UNITED STATES
FORM 10-K
For the fiscal year ended March 31, 2003
OR
For the transition period from to
Commission File No. 0-17948
ELECTRONIC ARTS INC.
Registrants telephone number, including area code: (650) 628-1500
Securities registered pursuant to Section 12(b) of the Act: None
Securities registered pursuant to Section 12(g) of the Act:
Class A Common Stock, $.01 par value
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 xNO o
Indicate by check mark if disclosure of delinquent filers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrants knowledge, in definitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. o
Indicate by check mark whether the registrant is an accelerated filer (as defined in Rule 12b-2 of the Act). YES xNO o
The aggregate market value of the Registrants Class A common stock, $.01 par value, held by non-affiliates of the Registrant as of September 27, 2002, the last business day of the second fiscal quarter, was $7,678,525,243.
As of June 4, 2003 there were 145,608,716 shares of Registrants Class A common stock, $.01 par value, outstanding, and 225,130 shares of Registrants Class B common stock, $.01 par value, outstanding.
Documents Incorporated by Reference
Portions of Registrants definitive proxy statement for its 2003 Annual Meeting of Stockholders are incorporated by reference into Part III hereof.
TABLE OF CONTENTS
Table of Contents
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PART I
This Report contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. All statements, other than statements of historical fact, including statements regarding industry prospects and future results of operations or financial position, made in this Report are forward looking. We use words such as anticipate, believe, expect, intend, estimate (and the negative of any of these terms), future and similar expressions to help identify forward-looking statements. These forward-looking statements are subject to business and economic risk and reflect managements current expectations, and are inherently uncertain and difficult to predict. Our actual results could differ materially. We will not necessarily update information if any forward-looking statement later turns out to be inaccurate. Risks and uncertainties that may affect our future results include, but are not limited to, those discussed under the heading Risk Factors on pages 55 to 58.
Item 1: Business
Overview
Electronic Arts develops, markets, publishes and distributes interactive software games that are playable by consumers on the following platforms:
One of our strengths is our ability to publish interactive software games for multiple platforms, which provides cost efficiencies in developing and marketing our products. Our products designed to play on consoles and handhelds are published under license from the manufacturers of these platforms (for example, Sony for the PlayStation and PlayStation 2, Microsoft for the Xbox and Nintendo for the GameCube and Game Boy Advance) and we pay a fee to these console manufacturers for the right to publish products on their platforms. Since our inception, we have published games for over 42 different platforms.
We publish our interactive software games under three major brands:
Another strength of our business is that we have developed many of our products to become franchise titles that can be regularly iterated. For example, every year we release new versions of most of our EA SPORTS titles. Likewise, several of the EA GAMES products listed above are part of new or continuing product franchises. We also release products called expansion packs that provide additional content (characters, storylines, settings, missions) for games that we have previously published. For example, we have published several expansion packs for The Sims, including The Sims Unleashed Expansion Pack and The Sims Vacation Expansion Pack, each of which expands the characters, settings and gameplay of the original The Sims game. We consider titles that iterate, sequel or spawn expansion packs to be franchise titles.
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Our product development methods and organization are modeled on those used in other sectors of the entertainment industry. Employees whom we call producers are responsible for overseeing the development of one or more products. The interactive software games that we publish under our brands are developed by:
We invest in the creation of state-of-the-art software tools that we use in product development. These tools allow for more cost-effective product development and the ability to more efficiently convert products from one platform to another. We have also made investments in facilities and equipment that allow us to create and edit video and audio recordings that are used in our games.
We also distribute interactive software games that are published by other companies, which we refer to as distribution products. An example of a recent distribution product is Kingdom Hearts, which is published by Square Co. Ltd.
The console, PC and hand-held games that we publish are made available to consumers on a disk (usually a CD or DVD format) or a cartridge that is packaged and typically sold in retail stores and through our own online store. We refer to these as packaged goods products. In North America and Europe, our largest markets, these packaged goods products are sold primarily to retailers that may be mass market retailers (such as Wal-Mart), electronics specialty stores (such as Best Buy) or game software specialty stores (such as Electronics Boutique). In Japan, we also sell a significant volume of our products through a distributor, who in turn sells them to retailers. Our products are available in approximately 80,000 retail locations worldwide. We also maintain a smaller business in which we license to manufacturers of products in related industries (for example, makers of personal computers or computer accessories) rights to include certain of our products with the manufacturers product, or offer our products to consumers who have purchased the manufacturers product. We call these combined products OEM bundles.
There are three ways in which we publish games that are playable online by consumers. First, we include online features in our PC and PlayStation 2 products, for example by enabling consumers to play against one another over the Internet. We also publish games that are playable only online. One type of these online-only games is called persistent state worlds or massively multiplayer games. Consumers experience these games as interactive virtual worlds where thousands of other consumers can interact with one another. Examples of our persistent state world products are Ultima Online, Earth & Beyond and The Sims Online. These persistent state world games are often sold to consumers in the form of a CD or DVD that contains much of the software necessary to play the game online. The other type of online-only games that we publish are electronic card games, puzzle games and word games (marketed under the Pogo brand) that we make available to consumers on our website, www.ea.com, and on certain online services provided by America Online, Inc.
In fiscal 2003, we operated and reported our business in two business segments:
As of April 1, 2003, we are no longer managing these segments separately. We consider online functionality to be integral to our existing and future products.
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During fiscal 2003, our business was comprised of the following:
Of the titles shipped in fiscal 2003, there were 22 titles that sold over one million units (aggregated across all platforms). In fiscal 2003, approximately 42 percent of our net revenue was generated by international operations, compared to approximately 37 percent in both fiscal 2002 and 2001.
We were initially incorporated in California in 1982. In September 1991, we were reincorporated under the laws of Delaware. Our principal executive offices are located at 209 Redwood Shores Parkway, Redwood City, California 94065 and our telephone number is (650) 628-1500. We file various reports with, or furnish them to, the SEC. These reports are available free of charge on our website, www.ea.com, as soon as reasonably practicable after we electronically file the reports with, or furnish them to, the SEC.
Intellectual Property
Like other entertainment companies, our business is based on the creation, acquisition, exploitation and protection of intellectual property. Each of our products embodies a number of separately protected intellectual properties: our products are copyrighted both as software and as audiovisual works; our product names are trademarks of ours or others; our products may contain voices and likenesses of third parties and the musical compositions and performances of third parties. Our products may also contain other content licensed from third parties, such as trademarks, fictional characters, storylines and software code.
We acquire intellectual property rights to include in our products through license agreements such as those with the sports leagues and player associations, with movie studios and performing talent, with music labels and musicians. These licenses are typically limited to use of the licensed rights in specific products for specific time periods. In addition, our products for play on videogame platforms such as the Sony PlayStation 2 console include intellectual properties owned by the platform company and licensed non-exclusively to us for use. While we may have renewal rights for some licenses, our business is significantly dependent on our ability to continue to obtain the intellectual property rights from third parties needed for many of our products.
Our products are susceptible to unauthorized copying. Our primary protection against unauthorized use, duplication and distribution of our products is copyright and trademark. We typically own the copyright to the software code as well as the brand or title name trademark under which our products are marketed. We register our copyrights in the United States, and register our significant trademarks in multiple countries including the United States. In addition, console manufacturers such as Sony typically incorporate security devices in their consoles in an effort to prevent unlicensed use of products.
Joint Ventures and Investments
Joint Ventures
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Our joint venture agreements with Square expired as of March 31, 2003. As provided in the EA Square KK joint venture agreement, we have purchased Squares 30 percent interest in EA Square KK for $2.5 million representing the return of their capital contribution and renamed the entity Electronic Arts KK. Electronic Arts KK is now a wholly owned subsidiary of Electronic Arts. See Note 13 of the Notes to Consolidated Financial Statements, included in Item 8 hereof. As a further result of the termination of the joint venture agreements, our distribution of Square products in North America will terminate on June 30, 2003. We generated $84.5 million, $80.8 million and $106.6 million in net revenue from sales of Square products in North America during fiscal 2003, 2002 and 2001, respectively.
Investments
Market
Historically, there have been multiple consoles available in the market and vigorous competition between console manufacturers. While Sony has for the past several years been the clear market leader (with its PlayStation and PlayStation 2 consoles), Microsoft and Nintendo are large and viable competitors, and PCs continue to be strong interactive game platform. We develop and publish products for multiple platforms, and this diversification continues to be a cornerstone of our strategy.
The following table details select information on a sample of the console platforms for which we have published titles:
PlayStation 2
GameCube
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Xbox
Our early investment in products designed for play on 32-bit PCs and consoles (such as the PlayStation), has been strategically important in positioning us for the current generation of 128-bit machines. We believe that such investment continues to be important. During fiscal years 2003, 2002 and 2001, the video and computer games industry has experienced a platform transition from 32-bit CD-based and 64-bit cartridge-based consoles to the current generation of 128-bit, DVD-based game consoles and related software. The transition to the current generation systems was initiated by the launch of Sonys PlayStation 2 in fiscal 2001, and continued with the launches of the Nintendo GameCube and Microsofts Xbox in fiscal 2002. As the market continues to shift to the current generation systems, our sales of 32-bit and 64-bit products have been declining and we expect a continued significant decline in fiscal 2004.
Online Games
Competition
The interactive entertainment software business is highly competitive. It is characterized by the continuous introduction of new titles and the development of new technologies. Our competitors vary in size from very small companies with limited resources to very large, diversified corporations with greater financial and marketing resources than ours. Our business is driven by hit titles, which require ever-increasing budgets for development and marketing. Therefore, the availability of significant financial resources has become a major competitive factor in our industry, primarily as a result of the costs associated with the development and marketing of game software. Competition in our industry is also based on product quality and features, timing of product releases, brand-name recognition, access to distribution channels, effectiveness of marketing, and price.
We compete with Sony, Microsoft and Nintendo, which each publish software for their respective console platforms. We also compete with numerous companies which are, like us, licensed by the console manufacturers to develop and publish software games that operate on their consoles. These competitors include Acclaim Entertainment, Activision, Capcom, Eidos, Infogrames, Konami, Lucas Arts, Midway, Namco, Sega, Take-Two Interactive, THQ, 3DO, Ubi Soft and Vivendi Universal Games, among others. In addition, we believe that large software companies and media companies are increasing their focus in the interactive entertainment software market. Our titles also compete with other forms of entertainment, such as motion pictures, television and music for the leisure time and discretionary spending of consumers.
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In addition, the market for our products is characterized by significant price competition, and we face increasing pricing pressures from our competitors. These pressures have, from time to time, required us to reduce our prices on certain products. The experience of our industry is that software game prices decline once a generation of consoles have been in the market for a significant period of time, because of the increasing number of software titles competing for acceptance by consumers. Accordingly, we expect lower overall pricing of games for the PlayStation 2, Xbox and Nintendo GameCube during fiscal 2004, in comparison to fiscal 2003. However, we believe that highly-anticipated hit titles, based on popular sports and entertainment properties, will maintain premium pricing in the market in fiscal 2004, as they have done in fiscal 2003.
During calendar 2002, we were a market leader in sales of interactive entertainment software products for the Sony PlayStation 2, the Nintendo GameCube, the Microsoft Xbox and personal computers (in the aggregate), in the U.S. and European markets. In the U.S., together with our affiliates, we published three of the top-10-selling titles for play on videogame consoles, and five of the top-10 PC titles (according to NPDFunworld and NPD Techworld). Our nearest competitors had two of the top-10 videogame and PC titles for the same period (according to NPDFunworld and NPD Techworld). While similar comprehensive data are not available for Europe, we believe that our titles had similar chart strength for the PlayStation 2 and PC in that territory in calendar year 2002.
Relationships with Significant Hardware Platform Companies
Sony
We also announced in May 2003 that we would make many of our sports games available for the PlayStation 2 online service. Through that service, customers who have any online adaptor for their PlayStation 2 consoles will be able to play our PlayStation 2 sports products online.
