportunities for Apex Legends. Esports will bring |
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| new drivers of social interaction and competition to the Apex ecosystem. Interest from teams, |
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| broadcast partners and sponsors is strong, and we’ve had great success with our first exhibition |
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| events, including a competition at the ESPYS that was broadcast on ESPN and ABC. We’ll |
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| have 80 teams from around the world participating in our first official competition in September. |
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| Our plans to bring Apex Legends to China and a worldwide mobile launch are also on course, |
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| and we will share more on our plans in the future. |
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| In our EA SPORTS portfolio, our franchises like Madden NFL and FIFA are delivering for core |
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| fans, innovating to reach new players, and leading our growth in esports. Looking first at |
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| Madden NFL, we continue to see deep year-round engagement in the franchise. Live service |
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| events and tie-in content with the NFL Draft drove growth in new players joining Madden NFL |
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| 19 in Q1, and also deepened engagement in Madden Ultimate Team. We’re now just days |
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| away from launching Madden NFL 20. The innovations in this year’s game, like the new |
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| superstar X-Factor abilities, new personalized Career Campaign, and the more fluid core |
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| gameplay, are all designed to appeal to new and existing football fans. Madden NFL esports |
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| also continues to drive growing viewership. Players in our Madden NFL competitive |
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| ecosystem engaged four times more than non-competitors last season, and our events drove |
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| record broadcast and digital viewership. We’re now looking to build on that success with the |
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| Madden NFL 20 Championship Series. We’re partnered with all 32 NFL teams, our |
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| competitions are aligned with key beats in the NFL season, and we’re welcoming major |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| sponsors including Pizza Hut, Snickers and Starbucks. Finally, the latest season of our fan- |
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| favorite Madden NFL Mobile game launches tomorrow, and this year the game is bringing back |
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| some of the classic modes that fans love, as well as new innovation in social co-op play and |
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| customization. Through great experiences on console and PC, the ever-popular Madden NFL |
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| Mobile game, and our leading esports programming, Madden NFL continues to reach and |
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| engage a wide audience of fans. |
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| Our FIFA franchise had a very strong Q1, with players deeply engaged in our Ultimate Team |
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| live service. Our biggest in-game event, Team of the Season, had more than 3 million players |
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| logging into FUT daily to play – the highest daily levels we’ve ever seen for this event. Esports |
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| for FIFA is exploding as well, with our competitive modes growing faster than any other mode in |
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| FUT. Momentum is strong across our entire FIFA esports ecosystem, and next week’s FIFA |
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| eWorld Cup Finals will be the culmination of a season that has engaged 17 official league |
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| partners, players from 20 different nations, more than 30 live events, and more than 60 million |
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| total views to date. Looking ahead to September, FIFA 20 is set to expand our FIFA platform |
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| with a brand new dimension of the game for players who want more personalization, |
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| customization and community. VOLTA Football brings a street soccer experience to the |
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| franchise, where players can build their own characters, express themselves, and play different |
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| forms of the sport in different environments around the world. That’s in addition to major |
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| advancements in the core experience designed to deliver the most authentic football gameplay |
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| we’ve ever produced. FIFA 20 will have an unmatched breadth of top leagues, teams and |
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| players included in the game – a continuing differentiator of the authenticity in our FIFA |
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| franchise. Our licensing program is built on the strength of multi-year relationships and careful |
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| consideration of the most important players, teams and leagues that our fans love to see in the |
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| game. From console to PC, to our FIFA Mobile games in the west and China, to our FIFA |
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| Online offerings in Asia, FIFA continues to be the way that hundreds of millions of players |
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| around the world come together in their shared passion for soccer. |
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| 4 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| Our Sims 4 live service also continues to be a rich and rewarding experience for our players, |
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| and a strong platform for growth. The Sims 4 continues to be one of the great owned IP |
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| success stories of our portfolio, and we’re planning for FY20 to be our biggest year yet of new |
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| content. Knowing that, we gave more fans a chance to get into the game through a one-week |
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| promotion in May to download the base game for free. Almost 7 million players downloaded the |
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| game during that time. In addition to the base game promotion, total expansion and game pack |
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| downloads also increased 55% year-over-year in Q1. We launched our seventh expansion |
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| pack – Island Living – in late June, and it has already become one of our best-selling packs for |
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| The Sims 4. We are fortunate to have an incredibly vibrant and creative Sims community on |
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| console, PC and mobile, and we are continuing to double down on this amazing franchise to |
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| reach new players and open up exciting new dimensions of The Sims this year. |
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| Subscription services are expanding across the industry, as well. We’re a pioneer and a leader |
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| in this space, having just launched our subscription on a third major platform with EA Access on |
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| the Sony PlayStation 4. We believe subscriptions can be transformative to the player |
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| experience and the gaming industry over the long term, as they offer tremendous value and |
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| choice to players, and greater flexibility in the games we bring to market. Our PC subscription |
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| already includes more than 220 games, 140 of which are from third party developers. We’re |
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| continually adding to this with new games from EA, from indie developers seeking to expand |
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| their reach through our EA Originals program, and from other third-party partners ready to reach |
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| more players through our services. We’re also working to expand our subscriptions to even |
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| more platforms. |
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| Mobile continues to be a growth opportunity for us. Live services are a key aspect of our mobile |
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| business, with franchises like Madden Mobile, FIFA Mobile and The Sims continuing to drive |
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| strong ongoing engagement. Star Wars Galaxy of Heroes has grown to nearly 80 million |
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| players life-to-date. Galaxy of Heroes has the most deeply engaged community of all our |
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| 5 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| mobile games, and we plan to continue delivering great new content and in-game events to |
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| grow the audience this year. We’ve also just started pre-alpha testing for Plants vs. Zombies 3. |
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| In a market where discovery and acquisition can be challenging, Plants vs. Zombies is one of |
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| the most beloved brands in gaming. To date, we’ve had more than a billion downloads |
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| worldwide of PvZ games on mobile, and we’re looking forward to bringing something new to |
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| fans around the world. We’re continuing to prototype and develop more bespoke mobile |
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| projects, as well as new concepts for cross-platform play. The mobile space is complex and |
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| competitive, and our focus is on bringing more innovation and unique new experiences to |
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| mobile players. |
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| In addition to the franchises and live services that I’ve already mentioned, we’ll be delivering |
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| many other new experiences to players throughout the remainder of this fiscal year. NHL 20 is |
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| launching in Q2, with hundreds of gameplay advancements, as well as new competitive and |
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| multiplayer modes. We’ll take the wraps off our new Need for Speed game heading into |
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| Gamescom in a few weeks. We have a Plants vs. Zombies shooter title coming to console and |
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| PC later this year. And the excitement and anticipation for Star Wars Jedi: Fallen Order has |
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| been strong coming out of EA PLAY and E3, where the game received 45 award nominations |
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| and great buzz from the player community. Respawn’s track record speaks for the high-quality |
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| games they develop, and they have created a brand new Star Wars story that will be a lot of fun |
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| to play when it launches this holiday. |
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| From the core game to live services that extend and enhance the experience, to new ways to |
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| engage through subscriptions and competitive gaming, our focus continues to be on strong |
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| execution and delivering innovation, quality and fun for players at every turn. We’re fortunate to |
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| have some of the greatest and most creative talent in the industry, driving our efforts to |
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| continually learn and improve. With robust, best-in-class technology powering our efforts, we’re |
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| also in position to scale and evolve with the changing needs of our players. |
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| 6 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| Now I’ll hand the call over to Blake. |
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| BLAKE: |
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| Thanks, Andrew. |
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| We delivered operating results significantly above our expectations this quarter. At a high level, |
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| those results were driven by broad strength across our core franchises. Apex Legends |
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| continues to delight players and we are pleased with the impact of Season 2 since its launch on |
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| July 2. This quarter’s results demonstrate how the power of our portfolio strategy, combined |
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| with extra content, delivers strong results - even in relatively quiet quarters. |
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| I’ll report the specifics of our results on a GAAP basis, then use our operational measure of net |
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| bookings to discuss the dynamics of our business. To compare this quarter’s results to |
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| historically-reported non-GAAP measures, please refer to the relevant tabs in our downloadable |
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| financial model. |
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| EA’s net revenue was $1.21 billion, compared to $1.14 billion a year ago, and above our |