In fiscal 2003, approximately four percent of our net revenue was derived from sales of EA Studio software for the PlayStation, compared to 11 percent in fiscal 2002. During fiscal 2003, we released six PlayStation games, compared to five in fiscal 2002. As expected, PlayStation product sales decreased for fiscal 2003 compared to the prior year primarily attributable to the market transition to next 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 in fiscal 2004. 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 PlayStation CDs for our products.
Nintendo
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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 our products.
Microsoft
Under the terms of a licensing agreement entered into with Microsoft as of December 8, 2000, as amended, we are authorized to develop and distribute DVD-based software products compatible with the Xbox.
In May 2003, we announced that we have no plans to support the online service for Xbox. It is unclear whether the absence of online functionality in our Xbox products will be important enough to consumers to affect sales of our Xbox products.
Relationship with AOL
Our carriage agreement with AOL establishes the basis for our creation and distribution of game sites on the world wide web that are available to AOL subscribers via the Games Channel on AOLs flagship ISP service and to other consumers who use other AOL portals (AOL.com, CompuServe, Netscape/ Netcenter and ICQ). Users can also access our online games website directly from the world wide web at www.ea.com. We are AOLs exclusive provider of a broad aggregation of online games and programs and we manage all of the Games Channel content within AOLs flagship ISP service and other AOL portals in the United States. Within any of these AOL properties, users will be able to find a games channel or area which will provide the user access to our online games. See Note 5 of the Notes to Consolidated Financial Statements, included in Item 8 hereof, for a discussion of the significant terms of our relationship with AOL.
Products and Product Development
In fiscal 2003, we generated approximately 68 percent of our revenue from EA Studio-produced products released during the year. As of March 31, 2003, we were actively marketing approximately 70 titles, comprising over 135 stock keeping units, or SKUs, that were produced by EA Studios. During fiscal 2003, we introduced 31 EA Studios titles, representing 86 SKUs, compared to 32 EA Studios titles, comprising 64 SKUs, in fiscal 2002. In fiscal 2003, we had 22 titles that sold over one million units (aggregated across all platforms). In fiscal 2002, we had 16 titles and in fiscal 2001, we had 14 titles that
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The products produced by EA Studios are designed and created by our employee designers and artists and by non-employee software developers (independent artists). We typically advance development funds to the independent artists during development of our games, which payments are considered advances against subsequent royalties based on the sales of the products. These terms are typically set forth in written agreements entered into with the independent artists.
For fiscal 2003, we had one title, Harry Potter and the Chamber of Secrets, published on seven different platforms, which represented approximately 10 percent of our total fiscal 2003 net revenue. For fiscal 2002, Harry Potter and the Sorcerers Stone, published on four different platforms, represented approximately 12 percent of our total fiscal 2002 net revenue. For fiscal 2001, no title represented more than 10 percent of our total fiscal 2001 net revenue.
We publish products in a number of categories such as sports, action, strategy, simulations, role playing and adventure, each of which is becoming increasingly competitive. Our sports-related products, marketed under the EA SPORTS brand name, accounted for a significant percentage of net revenue in fiscal years 2003, 2002 and 2001. There can be no assurance that we will be able to maintain our market share in the sports category.
The front-line retail selling prices in North America of our products, excluding older titles marketed as Classics, typically range from $30.00 to $50.00. Classics titles have retail selling prices that range from $10.00 to $30.00. The retail selling prices of our titles outside of North America vary widely based on local market conditions.
We currently develop or publish products for six different hardware platforms. In fiscal 2003, our product releases were for PlayStation 2, PC, Xbox, PlayStation, Nintendo GameCube, Game Boy Advance, Game Boy Color and online Internet play. Our planned product introductions for fiscal 2004 are for the PlayStation 2, PC, Nintendo GameCube, Xbox, PlayStation and Game Boy Advance.
Our goal is to be the market leader of games played on the current generation of 128-bit video game consoles. We are investing in the development of tools and technologies designed to facilitate development of our products for these platforms. We had research and development expenditures of $401.0 million in fiscal 2003, $380.6 million in fiscal 2002 and $376.2 million in fiscal 2001.
EA.com Web Site
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Paid Content. In addition to free online games, we offer premium pay-to-play persistent state world games. In order to access these premium games, the player must purchase a CD-ROM through retail stores or through our online store. After an initial free trial period, the player must pay a subscription fee in order to continue playing. These persistent state world games are designed to appeal to avid gamers: teens and adults looking to participate in multi-player online games made up of fantastic worlds, characters, adventures or activities big or small, real or imagined as well as new forms of cutting-edge online entertainment targeted to mass market gamers. Current persistent state world game offerings include Ultima Online, The Sims Online and Earth & Beyond.
We launched both Earth & Beyond andThe Sims Online in fiscal 2003. The Sims Onlinewas expected to be our flagship online subscription offering. Through March 31, 2003, however, the number of units sold and number of subscribers for The Sims Onlineand Earth & Beyond have been below our expectations. See Note 19 of the Notes to Consolidated Financial Statements for a discussion of the restructuring and asset impairment charges, included in Item 8 hereof.
Each of the categories above focuses on targeting and serving its specific consumer group by:
Marketing and Distribution
Electronic Arts Distribution
Co-Publishing and Distribution Products. Co-publishing products are games that are conceived and developed by independent developers and for which we provide production assistance and marketing and distribution services. We publish some of these products under an EA brand. Distribution products are titles that are published by another publisher and delivered to us as completed products, for which we provide distribution services. As of March 31, 2003, we distributed approximately 34 co-publishing and distribution titles in North America.
Our largest relationship relating to distribution products is with Square. In May 1998, Electronic Arts and Square formed a joint venture in North America, creating Square EA, as discussed in Note 13 of the Notes to Consolidated Financial Statements, included in Item 8 hereof. In conjunction with the formation of this joint venture, we have since that time had the exclusive right in North America to distribute products published by this joint venture. Our joint venture agreements with Square expired as of March 31, 2003, and our distribution of Square products in North America will cease on June 30, 2003. In fiscal 2003, Square EA publishedKingdom Hearts for the PlayStation 2, which was a top-ten selling SKU, selling over one million units.
The interactive software game business has become increasingly hits driven, requiring significantly greater expenditures for marketing and advertising of our products, particularly for television advertising. There can be no assurance that we will continue to produce hit titles, or that advertising for any product will increase sales sufficiently to recoup those advertising expenses.
We generated approximately 95 percent of our North American net revenue from direct sales to retailers through a field sales organization of professionals and a group of telephone sales representatives. The remaining 5 percent of our North American sales were made through a limited number of specialized
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Outside of North America, we derive revenues primarily from direct sales to retailers. Our largest distributor relationship is with Sony in Japan. Sales of our PlayStation and PlayStation 2 products through Sony make up approximately 60 percent of our net revenue in Japan. Under the terms of our distribution agreement with Sony, we are not required to accept returns or grant price protection. In a few of our smaller markets we also sell our products through distributors with whom we have written agreements or informal arrangements, depending on the business customs of the territories.
In North America, we have stock-balancing programs for our PC products, which allow for the exchange of PC products by resellers under certain circumstances. In all of our major geographical markets (other than Japan), we may decide to provide price protection under certain circumstances for both our PC and console products after we analyze: inventory remaining in the channel, the rate of inventory sell-through in the channel, and our remaining inventory on hand. It is our policy to exchange products or give credits, rather than give cash refunds. Moreover, the risk of product returns for our products on mature platforms (such as the PlayStation) may increase as newer hardware platforms, such as the Xbox, Nintendo GameCube and PlayStation 2, become more popular. We monitor and manage the volume of our sales to retailers and distributors and their inventories as substantial overstocking in the distribution channel can result in high returns or the requirement for substantial price protection in subsequent periods. We believe that we provide adequate reserves for returns and price protection which are based on estimated future returns of products, taking into account historical returns, current sell-through of distributor and retailer inventory of our products, current trends in the interactive game market and the overall economy, changes in customer demand and acceptance of our products and other related factors. We believe our current reserves will be sufficient to meet return and price protection requirements for current in-channel inventory. However, we cannot be certain that actual returns or price protection will not exceed our reserves.
The distribution channels through which our games are sold have been characterized by change, including consolidations and financial difficulties of certain distributors and retailers. The bankruptcy or other business difficulties of a distributor or retailer could render our accounts receivable from such entity uncollectible, which could have an adverse effect on our operating results and financial condition. In January 2002, one of our retail customers, Kmart, declared bankruptcy. We believe we have adequately reserved for our exposure to Kmart. In addition, an increasing number of companies are competing for access to our distribution channels. Our arrangements with our distributors and retailers may be terminated by either party at any time without cause. Distributors and retailers often carry products that compete with ours. Retailers of our products typically have a limited amount of shelf space and promotional resources that they are willing to devote to the software games category, and there is intense competition for these resources. There can be no assurance that distributors and retailers will continue to purchase our products or provide our products with adequate levels of shelf space and promotional support.
Within our website, we offer visitors the opportunity to purchase our packaged goods software products directly from us. We use our existing distribution network to fulfill consumers online orders. We also have a fulfillment group that sells product directly to consumers through a toll-free number and through our websites listed in advertising by us and our co-publishing and distribution affiliates. This group is also responsible for targeted direct-mail marketing and sells product backups and accessories to registered customers.
Inventory and Working Capital
Our management focuses considerable attention to managing our inventories and other working-capital-related items. We manage inventories by communicating with our customers prior to the release of our products, and then using our industry experience to forecast demand on a product-by-product and territory-by-territory basis. We then place manufacturing orders for our products that match this forecasted
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As shown in our Consolidated Balance Sheets included in this Report, we had approximately $950.0 million in cash and cash equivalents and $637.6 million in short-term investments as of March 31, 2003. We believe that this amount is sufficient to meet our working capital needs for the coming year.
Segment Reporting
In fiscal 2003, we operated and reviewed our business in two business segments:
As of April 1, 2003, we are no longer managing these segments separately. We consider online functionality to be integral to our existing and future products. Please see the discussion regarding segment reporting in Managements Discussion and Analysis of Financial Condition and Results of Operations and Note 18 of the Notes to Consolidated Financial Statements, included in Items 7 and 8 hereof.
International Operations
We have wholly-owned subsidiaries throughout the world, including offices in the United Kingdom, France, Spain, Germany, Australia, Canada, South Africa, Singapore, Sweden, Japan, Malaysia, Brazil and Holland. Our joint venture in Japan has recently been converted to a wholly owned subsidiary as a result of our buy-out of our joint venture partner (see the discussion under Joint Ventures and Investments included above). The amounts of net revenue, operating profit and identifiable assets attributable to each of our geographic regions for each of the last three fiscal years are set forth in Note 18 of the Notes to Consolidated Financial Statements, included in Item 8 hereof.
International net revenue increased by 66 percent to $1,046.5 million, or 42 percent of consolidated fiscal 2003 net revenue, compared to $631.4 million, or 37 percent of consolidated fiscal 2002 net revenue due to the following:
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Although we expect international revenue to grow in fiscal 2004, we do not believe it will continue to grow at the same rate as in the prior year.
Manufacturing and Suppliers
The suppliers we use for manufacture of our games can be characterized in three types:
In many instances, we are able to acquire materials on a volume-discount basis. We have multiple potential sources of supply for most materials, except with respect to our PlayStation, PlayStation 2, Xbox and Nintendo GameCube products, as discussed in Relationships with Significant Hardware Platform Companies above. We also have alternate sources for the manufacture and assembly of most of our products. To date, we have not experienced any material difficulties or delays in production of our software and related documentation and packaging. However, a shortage of components or other factors beyond our control could impair our ability to manufacture, or have manufactured, our products.
Backlog
We typically ship orders immediately upon receipt. To the extent that any backlog may or may not exist at the end of a reporting period, it would be both coincidental and an unreliable indicator of future results of any period.
Seasonality
Our business is highly seasonal. We typically experience our highest revenue and profits in the calendar year-end holiday season and a seasonal low in revenue and profits in the quarter ending in June.
Employees
As of March 31, 2003, we employed approximately 4,000 people, of whom over 1,700 were outside the United States. We believe that our ability to attract and retain qualified employees is an important factor in our growth and development and that our future success will depend, in large measure, on our ability to continue to attract and retain qualified employees. To date, we have been successful in recruiting and retaining sufficient numbers of qualified personnel to conduct our business successfully. We believe that our relationships with our employees are good. None of our employees are represented by a union, guild or other collective bargaining organization.
Tracking Stock
On March 22, 2000, the stockholders of Electronic Arts 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 our online and e-Commerce business segment. When we adopted the Tracking Stock, our intention was to provide liquidity for our online business through access to the
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Executive Officers
The following table sets forth information regarding our executive officers, who are appointed by and serve at the discretion of the Board of Directors:
Mr. Probst has been a director of Electronic Arts since January 1991 and currently serves as Chairman and Chief Executive Officer. He was elected as Chairman in July 1994. Mr. Probst has previously served as President of Electronic Arts; as Senior Vice President of EA Distribution, Electronic Arts distribution division, from January 1987 to January 1991; and from September 1984, when he joined
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Mr. Mattrickhas served as President of worldwide EA Studios since September 1997. Prior to this, he served as Executive Vice President, North American Studios, since October 1996. From July 1991 to October 1996, he served as Senior Vice President, North American Studios, Vice President of Electronic Arts and Executive Vice President/ General Manager for EA Canada. Mr. Mattrick was founder and former chairman of Distinctive Software Inc. from 1982 until it was acquired by us in 1991.
Mr. Riccitiellohas served as President and Chief Operating Officer since October 1997. Prior to joining Electronic Arts, Mr. Riccitiello served as President and Chief Executive Officer of the worldwide bakery division at Sara Lee Corporation. Before joining Sara Lee, he served as President and CEO of Wilson Sporting Goods Co. and has also held executive management positions at Haagen-Dazs, PepsiCo, Inc. and The Clorox Company. Mr. Riccitiello holds a B.S. degree from the University of California, Berkeley.
Mr. Gordon has served as Executive Vice President and Chief Creative Officer since March 1998. Prior to this, he served as Executive Vice President, Marketing since October 1995. From August 1993 to October 1995, he served as Executive Vice President of EA Studios and as Senior Vice President of Entertainment Production since February 1992. He also served as Senior Vice President of Marketing, as General Manager of EA Studios, as Vice President of Marketing, as Director of Advertising and as Vice President of our former entertainment division while employed by us. Mr. Gordon holds a B.A. degree from Yale University and an M.B.A. degree from Stanford University.
Mr. Jensonjoined Electronic Arts in June 2002 as Executive Vice President and Chief Financial and Administrative Officer. Before joining Electronic Arts, he was the Senior Vice President and Chief Financial Officer for Amazon.com from 1999 to 2002. From 1998 to 1999, he was the Chief Financial Officer and Executive Vice President for Delta Air Lines. Prior to that, he worked in several positions as part of the General Electric Company. Most notably, he served as Chief Financial Officer and Senior Vice President for the National Broadcasting Company, a subsidiary of General Electric. Mr. Jenson earned his Masters of Accountancy-Business Taxation, and B.S. in Accounting from Brigham Young University.
Ms. Kennedy has been employed by Electronic Arts since February 1990. She served as Corporate Counsel until March 1991 and is currently Executive Vice President, General Counsel and Secretary. From October 1996 to August 2002, she was Senior Vice President, General Counsel and Secretary. Prior to October 1996, she served as Vice President, General Counsel and Secretary. Ms. Kennedy was elected Secretary in September 1994. Ms. Kennedy is a member of the State Bars of California and New York and received her B.A. degree from William Smith College and her Juris Doctor from the State University of New York.
Mr. Lee has served as Executive Vice President and Chief Operating Officer, Worldwide Studios since August 2002. From 1998 to August 2002, he was Senior Vice President and Chief Operating Officer, Worldwide Studios. Prior to this, he served as General Manager of EA Canada, Chief Operating Officer of EA Canada, Chief Financial Officer of EA Sports and Vice President, Finance and Administration of EA Canada. Mr. Lee was a principal of Distinctive Software Inc. until it was acquired by EA in 1991. Mr. Lee holds a Bachelor of Commerce degree from the University of British Columbia and is a Chartered Financial Analyst.
Mr. McMillanwas named Executive Vice President of EAs worldwide studios in June 2002. From September 1999, he served as Senior Vice President, Worldwide Studios. From 1991 to 1999, he held various senior positions within EAs Studios. Mr. McMillan was an employee of Distinctive Software Inc. until it was acquired by EA in 1991.
Mr. Rueff has served as Executive Vice President of Human Resources since August 2002. From October 1998 to August 2002, he served as Senior Vice President of Human Resources. Prior to joining Electronic Arts, Mr. Rueff held various positions with the PepsiCo companies for over 10 years, including: Vice President, International Human Resources; Vice President, Staffing and Resourcing at Pepsi-Cola
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Ms. Smith has served as Executive Vice President and General Manager, North American Publishing since March 1998. Prior to this, she served as Executive Vice President, North American Sales since October 1996. She previously held the position of Senior Vice President of North American Sales and Distribution from July 1993 to October 1996 and as Vice President of Sales from 1988 to 1993. Ms. Smith has also served as Western Regional Sales Manager and National Sales Manager since she joined Electronic Arts in 1984. Ms. Smith holds a B.S. degree in management and organizational behavior from the University of San Francisco.
Mr. Carbone has served as Senior Vice President, Finance since December 2000. Prior to this, he served as Vice President, Finance since February 1991. He was elected Assistant Secretary of the Company in March 1991. Mr. Carbone holds a B.S. degree in accounting from Kings College and is a Certified Public Accountant.
Dr. Florin has served as Senior Vice President and Managing Director, European Publishing since April 2003. Prior to this, he served as Vice President, Managing Director for European countries since 2001. From the time he joined Electronic Arts in 1996 to 2001, he was the Managing Director for German speaking countries. Prior to joining Electronic Arts, Dr. Florin held various positions at BMG, the global music division of Bertelsmann AG, and worked as a consultant with McKinsey. Dr. Florin holds Masters and Ph.D. degrees in Economics from the University of Augsburg, Germany.
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Item 2: Properties
We own or lease the following facilities. We believe that these facilities are adequate for our current needs. We believe that suitable additional or substitute space will be available as needed to accommodate our future needs.
Redwood City, California Headquarters Campus
In February 1995, we entered into a build-to-suit lease with Keybank 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 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. We have an option to purchase the property (land and facilities) for $145.0 million, or, at the end of the lease, to arrange for (1) an additional extension of the lease or (2) sale of the property to a third party with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128.9 million if the sales price is less than this amount. The lease also provides that a sale of the property to a third party is subject to remarketing conditions including marketing assistance, requisite repairs and maintenance, appropriate notice and sellers indemnities and warranties.
In December 2000, we entered into a second build-to-suit lease with Keybank National Association for a five-year term beginning December 2000 to expand our Redwood Shores, 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 provide space for marketing, sales and research and development. We have an option to purchase the property for $127.0 million or, at the end of the lease, to arrange for (1) an extension of the lease or (2) sale of the property to a third party with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $118.8 million if the sales price is less than this amount. The lease also provides that a sale of the property to a third party is subject to remarketing conditions including marketing assistance, requisite repairs and maintenance, appropriate notice and sellers indemnities and warranties.
Lease rates are based upon the Commercial Paper Rate. The two 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 March 31, 2003.
Louisville, Kentucky Distribution Center
North American Development Studios
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England Facilities
Pacific Rim Facilities
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Item 3: Legal Proceedings
We are subject to pending claims and litigation. Management, after review and consultation with legal counsel, considers that any liability from the disposition of such lawsuits would not have a material adverse effect on our consolidated financial condition or results of operations.
Item 4: Submission of Matters to a Vote of Security Holders
There were no matters submitted to a vote of security holders during the quarter ended March 31, 2003.
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PART II
Item 5: Market for Registrants Common Equity and Related Stockholder Matters
Our Class A Common Stock is traded on the Nasdaq National Market under the symbol ERTS. The following table sets forth the quarterly high and low price per share of our Class A Common Stock from April 1, 2001 through March 31, 2003. Such prices represent prices between dealers and does not include retail mark-ups, mark-downs or commissions and may not represent actual transactions.
There were approximately 1,787 holders of record of our Common Stock as of June 4, 2003. In addition, we believe that a significant number of beneficial owners of our Class A Common Stock hold their shares in street name.
Dividend Policy
We have not paid any cash dividends and do not anticipate paying cash dividends in the foreseeable future.
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Item 6: Selected Financial Data
ELECTRONIC ARTS AND SUBSIDIARIES SELECTED FIVE-YEAR CONSOLIDATED FINANCIAL DATA Years Ended March 31, (In thousands, except per share data)
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ELECTRONIC ARTS AND SUBSIDIARIES SELECTED FIVE-YEAR CONSOLIDATED FINANCIAL DATA (Continued) Years Ended March 31, (In thousands)
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Item 7: Managements Discussion and Analysis of Financial Condition and Results of Operations
CRITICAL ACCOUNTING POLICIES AND ESTIMATES
Our financial statements have been prepared in accordance with accounting principles generally accepted in the United States. The preparation of these consolidated financial statements requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities, contingent assets and liabilities, and revenue 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 of 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 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 game 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 and their inventories, as substantial overstocking in the distribution channel can result in high returns or the requirement for substantial price protection 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 may increase as the Xbox, Nintendo GameCube and PlayStation 2 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 for these matters, if we 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, the actual results would decrease our reported revenue. Conversely, if actual returns were significantly less than our reserves, this would increase our reported revenue.
Similarly, significant judgment is required to estimate our allowance for doubtful accounts in any accounting period. We determine our allowance for doubtful accounts by evaluating customer creditworthiness 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 cannot 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 $246.7 million and our allowance for product returns, pricing allowances and doubtful accounts was $164.6 million as of March 31, 2003. As of March 31, 2002, our gross accounts receivable balance was $306.4 million and our allowance for product returns, pricing
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Prepaid royalties
Valuation of long-lived assets, including goodwill and other intangible assets
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-temporary impairment in the remaining value of the assets recorded on our balance sheet. In order to determine if an other-than-temporary impairment has occurred, management makes various assumptions about the future value of the asset, by evaluating future business prospects and estimated cash flows. Our future net cash flows are primarily dependent on the sale of products for play on proprietary video game platforms. The success of our products is affected by our ability to accurately predict which platforms and which products we develop will be successful. Also, our revenue and earnings are dependent on our ability to meet our product release schedules. Due to product sales shortfalls, we may not realize the future net cash flows necessary to recover our long-lived assets, which may result in an impairment charge recorded in the future. We recorded asset impairment charges of $66.3 million during fiscal 2003 and $12.8 million during fiscal 2002. See Note 19 of the Notes to Consolidated Financial Statements, included in Item 8 hereof, for a discussion of the asset impairment charges recorded.
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 no longer amortize certain other intangible assets, most notably goodwill. In
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Income taxes
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RESULTS OF OPERATIONS
Comparison of Fiscal 2003 to 2002:
Revenue
We principally derive revenue from sales of packaged interactive software games designed for play on videogame consoles (such as the PlayStation 2, Xbox and Nintendo GameCube), PCs and hand-held game machines (such as the Nintendo Game Boy Advance). We also derive additional revenue from selling subscriptions to some of our online games, selling advertisements on our online web pages, selling our packaged goods through our online store and by allowing other companies to manufacture and sell our products in conjunction with other products.