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| guidance by $79 million. Operating expenses were $607 million, compared to $622 million a |
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| year ago, primarily driven by lower sales and marketing partially offset by continued investment |
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| in new IP. This was significantly below our forecast, driven by timing of advertising |
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| spend. Operating income was $415 million, compared to $300 million a year ago and above |
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| our expectations. Diluted earnings per share was $4.75, up over 400% year on |
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| year. Underlying EPS was well above our expectations, driven by net bookings, gross profit and |
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| operating expenses. |
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| Operating cash flow for the quarter was $158 million, up $38 million from last year. Capital |
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| expenditures for the quarter were $45 million, resulting in a free cash flow of |
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| 7 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| $113 million. Operating cash flow for the last twelve months was $1.59 billion. See our |
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| earnings slides for further cash flow information. |
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| During the quarter, we also repurchased 3.2 million shares at a cost of $305 million, leaving |
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| $979 million available in our buyback program. |
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| Our cash and short-term investments at the end of the quarter were $5.19 billion, up 4% year |
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| on year. |
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| Now, I’d like to turn to the key drivers of our business this quarter. |
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| Net bookings for the quarter were $743 million, approximately flat year on year. It was |
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| $53 million above our guidance, driven by strength across the board, with strong performance |
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| from our core franchises and live services. |
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| Digital net bookings were $701 million, up $8 million on the year-ago period. On a trailing |
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| twelve-month basis, digital net bookings now represent 76% of our business, compared to 69% |
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| a year ago. |
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| Looking at each of the components of this quarter’s digital bookings in turn: |
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| • Live services net bookings were up 12% year on year, to $504 million, led by Apex |
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| Legends and The Sims 4. FIFA Ultimate Team was up 11% year on year at constant |
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| currency, 5% at actual exchange rates. |
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| Diving into the details: Season 2 launched for Apex Legends at the beginning of Q2, and |
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| we’re pleased with its performance, with regards to both sales and engagement. We will |
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| continue to add content during the quarter, with a major event in mid-August, and Season 3 |
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| will begin next quarter. We are increasing investment in content development and |
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| marketing to continue to drive growth in Apex Legends. |
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| 8 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| FIFA Online outperformed our expectations. FIFA Online 4 performed well in Korea, where |
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| we have fully transitioned from FIFA Online 3 to FIFA Online 4. Meanwhile, FIFA Online 3 |
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| outperformed our expectations in China, and we are positioned well for switching over to |
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| FIFA Online 4. |
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| Finally, as Andrew mentioned, The Sims 4 base game promotion delivered nearly 7 million |
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| new installs and we remain on track to have the fifth consecutive year of growth in |
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| The Sims 4, following its launch in 2014. |
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| • Mobile delivered net bookings of $122 million, down 17% year on year, driven by aging |
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| titles. Although down year on year, Star Wars Galaxy of Heroes outperformed our |
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| expectations and maintains a highly engaged user base, leading us to be optimistic about |
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| performance in a huge year for Star Wars, with new TV show, movie and theme park |
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| launches. |
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| • Full game PC and console downloads generated net bookings of $75 million, down 22% |
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| year on year, due to last year’s launch of A Way Out and FIFA 18 World Cup |
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| promotions. 47% of our unit sales are now digital rather than physical, measured on Xbox |
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| One and PlayStation 4 over the last twelve months. Although this is up 7 percentage points |
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| year on year, we continue to model an annual shift of 5 percentage points, given how |
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| strongly digital Anthem was at its launch last quarter. |
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| Before discussing guidance, I would like to highlight that there were three income tax events |
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| in the quarter that impacted our GAAP Q1 results and our full year GAAP guidance. Please |
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| refer to our press release for the details. As a result, we expect to recognize a $1.700 billion |
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| benefit in the fiscal year, which is $200 million better than we had included in our guidance last |
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| quarter, although the phasing of the benefit between Q1 and Q2 has changed since we gave |
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| that guidance. $1.080 billion of this amount was recognized in the first quarter and the |
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| 9 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| remaining $620 million will be recognized when the Swiss tax rates change, which we expect to |
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| occur in the second quarter. We do not expect the above events to impact our FY20 operating |