Geographically, our net revenue for the fiscal years ended March 31, 2003 and 2002 break down as follows (in thousands):
Net Revenue
Net Revenue for fiscal 2003 increased by 44 percent as compared to fiscal 2002. The increase in net revenue was driven by the following:
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We expect lower overall industry pricing in fiscal 2004.
North America
For fiscal 2003, net revenue from sales in North America increased by 31 percent to $1.4 billion versus $1.1 billion in fiscal 2002. Growth in North American net revenue was driven by:
Our agreement to distribute Square products in North America will terminate on June 30, 2003 (see Joint Ventures and Investments, included in Item 1 hereof). We recorded $84.5 million in net revenue in fiscal 2003 and $80.8 million in net revenue in fiscal 2002 from sales of Square products in North America.
International
Europe
For fiscal 2003, net revenue from sales in Europe increased by 69 percent to $878.9 million versus $519.5 million in fiscal 2002. Net revenue growth in Europe was driven by:
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Asia Pacific
For fiscal 2003, net revenue from sales in the Asia Pacific region, excluding Japan, increased by 64 percent to $87.6 million versus $53.4 million in fiscal 2002. Growth in net revenue in Asia Pacific was driven by:
Japan
For fiscal 2003, net revenue from sales in Japan increased by 37 percent to $80.1 million versus $58.6 million in fiscal 2002. Growth in net revenue in Japan was driven by:
Revenue by Product Line
Information about our worldwide net revenue by product line for fiscal 2003 and 2002 is presented below (in thousands):
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Net revenue from PlayStation 2 titles increased in fiscal 2003 by 89 percent to $910.7 million versus $482.9 million in the prior fiscal year. The increase was primarily due to the following:
We expect revenue from PlayStation 2 products to continue to grow in fiscal 2004, but not at the same rate as in fiscal 2003.
Net revenue from sales of titles for the PC increased in fiscal 2003 by nine percent to $499.6 million versus $456.3 million in the prior fiscal year. The increase was primarily due to strong sales of The Simsfranchise titles, and the release of SimCity 4, for a combined increase of $71.0 million, partially offset by lower net revenue on prior year releases Black and Whiteand Dune Emperor totaling $32.2 million.We expect revenue from PC products to be relatively flat in fiscal 2004.
Net revenue from sales of Xbox products increased in fiscal 2003 by 180 percent to $219.4 million versus $78.4 million in the prior fiscal period. The increase was primarily due to the following:
We expect net revenue from Xbox products to continue to grow in fiscal 2004, but for the rate of growth to decrease.
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Net revenue from sales of Nintendo GameCube titles increased in fiscal 2003 by 241 percent to $176.7 million versus $51.7 million in the prior fiscal year. The increase was primarily due to the following:
We expect net revenue from Nintendo GameCube products to continue to grow in fiscal 2004, but for the rate of growth to decrease.
As we expected, the decrease in revenue from sales of PlayStation titles in fiscal 2003 compared to fiscal 2002 was attributable to the market transition to newer 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 in fiscal 2004.
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We expected The Sims Online to be our flagship online subscription offering. Through March 31, 2003, however, the number of units sold and number of subscribers for The Sims Online and Earth & Beyondhave been below our expectations. As a result, we canceled most of our plans to develop similar online products and have consolidated the operations of our online games business into our core business. See Note 19 of the Notes to Consolidated Financial Statements, included in Item 8 hereof.
Net revenue from co-publishing products and distribution products increased 40 percent to $375.8 million in fiscal 2003 compared to $269.0 million in the prior fiscal year primarily due to strong sales of hit titles including Kingdom Hearts, 1503 A.D. The New World and higher Battlefield 1942franchise net revenue, for an aggregate increase of $105.0 million in fiscal 2003.
Operations by Segment
In fiscal 2003 and 2002, we operated and reported our business in two business segments:
The EA.com business segment represented our online and e-Commerce businesses. The EA.com business segment included subscription revenue collected for Internet game play on our websites, website advertising, sales of packaged goods for Internet-only games and sales of our packaged goods games sold through the our web store. The Consolidated Statements of Operations includes all revenue and costs directly and indirectly attributable to the EA.com business segment, including charges for shared facilities, functions and services. Certain costs and expenses are subjective and allocations were based on managements estimates. See Note 18 of the Notes to Consolidated Financial Statements, included in Item 8 hereof.
In March 2003, we consolidated the operations of the EA.com business segment into our core business. We now consider online functionality to be integral to our existing and future products. Accordingly,
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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 fiscal 2003 and 2002 is presented below (in thousands):
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Costs and Expenses, Interest and Other Income, Net, Income Taxes and Net Income (Loss) for both EA Core and EA.com Segments
Cost of Goods Sold.Cost of goods sold for our disk-based and cartridge-based products consists of actual product costs, royalties expense for celebrities, professional sports and other organizations and independent software 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.
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Marketing and Sales.Marketing and sales expenses consist of personnel-related costs, advertising and marketing and promotional expenses, net of coop advertising expense reimbursements. In addition, marketing and sales includes the amortization of the fees payable under our agreement with AOL for the distribution, or carriage, of our online games on their network, which began with the launch of our online games service in October 2000. See Note 5 of the Notes to Consolidated Financial Statements, included in Item 8 hereof.
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 personnel-related costs, consulting, equipment depreciation, customer relationship management expenses associated with our products and write-offs of pre-launch prepaid royalties. Research and development expenses for the EA.com business segment include expenses incurred by EA Studios consisting of direct development costs and related overhead costs in connection with the development and production of our online games. Research and development expenses also include network development and support costs directly incurred by the EA.com business segment. 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 as a percentage of revenue decreased by 4 percentage points to 43.2 percent in fiscal 2003 from 47.2 percent in fiscal 2002 primarily due to:
Marketing and sales expenses increased by 37.9 percent in fiscal 2003 compared to fiscal 2002 primarily due to:
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As a percentage of net revenue, marketing and sales expenses declined from 14.0 percent of net revenue in fiscal 2002 to 13.4 percent of revenue in fiscal 2003. Marketing and sales includes vendor reimbursements for advertising expenses of $28.2 million in fiscal 2003 and $8.9 million in fiscal 2002 to support key titles.
General and administrative expenses increased by 22.2 percent in fiscal 2003 compared to fiscal 2002 primarily due to an increase in payroll costs of $26.9 million to support the increased growth of these functions worldwide.
As a percentage of net revenue, general and administrative expenses declined from 6.2 percent of net revenue in fiscal 2002 to 5.3 percent of net revenue.
Research and development expenses increased by 5.4 percent in fiscal 2003 compared to fiscal 2002 primarily due to:
As a percentage of revenue, research and development expenses declined from 22.0 percent of net revenue in fiscal 2002 to 16.1 percent of net revenue in fiscal 2003. Research and development includes vendor reimbursements for development expenses of $15.0 million in fiscal 2003 and $17.0 million in fiscal 2002 to support key titles.
We expect research and development spending to increase in fiscal 2004 due to an increase in development spending for next generation console products including the PlayStation 2, Xbox and Nintendo GameCube, as well as extending our investment in the PC platform.
Amortization of intangibles results primarily from our acquisitions of Westwood, Kesmai, DreamWorks Interactive, ABC Software, Pogo and other acquisitions. Amortization of intangibles was $3.5 million for the EA Core business segment and $4.0 million for the EA.com business segment for fiscal 2003. Amortization of intangibles was $12.9 million for the EA Core business segment and $12.5 million for the EA.com business segment for fiscal 2002.
The decrease in amortization in fiscal 2003 of $17.9 million, was driven by:
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In addition, we recorded intangible impairment charges relating to our restructuring of the EA.com business segment of $12.4 million in fiscal 2003 and $1.6 million in fiscal 2002 (see our discussion under Restructuring and Asset Impairment Charges below).
EA Core Business Segment
The exit plans resulted 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 vacated 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.
Additionally, during fiscal 2003, we consolidated our Los Angeles, Irvine and Las Vegas studios into one major game development studio in Los Angeles. These measures were taken in order to maximize efficiencies and streamline the creative development process and operations of our studios. In connection with these consolidation activities, we recorded a total pre-tax restructuring charge of $3.1 million and asset impairment charges of $2.0 million. This charge includes $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 write-off of abandoned equipment and leasehold improvements at facilities that were permanently vacated and $1.5 million for employee severance expenses related to involuntary terminations.
EA.com Business Segment
Fiscal 2003 Restructuring
The restructuring plan resulted in the termination of approximately 50 employees, mostly in research and development. The estimated costs for consolidation of facilities and other administrative charges included contractual rental commitments under real estate leases for unutilized office space offset by estimated future sub-lease income and costs to close the facilities.
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We performed an evaluation of asset impairment under SFAS No. 144, Accounting for the Impairment or Disposal of Long-Lived Assets, to adjust the depreciable assets and remaining finite-lived identifiable intangibles utilized in the EA.com business segment to their estimated fair value. This test was performed in the fourth quarter of fiscal 2003 and the measurement date was January 1, 2003. In February 2003, our only outside holder of Class B common stock, AOL, exercised its right to exchange its Class B shares for shares of Class A common stock. In late December 2002, we launched The Sims Online, an online game based on our very popular The Simsline of PC games, which have sold over 20 million units worldwide. The Sims Online was expected to be our flagship online subscription offering. Through March 31, 2003, the number of units sold and number of subscribers forThe Sims Online, along with other EA.com business segment revenue, were significantly below our expectations. As a result of these triggering events in the fourth quarter of fiscal 2003, we canceled most of our plans to develop similar online products and substantially reduced our expected future undiscounted cash flows related to these long-lived assets. We recorded impairment charges on long-lived assets of $62.9 million, including $24.9 million relating to impaired customized internal-use software systems for our online games and website infrastructure, $25.6 million for other long-lived assets and $12.4 million of finite-lived intangibles impairment charges relating to our Kesmai and Pogo online game studios. There are no assurances that the impairment factors evaluated by management will not change in subsequent periods and accordingly, we may record additional impairment charges in future periods.
In conjunction with our annual policy to reassess the remaining useful lives of goodwill and certain indefinite-lived intangibles and to test the recoverability of these long-lived assets in accordance with SFAS No. 142,Goodwill and Other Intangible Assets, as of January 1, 2003, we also performed fair-value-based tests to evaluate impairment of assets included in the EA.com reporting unit. Under this test, the fair-value-based tests did not indicate an impairment of our recorded goodwill and certain indefinite-lived intangibles at the EA.com reporting unit level. However, future impairment tests could result in a charge to earnings and a corresponding write down of goodwill and certain indefinite-lived intangibles.
The following table reflects our unaudited pro forma consolidated basic earnings (loss) per share for the years ended 2003, 2002 and 2001 as if the consolidation of the operations of our EA.com business segment into our core business had occurred at the beginning of each of the periods presented (in thousands, except per share data):
Fiscal 2002 Restructuring
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The restructuring plan resulted in the termination of approximately 270 employees, or one-third of the EA.com business segment workforce, which affected all departments across the organization. The estimated costs for consolidation of facilities are comprised of contractual rental commitments under real estate leases for vacated office space offset by estimated future sub-lease income. Included in these costs are estimated costs to close offices or consolidate facilities in various locations and costs to write off a portion of the assets from these facilities.
In addition, our restructuring efforts required an evaluation of asset impairment in accordance with SFAS No. 121, Accounting for the Impairment of Long-Lived Assets and for Long-Lived Assets to be Disposed Of, to adjust these depreciable assets and certain intangibles to their estimated fair value. We evaluated the impact of consolidating or abandoning certain online technologies and processes and reviewed the effect of changes to our subscription online product offerings in relation to the asset base of the EA.com business segment. As a result, it was determined that certain long-lived assets would be abandoned or were related to products or services that had been discontinued and would therefore be written-down to their estimated net disposal value. Impairment 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 our online infrastructure, $1.0 million of intangibles impairment charges related to our Kesmai online development studio resulting from discontinuing associated products and services and $0.6 million of goodwill charges relating to our San Diego online game studio closure. We may change these impairment factors in subsequent periods and accordingly, we could record additional impairment charges in future periods.