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| cash flow or our management tax rate for fiscal 2020. |
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| Now, turning to guidance: Except for the increase in our tax benefit of $200 million or $0.66 |
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| on GAAP EPS, we are reiterating our guidance for the full year. |
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| We continue to expect The Sims 4 and Apex Legends to each deliver net bookings in the |
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| $300 million to $400 million range. |
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| We are holding our operating cash flow guidance at approximately $1.575 billion, with capex |
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| still expected to be $125 million and free cash flow of about $1.45 billion. |
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| For the second quarter, we continue to expect net revenue of $1.315 billion, cost of revenue |
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| to be $407 million, and operating expenses of $679 million. This results in earnings per |
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| share of $2.60 for the second quarter. |
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| We anticipate net bookings for the quarter to be $1.23 billion. We’re excited about the Madden |
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| NFL launch and upcoming Apex Legends event, and the launch of FIFA 20 with VOLTA |
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| Football at the end of the quarter. |
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| We over delivered this quarter as a result of the performance of our core franchises. These |
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| evergreen live services provide a tremendously solid base for our business and enable us to |
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| invest in new opportunities, to innovate and to take risks. We are unique among our peers in |
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| this, and it is no coincidence that we are a leader in cloud gaming, subscriptions and in the |
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| strength of our player networks. |
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| People will only engage with our games if they have fun playing them. And we continue to |
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| invest in keeping them fun – whether it’s the major innovation of VOLTA Football in FIFA, or |
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| new modes, events and legends in Apex Legends, or even adding laundry to The Sims 4, we |
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| 10 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| aim to give players content they want to play. If we’re successful in that, we’re successful as a |
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| business. |
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| This combination of core plus innovation plus fun will drive our success through the |
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| year. Coming up in August we have more live services for our newest franchise, Apex |
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| Legends, and the latest installment in one of our most storied, Madden NFL. FIFA 20 launches |
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| right at the end of the quarter. The following quarter we have a new IP, Star Wars Jedi: Fallen |
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| Order. Simultaneously, we continue to invest in more new IP, new technologies and new |
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| business models. |
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| We believe we have the right ingredients in place to deliver fun for our players and success for |
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| our business, and I look forward to reporting our progress to you next quarter. |
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| Now, I’ll turn the call back to Andrew. |
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| ANDREW CLOSING: |
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| Thanks, Blake. |
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| The world loves to play games. As the global gaming audience continues to grow and spend |
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| more time with the games they love, interactive entertainment is an increasingly important part |
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| of our daily lives. At the heart of this is social connection – the unique ability that games have to |
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| connect and inspire players to be part of a shared experience. New platforms, new |
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| technologies and new ways to engage will continue to fuel growth for the industry, and through |
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| these opportunities we are positioning EA to lead. |
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| It begins with great games that can fulfill the motivations of a diverse global player base. We |
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| continue to invest across our portfolio to deliver the depth, breadth and quality of experiences |
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| that players seek. Our top titles across sports, simulation, shooters, and racing connect |
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| 11 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| hundreds of millions of players on console, PC and mobile. We create experiences in some of |
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| the most popular owned IP in the industry, including The Sims, Battlefield, Need for Speed and |
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| Plants vs. Zombies. We’ve introduced powerful new IP like Apex Legends, and we’re building |
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| new licensed experiences like Star Wars Jedi: Fallen Order. Our pipeline is full of innovative |
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| new projects for our current franchises, new IP, and plans to revisit some of our fan-favorite |
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| brands, as we continually work to bring more high-quality games to players across a growing |
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| number of platforms and devices. |
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| Live services enable us to build powerful communities, where players come together and |
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| continue to share in the experiences they love. We’ve had great success building deeply- |
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| engaged, long-term communities in Ultimate Team, The Sims, Battlefield, Star Wars and more – |
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| and now we’re adding to that with our massive player base in Apex Legends. Each live service |
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| is different, designed uniquely for the community it serves. They also enable us to continually |
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| learn from our players – their feedback and their motivations – so we can drive more innovation |
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| and creative exploration for the future. |