Interest and other income, net, in fiscal 2003 decreased from fiscal 2002 primarily due to:
Our effective tax rate was 31.0 percent for fiscal 2003 and fiscal 2002.
Reported net income increased in fiscal 2003 compared to fiscal 2002 primarily related to:
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Although the dollar amount of expenses rose in fiscal 2003 versus fiscal 2002, net income as a percentage of sales increased to 12.8 percent versus 5.9 percent as expenses grew at a slower rate than did our revenues.
Comparison of Fiscal 2002 to 2001:
Geographically, our net revenue for the fiscal years ended March 31, 2002 and 2001 break down as follows: (in thousands):
North America Net Revenue
The increase in North America net revenue for fiscal 2002 compared to fiscal 2001 was primarily attributable to:
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International Net Revenue
The increase in international net revenue for fiscal 2002 compared to fiscal 2001 was attributable to the following:
Information about our worldwide net revenue by product line for fiscal 2002 and 2001 is presented below (in thousands):
PlayStation 2 Net Revenue (in thousands)
Net revenue increased in fiscal 2002 due to the higher installed base of PlayStation 2 consoles and more titles, including catalogue titles, available on the platform compared to fiscal 2001. Major releases in fiscal 2002 included Madden NFL 2002, James Bond 007 in . . . Agent Under Fire, FIFA 2002, NBA Street, NBA
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Personal Computer Net Revenue (in thousands)
The increase in sales of PC products in fiscal 2002 compared to the prior fiscal year was primarily due to the continued strong sales of The Sims, which shipped in fiscal 2000. Key fiscal 2002 product releases were Harry Potter and the Sorcerers Stone, The Sims Hot Date Expansion Pack, Medal of Honor: Allied Assault, Command & Conquer Renegade and Madden NFL 2002. We released 16 PC titles in the fiscal 2002 compared to 18 in the prior fiscal year.
PlayStation Net Revenue (in thousands)
We released five PlayStation titles in fiscal 2002 compared to 17 titles in the prior fiscal year. As expected, PlayStation sales decreased in fiscal 2002 compared to the prior year primarily due to the transition to 128-bit console systems (such as the PlayStation 2) and fewer titles released for the PlayStation during fiscal 2002.
Xbox Net Revenue (in thousands)
Following the launch of the Xbox console in North America in November 2001, we released our first ten Xbox titles during fiscal 2002. Titles released included Madden NFL 2002, NBA Live 2002, James Bond 007 in . . . Agent Under Fire, NASCAR Thunder 2002, NHL 2002, Triple Play 2002, SSX Tricky, Knockout Kings 2002 and F1 2001.
Nintendo GameCube Net Revenue (in thousands)
We released our first five Nintendo GameCube titles, Madden NFL 2002, James Bond 007 in . . . Agent Under Fire, SSX Tricky, NBA Street and FIFA Soccer 2002, during fiscal 2002 following the platforms launch in Japan in September 2001 and in North America in November 2001.
Game Boy Advance and Game Boy Color Net Revenue (in thousands)
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Online Subscription and Advertising Net Revenue (in thousands)
Co-publishing and Distribution Product Net Revenue (in thousands)
Co-publishing and distribution product sales increased for fiscal 2002 compared to the prior fiscal year primarily due to strong sales in fiscal 2002 of hit titles including Devil May Cry, Resident Evil: Code Veronica andThe Simpsons Road Rage. This was partially offset by lower revenue from shipment of Square EA products due to fewer titles released in fiscal 2002 compared to fiscal 2001.
In fiscal 2002 and 2001, we operated and reported our business in two business segments:
The Consolidated Statements of Operations break out all revenue and costs directly and indirectly attributable to the EA.com business segment, including charges for shared facilities, functions and services. Certain costs and expenses were determined on a subjective basis and allocations were based on our estimates. See Note 18 of Notes to Consolidated Financial Statements, included in Item 8 hereof
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Information about our operations by segment for fiscal 2002 and 2001 is presented below (in thousands):
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Cost of Goods Sold (in thousands)
Cost of goods sold as a percentage of revenue decreased in fiscal 2002 compared to fiscal 2001 due to:
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These items were partially offset by:
Marketing and Sales (in thousands)
As a percent of revenue, marketing and sales expense in fiscal 2002 was 14 percent, that same percentage as fiscal 2001. Marketing and sales expenses for fiscal 2002 increased 30.1 percent, primarily attributed to:
These items were partially offset by vendor reimbursements for advertising expenses of $8.9 million in fiscal 2002 to support key titles. There were no vendor reimbursements received in fiscal 2001.
General and Administrative (in thousands)
General and administrative expenses increased 2.9 percent in fiscal 2002 compared to fiscal 2001, primarily attributed to:
Research and Development (in thousands)
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Research and development expenses increased slightly in fiscal 2002 as compared to fiscal 2001, primarily attributable to:
These increases were offset by:
Amortization of Intangibles (in thousands)
Amortization of intangibles results primarily from amortizing purchased goodwill and intangibles associated with acquisitions, including Westwood, Kesmai, DreamWorks Interactive, ABC Software and Pogo Corporation. Amortization of purchased goodwill and intangibles was $12.9 million for the EA Core business segment and $12.5 million for the EA.com business segment for fiscal 2002. Amortization of intangibles was $12.8 million for the EA Core business segment and $6.5 million for the EA.com business segment for fiscal 2001. The increase in amortization of intangibles in fiscal 2002 for the EA.com business segment, compared to the prior year, was due to our acquisition of Pogo Corporation in February 2001. In addition, we recorded intangible impairment charges of $1.6 million in fiscal 2002 relating to our restructuring of our online business.
Charge for Acquired In-Process Technology (in thousands)
In connection with the acquisition of Pogo Corporation in the fourth quarter of fiscal 2001, we allocated and expensed $2.7 million of the $43.3 million purchase price to acquired in-process technology. At the date of the closing of the acquisition, this amount was expensed as a non-recurring charge as the in-process technology had not yet reached technological feasibility and had no alternative future uses. Pogo had various projects in progress at the time of the acquisition. As of the acquisition date, costs to complete Pogo projects acquired were expected to be approximately $1.2 million in future periods. During fiscal 2002, all of these development projects were completed and launched on our Pogo online games sites. In conjunction with the acquisition of Pogo, we accrued approximately $0.1 million related to direct transaction and other related costs.
We recorded this charge after concluding that the in-process technology had not reached technological feasibility and had no alternative future use after taking into consideration the potential for usage of the software in different products and resale of the software.
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Restructuring and Asset Impairment Charges (in thousands)
During fiscal 2002, we announced a restructuring plan for the EA.com business segment to reduce its workforce and consolidate facilities. The restructuring and resulting asset impairment charges were necessary in order to focus on key online priorities and reduce the EA.com segments operating cost structure. A pre-tax charge of $20.3 million was recorded in fiscal 2002, 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 as a direct result of the restructuring. We will make adjustments to the restructuring reserves in future periods, if necessary, based upon events and circumstances that we encounter in the future.
The restructuring plan resulted in the termination of approximately 270 employees, or one-third of the workforce of the EA.com business segment, which affected all departments across the organization. The estimated costs for consolidation of facilities are comprised of contractual rental commitments under real estate leases for unutilized office space offset by estimated future sub-lease income. Included in these costs are estimated costs to close offices or consolidate facilities in various locations and costs to write off a portion of the assets from these facilities.
In addition, the restructuring efforts required an evaluation of asset impairment in accordance with SFAS No. 121, Accounting for the Impairment of Long-Lived Assets and for Long-Lived Assets to be Disposed Of, to adjust these depreciable assets and certain intangibles to their estimated fair value. Management evaluated the impact of consolidating or abandoning certain online technologies and processes and reviewed the effect of changes to our subscription online product offerings in relation to the EA.com segments asset base. As a result, it was determined that certain long-lived assets would be abandoned or were related to products or services that had been discontinued and would therefore be written-down to their estimated net disposal value. We recorded impairment charges on long-lived assets of $12.8 million, including $11.2 million relating to consolidated or abandoned technologies for our online game site infrastructure and $1.6 million of goodwill and intangibles impairment charges relating to our San Diego and Kesmai online games development studios. These impairment factors may change in subsequent periods and accordingly, we may record additional impairment charges in future periods.
Interest and Other Income, Net (in thousands)
Interest and other income, net, decreased by 23.9 percent primarily due to lower interest income as a result of lower interest rates in fiscal 2002 and an increase in the cost of utilizing foreign exchange hedge contracts.
Income Taxes(in thousands)
Our effective tax rate was 31.0 percent for fiscal 2002 and fiscal 2001. At March 31, 2002, we generated a federal income tax net operating loss. This loss will be carried forward to future tax years. At March 31, 2001, we also generated a federal income tax net operating loss. We used a substantial portion of this loss in a carryback claim with the remainder being carried forward. The net operating losses for both fiscal 2002 and fiscal 2001 resulted from losses from our EA.com business segment operations as well as stock
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Net Income (loss) (in thousands)
Reported net income (loss) increased in fiscal 2002 primarily due to higher net revenue, partially offset by higher expenses compared to fiscal 2001. The increase in expenses was primarily due to increases in marketing and advertising costs to support a higher number of franchise titles. Expenses were also higher in fiscal 2002 due to restructuring and asset impairment charges discussed above.
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LIQUIDITY AND CAPITAL RESOURCES
As of March 31, 2003, our working capital was $1.34 billion compared to $699.6 million at March 31, 2002. Cash, cash equivalents and short-term investments increased by $790.7 million in fiscal 2003. We generated $714.5 million of cash from operations, $131.7 million of cash through the sale of equity securities under our stock plans, and used $59.1 million of cash in capital expenditures during fiscal 2003.
Our principal source of liquidity is $1.59 billion in cash, cash equivalents and short-term investments and $1.1 million in marketable securities at March 31, 2003. We believe the existing cash, cash equivalents, short-term investments and cash generated from operations will be sufficient to meet cash and investment requirements for at least the next 12 months. However, 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 titles on new platforms and new title versions 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.
Under our carriage agreement with AOL entered into in November 1999, we are required to pay $81.0 million to AOL over the life of the five-year agreement. Of this amount, $36.0 million was paid upon signing the agreement with the remainder due in four equal annual installments beginning with the first anniversary of the initial payment. We made carriage payments to AOL of $11.25 million in each of the fiscal years 2003, 2002 and 2001. As of March 31, 2003, we have $11.25 million remaining on this commitment. See Note 5 of Notes to Consolidated Financial Statements, included in Item 8 hereof, for additional information.
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Other Commitments
Advertising Commitments
AOL
As of March 31, 2003, we have spent approximately $4.3 million against this commitment. We are not required to purchase any of the advertising from AOL or its affiliates.
News America Corporation
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 Keybank 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 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. We have an option to purchase the property (land and facilities) for $145.0 million or, at the end of the lease, to arrange for (1) an additional extension of the lease or (2) sale of the property to a third party with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128.9 million if the sales price is less than this amount. The lease also provides that a sale of the property to a third party is subject to remarketing conditions including marketing assistance, requisite repairs and maintenance, appropriate notice and sellers indemnities and warranties.
In December 2000, we entered into a second build-to-suit lease with Keybank National Association for a five-year term beginning 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 provide space for marketing, sales and research and development. We have an option to purchase the property for $127.0 million or, at the end of the lease, to arrange for (1) an extension of the lease or (2) sale of the property to a third party with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $118.8 million if the sales price is less than this amount. The lease also provides that a sale of the property to a third party is subject to remarketing conditions including marketing assistance, requisite repairs and maintenance, appropriate notice and sellers indemnities and warranties.