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| Interactive entertainment today transcends the act of playing a game. New ways to engage like |
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| esports are becoming just as important. With FIFA and Madden, we have the largest esports |
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| ecosystems in sports games, and Apex Legends is going to be a major new addition to the |
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| global competitive gaming scene this year. We believe that our games can make competition |
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| accessible to anyone. We see opportunities to bring competitive play to more of our franchises, |
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| and we look forward to delivering for more players, viewers, sponsors and broadcasters around |
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| the world. |
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| With games becoming an increasingly important part of our lives, subscriptions offer a |
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| compelling new value proposition for players. Other industries have demonstrated how |
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| 12 |
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| ELECTRONIC ARTS PREPARED REMARKS |
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| FY20Q1 |
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| subscriptions fundamentally shift consumer behavior. We consume more television content in |
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| different ways because of video subscriptions. We consume more music in different ways |
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| because of music subscription services. We believe the same is happening with games, where |
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| subscriptions can offer access to great content, at great value, with tremendously low |
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| friction. When combined with cloud streaming, the barriers are lowered even further, making it |
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| even more compelling to jump into new games and connect with new communities. The |
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| subscription opportunity is powerful for both players and game creators, and we’re continuing to |
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| invest in our leading services on console and PC. |
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| In addition to more great games, passionate global communities, and new ways to engage, |
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| there will be more transformative shifts on the horizon. The constant push of progress and |
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| innovation is what sets this industry apart from every other form of entertainment. With our |
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| teams of incredibly talented developers, artists and engineers, we are working to drive creativity, |
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| quality and fun through every aspect of the player experience, now and in the future. We look |
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| forward to sharing more updates in the months to come. |
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| Now Blake and I are here for your questions. |
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|
| Forward-Looking Statements |
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|
| Some statements set forth in this document, including the information relating to EA’s fiscal |
|
|
| 2020 guidance information and title slate contain forward-looking statements that are subject to |
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|
| change. Statements including words such as “anticipate,” “believe,” “expect,” “intend,” |
|
|
| “estimate”, “plan”, “predict”, “seek”, “goal”, “will”, “may”, “likely”, “should”, “could” (and the |
|
|
| negative of any of these terms), “future” and similar expressions also identify forward-looking |
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|
| 13 |
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|
| ELECTRONIC ARTS PREPARED REMARKS |
|
|
| FY20Q1 |
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| statements. These forward-looking statements are not guarantees of future performance and |
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|
| reflect management’s current expectations. Our actual results could differ materially from those |
|
|
| discussed in the forward-looking statements. |
|
|
| Some of the factors which could cause the Company’s results to differ materially from its |
|
|
| expectations include the following: sales of the Company’s products and services; the |
|
|
| Company’s ability to develop and support digital products and services, including managing |
|
|
| online security and privacy; outages of our products, services and technological infrastructure; |
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|
| the Company’s ability to manage expenses; the competition in the interactive entertainment |
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|
| industry; governmental regulations; the effectiveness of the Company’s sales and marketing |
|
|
| programs; timely development and release of the Company’s products and services; the |
|
|
| Company’s ability to realize the anticipated benefits of acquisitions; the consumer demand for, |
|
|
| and the availability of an adequate supply of console hardware units; the Company’s ability to |
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|
| predict consumer preferences among competing platforms; the Company’s ability to develop |
|
|
| and implement new technology; foreign currency exchange rate fluctuations; general economic |
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|
| conditions; changes in our tax rates or tax laws; and other factors described in Part I, Item 1A of |
|
|
| Electronic Arts’ latest Annual Report on Form 10-K under the heading “Risk Factors”, as well as |
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|
| in other documents we have filed with the Securities and Exchange Commission. |
|
|
| These forward-looking statements are current as of July 30, 2019. Electronic Arts assumes no |
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|
| obligation to revise or update any forward-looking statement for any reason, except as required |
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|
| by law. In addition, the preliminary financial results set forth in this release are estimates based |
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|
| on information currently available to Electronic Arts. |
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|
| While Electronic Arts believes these estimates are meaningful, they could differ from the actual |
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|
| amounts that Electronic Arts ultimately reports in its Quarterly Report on Form 10-Q for the |
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| 14 |
|
|
| ELECTRONIC ARTS PREPARED REMARKS |
|
|
| FY20Q1 |
|
|
| fiscal quarter ended June 30, 2019. Electronic Arts assumes no obligation and does not intend |
|
|
| to update these estimates prior to filing its Form 10-Q for the fiscal quarter ended June 30, |
|
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| 2019. |
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| 15 |
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