Lease rates are based upon the Commercial Paper Rate. The two lease agreements described above require us to maintain certain financial covenants related to consolidated net worth, fixed charge coverage
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Letters of Credit
In connection with our purchases of optical disks for our Nintendo GameCube titles distributed in North America, Nintendo requires us to provide irrevocable letters of credit prior to Nintendos acceptance of purchase orders from us for purchases of these optical disks. For purchases of optical disks for our Nintendo GameCube products distributed 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 8.0 million Euros. The standby letter of credit expires in July 2005. At March 31, 2003, we had $0.3 million of payables to Nintendo of Europe covered by this standby letter of credit.
Development, Celebrity, League and Content Licenses: Payments and Commitments
The products produced by EA Studios are designed and created by our employee designers and artists and by non-employee software developers (independent artists). We typically advance development funds to the independent artists during development of our games, usually in installment payments made upon the completion of specified development milestones, which payments are considered advances against subsequent royalties based on the sales of the products. These terms are typically set forth in written agreements entered into with the independent 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, Warner Bros. (Harry Potter), MGM/ Danjaq (James Bond), National Football League, Collegiate Licensing Company (collegiate football and basketball), ISC (stock car racing), Major League Baseball Properties, MLB Players Association (baseball) and Island Def Jam (wrestling). These developer and content license commitments represent the sum of (1) the cash payments due under non-royalty-bearing licenses and services agreements, and (2) 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 table below.
The following table summarized our minimum contractual obligations and commercial commitments as of March 31, 2003 (in thousands), and the effect we expect them to have on our liquidity and cash flow in future periods:
As of March 31, 2003, we had $1.59 billion in cash, cash equivalents and short-term investments. We believe that the existing cash, cash equivalents, short-term investments and cash generated by our business
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Transactions with Related Parties
News America Corporation Exchange
On February 7, 2000, we acquired Kesmai from News America Corporation (News Corp) in exchange for $22.5 million in cash and approximately 206,000 shares of our existing common stock valued at $8.65 million. Under the original agreements, we agreed to spend $12.5 million 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 Corps 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 $9.65 million, and (2) we would agree to spend an additional $11.675 million 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 $1.0 million in cash and committed to spend an additional $17.0 million 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.
AOL Exchange
In November 1999, we entered into a five-year carriage agreement which gave us 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 our products to AOL subscribers and users. As part of this agreement, we sold to AOL 4,000,000 shares of Class B common stock for $20.0 million and a warrant to purchase an additional 2,000,000 shares of Class B common stock for $1.3 million. These shares were issued upon the authorization of the Class B common stock in March 2000. If a qualified public offering did not occur within one year following the initial sale of the shares to AOL, then at any time within four years thereafter, AOL had the right to exchange all shares of Class B common stock then owned for shares of Class A common stock. The exchange ratio was set at the ratio of the consideration paid for each share of Class B common stock and the average closing price of Class A common stock during the fifteen day period ending two days prior to execution of the carriage fee agreement with us. In the event of an exchange, the AOL warrant would be cancelled and exchanged for Class A common stock based on the price paid by AOL for the warrant divided by the average closing price of Class A common stock as described above.
In February 2003, AOL exchanged its 4 million shares of Class B common stock for 446,323 shares of Class A common stock. As a result, the warrant issued to AOL to purchase an additional 2,000,000 shares of Class B common stock was automatically exchanged for 31,027 shares of Class A common stock. In total, AOL received 477,350 shares of Class A common stock in this exchange.
Impact of Recently Issued Accounting Standards
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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 (VIEs) that either: (i) do not have sufficient equity investment at risk to permit the entity to finance its activities without additional subordinated financial support, or (ii) the equity investors lack an essential characteristic of a controlling financial interest. This interpretation applies immediately to VIEs created after January 31, 2003. It applies in the first fiscal year or interim period beginning after June 15, 2003, to VIEs in which an enterprise holds a variable interest that it acquired before February 1, 2003. FIN 46 requires disclosure of VIEs in financial statements issued after January 31, 2003, if it is reasonably possible that as of the transition date: (i) the company will be the primary beneficiary of an existing VIE that will require consolidation or, (ii) the company will hold a significant variable interest in, or have significant involvement with, an existing VIE. We do not believe that we will have any entities that will require disclosure or new consolidation as a result of adopting the provisions of FIN 46.
In January 2003, the Emerging Issues Task Force (EITF) reached consensus on Issue No. 00-21,Revenue Arrangements with Multiple Deliverables. EITF 00-21 provides guidance on how to determine whether an arrangement involving multiple deliverables requires that such deliverables be accounted for separately. EITF 00-21 allows for prospective adoption for arrangements entered into after June 15, 2003 or adoption via a cumulative effect of a change in accounting principal. We are currently evaluating the impact the adoption of EITF 00-21 will have on our consolidated results of operations and financial position.
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RISK FACTORS
Electronic Arts business is subject to many risks and uncertainties which may affect our future financial performance. These risks and uncertainties are discussed below. There may be 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 business and financial performance could be harmed and the market value of our securities could decline.
If we do not develop products for widely-accepted new video game platforms, our business will suffer.
We derive most of our revenue from the sale of products for play on proprietary video game platforms of third parties, such as Sonys PlayStation 2. Therefore, the success of our products is driven in large part by the success of new video game hardware systems and our ability to accurately predict which platforms will be most successful 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 which we are developing products may be delayed, may not succeed or may have a shorter life cycle than anticipated. If the platforms for which we are developing products are not released when anticipated or do not attain wide market acceptance, our revenue growth will suffer.
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 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 the importance to consumers of these features. If consumers consider online play capability to be a significant component of games for the Xbox, our sales of products for the Xbox would decline.
Our business is both seasonal and cyclical. If we fail to deliver our products at the right times, our sales will suffer.
Our business is highly seasonal, with the highest levels of consumer demand, and a significant percentage of our revenue, occurring in the December quarter. The 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 is also cyclical. Video game platforms have historically had a life cycle of four to six years. As one group of platforms is reaching the end of its cycle and new platforms are emerging, consumers often defer game software purchases until the new platforms are available, causing sales to decline. This decline may not be offset by increased sales of products for the new platform. For example, the market for products for Sonys older PlayStation game console has dropped faster than expected since the launch of the PlayStation 2 platform.
Our business is intensely competitive and increasingly hit driven. If we do not continue to deliver hit products, our success will be limited.
Competition in our industry is intense, and new products are regularly 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 products, our revenue will decline.
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If we are unable to maintain or acquire licenses to intellectual property, we will publish fewer hit titles and our revenue will decline.
Many of our products are based on or incorporate intellectual property owned by others. For example, our EA SPORTS products include intellectual property licenses from the major sports leagues and players associations. Similarly, many of our hit EA Games titles such as James Bond, Harry Potter and Lord 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 unable to increase our revenue in the future.
If 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 existing games. Several such claims have been asserted against us. Such claims can harm our business. We 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.
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, our products and our distribution are subject to increasing regulation in key territories of content, consumer privacy and online delivery. If we do not successfully respond to these regulations, our business may suffer.
Legislation is continually being introduced that may affect both the content of our products and their distribution. For example, privacy laws in the United States and Europe impose various restrictions on our web sites. Those rules vary by territory although 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 ours, as well as restrictions on distribution of such products. Any one or more of these factors could harm our business by limiting the products we are able to 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.
If we do not consistently meet our product development schedules, we will experience fluctuations in our operating results.
Product development schedules, particularly for new hardware platforms, high-end multimedia 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
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Technology changes rapidly in our business, and if we fail to anticipate new technologies, the quality, timeliness and competitiveness of our products will suffer.
Rapid technology changes in our industry require us to anticipate, sometimes years in 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, which may delay or reduce revenue and increase our development expenses. Alternatively, we may increase the resources employed in research and development in an attempt to accelerate our development of new technologies, either to preserve our product launch schedule or to keep up with our competition, which would increase our development expenses.
If we do not continue to attract and retain key personnel, we will be unable to effectively conduct our business.
The market for technical, creative, marketing and other personnel essential to the development 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 our employees and executives continued. For example, in fiscal 2003, a team of employees that developed one of our hit Medal 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 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 competitors and frequently control the manufacturing of and/or access to our video game products. If they do not approve our products, we will be unable to ship to our customers.
Our agreements with hardware licensors (such as Sony for the PlayStation 2, Microsoft for the Xbox and Nintendo for the GameCube), who are also our chief competitors, typically give significant control to the licensor over the approval and manufacturing of our products, 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. While we believe that our relationships with our hardware licensors are currently good, the potential for delay or refusal to approve or manufacture our products exists. Such occurrences would harm our business and our financial performance.
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. Currently, both Microsoft and Sony provide online capabilities for Xbox and PlayStation 2 products, respectively. In each case, compatibility code and the consent of the licensor are required for us to include online capabilities in our products. In addition, the business model for Microsofts and Sonys online businesses for their videogame
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Our international revenues are subject to currency fluctuations.
For the year ended March 31, 2003 international net revenue comprised 42 percent of total consolidated net revenue. For the fiscal year ended March 31, 2002, international net revenue comprised 37 percent of total consolidated net revenue. We expect foreign sales to continue to account for a significant and growing portion of our 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 against the dollar. While we hedge against foreign currency fluctuations, we cannot control translation issues.
Our reported financial results could be affected if significant changes in current accounting principles are adopted.
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. The 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 practices. Changes in our accounting for stock options could materially increase our reported expenses.
Our stock price has been volatile and may continue to fluctuate significantly.
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.
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Item 7A: 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 Consolidated Statements 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 March 31, 2003, we had foreign exchange contracts, all with maturities of less than one month to purchase and sell approximately $155.5 million in foreign currencies, primarily British Pounds, Swedish Krona, European Currency Units (Euro) and other currencies.
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 March 31, 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.
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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.
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 maintaining sufficient cash and cash equivalent balances such that we are typically able to hold our investments to maturity. At March 31, 2003, our cash equivalents and short-term investments included debt securities of $1,270.2 million. 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 and related weighted average interest rates of our investment portfolio at March 31, 2003:
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Item 8: Financial Statements and Supplementary Data
The Report of Independent Auditors, Consolidated Financial Statements and Notes to Consolidated Financial Statements follow below on pages 61 through 103.
INDEPENDENT AUDITORS REPORT
The Board of Directors and Stockholders
We have audited the accompanying consolidated balance sheets of Electronic Arts Inc. and subsidiaries (the Company) as of March 31, 2003 and 2002, and the related consolidated statements of operations, stockholders equity and comprehensive income (loss), and cash flows for each of the years in the three-year period ended March 31, 2003. These consolidated financial statements are the responsibility of the Companys management. Our responsibility is to express an opinion on these consolidated financial statements based on our audits.
We conducted our audits in accordance with auditing standards generally accepted in the United States of America. Those standards require that we plan and perform the audit to obtain reasonable assurance about whether the financial statements are free of material misstatement. An audit includes examining, on a test basis, evidence supporting the amounts and disclosures in the financial statements. An audit also includes assessing the accounting principles used and significant estimates made by management, as well as evaluating the overall financial statement presentation. We believe that our audits provide a reasonable basis for our opinion.
In our opinion, the consolidated financial statements referred to above present fairly, in all material respects, the financial position of Electronic Arts Inc. and subsidiaries as of March 31, 2003 and 2002, and the results of their operations and their cash flows for each of the years in the three-year period ended March 31, 2003, in conformity with accounting principles generally accepted in the United States of America.
As discussed in Note 1 to the Consolidated Financial Statements, the Company changed its method of accounting for goodwill, effective April 1, 2002.
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ELECTRONIC ARTS AND SUBSIDIARIES CONSOLIDATED BALANCE SHEETS
See accompanying Notes to Consolidated Financial Statements.
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ELECTRONIC ARTS AND SUBSIDIARIES
See accompanying Notes to Consolidated Financial Statements, including segment information in Note 18.
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ELECTRONIC ARTS AND SUBSIDIARIES CONSOLIDATED STATEMENTS OF STOCKHOLDERS EQUITY AND COMPREHENSIVE INCOME (LOSS) Years Ended March 31, 2003, 2002 and 2001 (In thousands)
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ELECTRONIC ARTS AND SUBSIDIARIES CONSOLIDATED STATEMENTS OF STOCKHOLDERS EQUITY AND COMPREHENSIVE INCOME (LOSS) (continued) Years Ended March 31, 2003, 2002 and 2001 (In thousands)
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ELECTRONIC ARTS AND SUBSIDIARIES CONSOLIDATED STATEMENTS OF CASH FLOWS
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ELECTRONIC ARTS AND SUBSIDIARIES NOTES TO CONSOLIDATED FINANCIAL STATEMENTS
March 31, 2003, 2002 and 2001
(1) SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
A summary of the significant accounting policies applied in the preparation of the accompanying consolidated financial statements of Electronic Arts Inc. and its wholly-owned and majority-owned subsidiaries (the Company) follows:
(a) Consolidation
(b) Fiscal Year
(c) Revenue Recognition
Product Sales: The Company recognizes revenue upon shipment of its packaged goods products based on FOB Shipping terms. Under FOB Shipping terms, title and risk of loss are transferred when the products are delivered to the customer. In order to recognize revenue, the Company must not have any continuing obligations and it must also be probable that the Company will collect the accounts receivable. Subject to certain limitations, the Company permits customers to obtain exchanges within certain specified periods and provides price protection on certain unsold merchandise. Revenue is recognized net of an allowance for returns and price protection.
Shipping and Handling: In accordance with Emerging Issues Task Force (EITF) Issue No. 00-10, Accounting for Shipping and Handling Fees and Costs, the Company recognizes as revenue amounts billed to customers for shipping and handling. Additionally, shipping and handling costs incurred by the Company are included in cost of goods sold.
Online Subscription Revenue: Online subscription revenue is derived principally from subscription revenue collected from customers for online play, who are only contractually obligated to pay on a month-to-month basis. Prepaid monthly subscription revenue, including revenue collected from credit card sales as well as sales of Gametimesubscription cards, are deferred and subsequently recognized ratably over the period for which the hosting services are provided.
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 the Company or AOL provides a minimum number of impressions over the term of the 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. Advertising revenue
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The Companys carriage agreement with AOL provides that AOL will pay the Company 50 percent of all revenues collected by AOL from the sale of advertisements on the Companys online games sites, until revenue reaches $16.0 million in a year (measured from October 1 through the following September 30). Thereafter, the agreement provides that AOL will pay the Company 70 percent of all revenues collected by AOL from the sale of advertisements on the Companys online games sites.
The Company records net revenue as earned (i.e. when the advertisements are displayed on the Companys game sites) in accordance with EITF No. 99-19,Reporting Revenue Gross as a Principal versus Net as an Agent. AOL maintains the primary relationship with the customer, manages advertising placement and billing processes and maintains responsibility for ad fulfillment for joint advertising properties. In addition, the Company earns a fixed amount per advertising transaction. Accordingly, the Company records these advertising revenues on a net basis.
The Company recorded net AOL advertising revenue in fiscal 2003, 2002 and 2001 of $25.1 million, $27.8 million and $5.4 million, respectively.
Because AOL is responsible under the carriage fee agreement for collecting all revenue from third-party advertisers, the Company did not owe AOL any advertising revenue for any of the periods mentioned above. Total gross advertising revenue, including AOLs share of the revenue, in fiscal 2003, 2002 and 2001 was $40.5 million, $46.3 million and $10.7 million, respectively.
Software Licenses: For those agreements which provide the customers the right to multiple copies in exchange for guaranteed minimum royalty amounts, revenue is recognized at delivery of the product master or the first copy. Per copy royalties on sales that exceed the guarantee are recognized as earned.
(d) Sales Returns and Other Reserves
Similarly, significant judgment is required to estimate the Companys allowance for doubtful accounts in any accounting period. The Company analyzes customer concentrations, customer credit-worthiness and current economic trends when evaluating the adequacy of the allowance for doubtful accounts.
(e) Vendor Consideration
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(f) Cash and Investments
The Company accounts for investments under Statement of Financial Accounting Standards (SFAS) No. 115, Accounting for Certain Investments in Debt and Equity Securities. The Companys policy is to protect the value of its investment portfolio and to minimize principal risk by earning returns based on current interest rates. Management determines the appropriate classification of its debt and equity securities at the time of purchase and reevaluates such designation as of each balance sheet date. Debt securities are classified as held-to-maturity when the Company has the positive intent and ability to hold the securities to maturity. Securities classified as held-to-maturity are carried at amortized cost, which is adjusted for amortization of premiums and accretion of discounts to maturity. Such amortization is included in interest income. Debt securities, not classified as held-to-maturity, are classified as available-for-sale and are stated at fair value. Unrealized gains and losses are included as a separate component of accumulated other comprehensive income (loss) in stockholders equity, net of any tax related effect. Realized gains and losses are calculated based on the specific identification method.
(g) Prepaid Royalties
(h) Software Development Costs
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(i) Inventories
(j) Advertising Costs
(k) Property and Equipment
Under the provisions of SOP 98-1,Accounting for the Costs of Computer Software Developed or Obtained for Internal Use, the Company capitalizes costs associated with customized internal-use software systems that have reached the application stage and meet recoverability tests. Such capitalized costs include external direct costs utilized in developing or obtaining the applications and payroll and payroll-related expenses for employees who are directly associated with the applications. Capitalization of such costs begins when the preliminary project stage is complete and ceases at the point in which the project is substantially complete and ready for its intended purpose. Capitalized costs associated with internal-use software amounted to $87.4 million and $121.0 million at March 31, 2003 and 2002, respectively, and are being depreciated on a straight-line basis over each projects estimated useful life that ranges from four to seven years.
(l) Goodwill and Other Intangible Assets
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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 Companys 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 completed its annual impairment test in the fourth quarter of fiscal 2003 with a measurement date of January 1, 2003 and found no indicators of impairment of its recorded goodwill. 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 Consolidated Statements of Operations for fiscal 2002 and 2001 (in thousands, except per share amounts):
Class A Common Stock Basic
Class A common stock Diluted
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During fiscal 2003, the Company recorded an additional $16.1 million of goodwill as a result of an acquisition of a software development company. The Company operated in two business segments, EA Core and EA.com (see Note 18 of the Notes to Consolidated Financial Statements). Goodwill information for each business segment is as follows (in thousands):
Intangible assets net of accumulated amortization at March 31, 2003 and 2002, of $21.3 million and $41.5 million, respectively, include costs such as costs of obtaining product technology and noncompete covenants. Amortization expense for fiscal years ended March 31, 2003, 2002 and 2001 was $7.5 million, $12.3 million and $10.1 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 part of the restructuring efforts, the Company performed impairment tests under SFAS No. 144 to evaluate the recoverability of its long-lived assets and remaining finite-lived identifiable intangibles utilized in the EA.com business. This test was performed in the fourth quarter of fiscal 2003 in conjunction with the overall valuation of the EA.com legal entity and its Class B common stock. The Company assessed the recoverability of its long-lived assets related to the EA.com business by determining whether the carrying amount of the assets was recoverable through estimated future undiscounted net cash flows expected to be generated by the group of assets attributable to the EA.com business. The Company measured the impairment loss as the amount that the carrying value of these long-lived assets exceeded the discounted future cash flows for individual asset groups. Due to significant interdependencies of the operating activities among the asset base, there are not specific identifiable cash flows and thus, the long-lived assets were combined into one asset grouping for the purposes of the test. The Company utilized a present value technique in determining the fair value of the asset grouping over the disposition period, which was determined to be four years. As a result, the Company recorded $12.4 million of finite-lived intangibles impairment charges relating to EA.coms Kesmai and Pogo studios. As of March 31, 2003, there were no finite-lived intangible balances remaining related to Kesmai and Pogo studios. There are no assurances that the impairment factors evaluated by management will not change in subsequent periods and accordingly, this could result in additional impairment charges in future periods. See Note 19 of the Notes to Consolidated Financial Statements.
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Other intangibles consisted of the following (in thousands):
As of March 31, 2003, future intangible asset amortization expense is estimated as follows (in thousands):
(m) Long-Lived Assets
In April 2002, the Company adopted SFAS No. 144, Accounting for the Impairment or Disposal of Long-Lived Assets, which addresses financial accounting and reporting for the impairment or disposal of long-lived assets. During fiscal 2003, the Company recorded a $66.3 million asset impairment charge in accordance with SFAS No. 144. See Note 1(l) of the Notes to Consolidated Financial Statements.
(n) Income Taxes
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(o) Foreign Currency Translation
Foreign currency transaction gains and losses are a result of the effect of exchange rate changes on transactions denominated in currencies other than the functional currency. Included in interest and other income in the consolidated statements of operations are foreign currency transaction losses of $3.3 million, $0.4 million and $0.9 million for the fiscal years ended March 31, 2003, 2002 and 2001, respectively.
On April 1, 2001, the Company adopted SFAS No. 133, Accounting for Derivative Instruments and Hedging Activities. SFAS No. 133 establishes accounting and reporting standards for derivative instruments and hedging activities and requires the Company to recognize these as either assets or liabilities on the balance sheet and measure them at fair value. As described in Note 3 of the Notes to Consolidated Financial Statements, gains and losses resulting from changes in fair value are accounted for depending on the use of the derivative and whether it is designated and qualifies for hedge accounting. The adoption of this accounting standard did not have a material impact on the Companys consolidated financial position or results of operations.
(p) Net Earnings (Loss) Per Share
Net income (loss) per share is computed individually for Class A common stock and Class B common stock. Please see the discussion regarding segment reporting in Managements Discussion and Analysis of Financial Condition and Results of Operations.
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The Diluted EPS calculation for Class A common stock, presented above, includes the potential dilution from the conversion of Class B common stock to Class A common stock in the event that the initial public offering for Class B common stock does not occur. Net income used for the calculation of Diluted EPS for Class A common stock is $317.1 million and $101.5 million for the fiscal years ended March 31, 2003 and 2002, respectively. This net income includes the remaining interest in EA.com (100 percent of EA.com losses) which is directly attributable to outstanding Class B shares owned by third parties, which would be included in the Class A common stock EPS calculation in the event that an initial public offering for Class B common stock does not occur.
Due to the net loss attributable for the twelve months ended March 31, 2001 on a diluted basis to Class A Stockholders, stock options have been excluded from the Diluted EPS calculation as their inclusion would have been antidilutive. Had net income been reported for this period, an additional 5,971,000 shares would have been added to diluted potential common shares for Class A common stock for the twelve months ended March 31, 2001.
Excluded from the above computation of weighted-average shares for Class A Diluted EPS for the fiscal years ended March 31, 2003, 2002 and 2001 were options to purchase 3,152,000, 1,515,000 and 2,705,000
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Due to the net loss attributable for the twelve months ended March 31, 2003, 2002 and 2001 on a diluted basis to Class B Stockholders, stock options have been excluded from the Diluted EPS calculation as their inclusion would have been antidilutive. Had net income been reported for these periods, an additional 1,405,000, 842,000 and 472,000 shares would have been added to diluted potential common shares for Class B common stock for the twelve months ended March 31, 2003, 2002 and 2001, respectively.
(q) Employee Benefits
(r) Stock-based Compensation
In fiscal 2003, the Company 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 the Companys stock option plans and employee stock purchase plans been determined based on the fair value at the grant dates in accordance with the provisions of SFAS No. 123, the Companys reported net income (loss) and net earnings (loss) per share would have been the amounts indicated below. The fair value of each option grant is estimated on the date of grant using the Black-Scholes option-pricing model. The following weighted-average assumptions are used for grants made in 2003, 2002 and 2001 under the stock plans: risk-free interest rates of 1.23 percent to 3.86 percent in 2003; 2.22 percent to 4.51 percent in 2002; and 4.59 percent to 6.55 percent in 2001; expected volatility of 62 percent in fiscal 2003, 72 percent in fiscal 2002 and 74 percent in fiscal 2001; expected lives of 2.27 years in fiscal 2003, 2.25 years in fiscal 2002 and 2.32 years in fiscal 2001 under the Option Plans and six months for the Employee Stock Purchase Plan. No dividends are assumed in the expected term. The
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(s) Guarantees
(t) Use of Estimates
(u) Reclassifications
(2) TRACKING STOCK
On March 22, 2000, the stockholders of Electronic Arts 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, Electronic Arts existing common stock has been re-classified as Class A common stock (Class A Stock) and was intended to reflect the performance of the EA Core business segment. With the authorization of the Class B common stock, the Company transferred a portion of its consolidated assets, liabilities, revenue, expenses and cash flows to EA.com Inc., a wholly-owned subsidiary of Electronic Arts.
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In March 2003, the Company consolidated the operations of EA.com into the Companys core operations in order to increase efficiency, simplify the Companys reporting structure and more directly integrate the Companys online activities into its core console and PC business. As a result, the Company will eliminate dual class reporting starting in fiscal 2004. The majority of outstanding Class B options and warrants not directly held by the Company have been acquired or converted to Class A shares and warrants.
(3) FINANCIAL INSTRUMENTS
(a) Cash and Investments
In fiscal 2002, short-term held-to-maturity investments include commercial notes with original maturities of less than one year secured by U.S. Treasury Notes which enabled the Company to take advantage of certain tax incentives from its Puerto Rico operation. These investments were treated as held-to-maturity for financial reporting purposes and matured in March 2003.
The fair value of held-to-maturity securities at March 31, 2002 was $8.7 million, which included gross unrealized gains of $0.3 million.
(b) Marketable Securities
(c) Foreign Currency Forward Exchange Contracts
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Net Loss Recognized in Other Income Relating to Fair Value Hedging of the Balance Sheet (in thousands):
The Company transacts business in various foreign currencies. At March 31, 2003, the Company had foreign exchange contracts, all with maturities of less than three months, to purchase and sell approximately $155.5 million in foreign currencies, primarily in British Pounds, Swedish Krona, European Currency Units (Euros) and other currencies.
Fair value represents the difference in value of the contracts at the contract rate and the forward rate. At March 31, 2003, fair value of these contracts is not significant. 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 the Companys efforts to manage foreign exchange risk, there can be no assurances that its hedging activities will adequately protect against the risks associated with foreign currency fluctuations.
(4) LEASE COMMITMENTS
The Company leases certain of its current facilities and certain equipment under non-cancelable capital and operating lease agreements. The Company is required to pay property taxes, insurance and normal maintenance costs for certain of its facilities and will be required to pay any increases over the base year of these expenses on the remainder of the Companys facilities.
In February 1995, the Company entered into a build-to-suit lease with Keybank National Association on its headquarters facility in Redwood City, California, which was extended in July 2001 and expires in July 2006. The Company 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 Company has an option to purchase the property (land and facilities) for $145.0 million or, at the end of the lease, to arrange for (1) an additional extension of the lease or (2) sale of the property to a third party with the Company retaining an obligation to the owner for the difference between the sales price and the guaranteed residual value of up to $128.9 million if the sales price is less than this amount. The lease also provides that a sale of the property to a third party is subject to remarketing conditions including marketing assistance, requisite repairs and maintenance, appropriate notice and sellers indemnities and warranties.
In December 2000, the Company entered into a second build-to-suit lease with Keybank National Association for a five-year term beginning December 2000 to expand its Redwood City, California headquarters facilities and develop adjacent property adding approximately 310,000 square feet to its campus. Construction was completed in June 2002. The Company accounted for this arrangement as an operating lease in accordance with SFAS No. 13, as amended. The facilities provide space for marketing, sales and research and development. The Company has an option to purchase the property for $127.0 million or, at the end of the lease, to arrange for (1) an extension of the lease or (2) sale of the property to a third party with the Company retaining an obligation to the owner for the difference between
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Lease rates are based upon the Commercial Paper Rate. The two lease agreements described above require the Company 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 the Company was in compliance with as of March 31, 2003.
Total future minimum lease commitments as of March 31, 2003 are (in thousands):
Total rent expense for all operating leases was $19.1 million, $25.2 million and $27.5 million, for the fiscal years ended March 31, 2003, 2002 and 2001, respectively.
(5) AMERICA ONLINE, INC. (AOL) AGREEMENT
In November 1999, Electronic Arts Inc., EA.com and AOL entered into a five-year $81.0 million carriage fee 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 provides for carriage, advertising commitments, advertising revenue sharing and other fees.
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Sale of Class B Common Stock and Warrant to AOL
In addition to the AOL Shares, the Company sold AOL a warrant (the AOL Warrant) to purchase an additional 2,000,000 shares of Class B common stock representing an additional 5 percent of the initial equity value attributable to EA.com for $1.3 million. The aggregate exercise price of the AOL Warrant was $40.0 million. The AOL Warrant was to expire at the latest at the fifth anniversary of its date of issuance, and under certain conditions may expire at an earlier date.
AOL Exchange Rights
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(6) CONCENTRATION OF CREDIT RISK
The Company extends credit to various companies in the retail and mass merchandising industry. Collection of trade receivables may be affected by changes in economic or other industry conditions and may, accordingly, impact the Companys overall credit risk. Although the Company generally does not require collateral, the Company performs ongoing credit evaluations of its customers and reserves for potential credit losses are maintained. As of the fiscal year ended March 31, 2003 and 2001, there were no customers with receivable balances greater than 10 percent of total gross accounts receivables. As of the fiscal year ended March 31, 2002, the Company had receivable balances from one customer which represented 13 percent of total gross accounts receivables.
Short-term investments are placed with high credit-quality financial institutions or in short-duration high quality securities. The Company limits the amount of credit exposure in any one financial institution or type of investment instrument.
(7) LITIGATION
The Company is subject to pending claims and litigation. Management, after review and consultation with legal counsel, considers that any liability from the disposition of such lawsuits would not have a material adverse effect upon the consolidated financial condition or results of operations of the Company.
(8) PREFERRED STOCK
At March 31, 2003 and 2002, the Company had 10,000,000 shares of Preferred Stock authorized but unissued. The rights, preferences, and restrictions of the Preferred Stock may be designated by the Board of Directors without further action by the Companys stockholders.
(9) TREASURY STOCK
In September 2001, the Board of Directors approved a plan to repurchase up to two million shares of the Companys Class A common stock. For the fiscal year ended March 31, 2002, the Company repurchased 280,000 shares for approximately $11.9 million under the program. In February 2002, all of the 280,000 shares were retired.
(10) STOCK PLANS
(a) Employee Stock Purchase Plan
The International Employee Stock Purchase Plan was adopted by the Board of Directors in June 1996 and amended in October 1998, February 1999 and February 2002 and is in all material respects identical to the 2000 Class A Employee Stock Purchase Plan approved by the stockholders for U.S. employees. In February 2003, the Board of Directors approved an amendment to the 2000 Class A Employee Stock Purchase Plan to segregate provisions of the Plan for purchases intended to qualify under Section 423 of the Internal Revenue Code of 1986, as amended (the Code) for participants residing in the U.S., from
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(b) Stock Option Plans
At the Companys Annual Meeting of Stockholders, held on August 1, 2002, the stockholders elected to amend the 2000 Class A Equity Incentive Plan to increase by 5,500,000 the number of shares of the Companys Class A common stock reserved for issuance under the Plan.
Together with the Tracking Stock Proposal, the stockholders approved the Electronic Arts Inc. 2000 Class B Equity Incentive Plan. The Class B equity plan allows the award of stock options or restricted stock for up to an aggregate of 6,000,000 shares of Class B common stock. The Class B equity plan included a provision for automatic option grants to the Companys outside directors. In February 2003, the Board of Directors amended the Class B equity plan to eliminate automatic grants to directors and to preclude any further awards under the Class B equity plan. As of March 31, 2003 there were 225,130 restricted shares issued and no shares available for future issuance under the Class B equity plan. See Note 2 of the Notes to Consolidated Financial Statements.
The options generally expire ten years from the date of grant and are generally exercisable in monthly increments over 50 months. Class B common stock grants will generally vest over 50 months with 2 percent vesting per month.
In fiscal year 2001, the Board of Directors approved the Key Partner Class B Equity Incentive Program which allows for the issuance of warrants to key business partners to purchase up to 750,000 shares of Class B common stock. As of March 31, 2002, there were 121,000 warrants outstanding under this program. These warrants expire not later than five years from issuance. In February 2003, the Company caused a Warrant Holder Exchange of the Class B warrant stock and terminated the program. Accordingly, all of the 121,000 Class B warrants were exchanged for 30,504 Class A warrants, and there are no shares allocated for issuance under the program.
The Company has an equity compensation stock plan which was adopted without stockholder approval, the Celebrity and Artist Stock Option Plan. The Celebrity and Artist Stock Option Plan was adopted by the Board of Directors in July 1994 and amended in May 1997, October 1997, September 1998 and July 1999. The terms under this plan are substantially similar to the terms of the 2000 Class A Equity Incentive Plan.
The Company accounts for stock-based awards to employees using the intrinsic value method in accordance with APB No. 25, Accounting for Stock Issued to Employees and FIN 44, Accounting for Certain Transactions Involving Stock Compensation (an interpretation of APB Opinion No. 25). In fiscal 2003, the Company adopted SFAS No. 148, Accounting for Stock-Based Compensation Transition and
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The Company has adopted the disclosure-only provisions of SFAS No. 123, Accounting for Stock-Based Compensation. Accordingly, no compensation expense has been recognized for options granted under the Companys employee-based stock option plans. Pursuant to SFAS No. 123, the Company discloses the pro forma effects of using the fair value method of accounting for stock-based compensation arrangements. See Note 1(r) of the Notes to Consolidated Financial Statements for the pro forma effects of using the fair value method of accounting for stock-based compensation arrangements.
Additional information regarding options outstanding for Class A as of March 31, 2003 is as follows:
Additional information regarding options outstanding for Class B as of March 31, 2003 is as follows:
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The following summarizes the activity under the Companys Class A stock option plans during the fiscal years ended March 31, 2003, 2002 and 2001:
The following summarizes the activity under the Companys Class B stock option plan during the fiscal years ended March 31, 2003, 2002 and 2001:
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(11) PROPERTY AND EQUIPMENT
Property and equipment at March 31, 2003 and 2002 consisted of (in thousands):
Depreciation and amortization expenses associated with property and equipment amounted to $66.3 million, $67.6 million and $50.3 million for the fiscal years ended March 31, 2003, 2002 and 2001, respectively.
(12) ACCRUED AND OTHER LIABILITIES
Accrued and other liabilities at March 31, 2003 and 2002 consisted of (in thousands):
(13) BUSINESS COMBINATIONS
(a) Pogo Corporation
The acquisition has been accounted for under the purchase method. The results of operations of Pogo and the estimated fair market values of the acquired assets and liabilities have been included in the consolidated financial statements from the date of acquisition. The adjusted allocation of the excess purchase price over the net tangible assets acquired was $40.5 million, of which, based on managements estimates, $2.7 million was allocated to purchased in-process research and development and $37.8 million was allocated to other intangible assets. Amounts allocated to other intangibles include goodwill of $16.9 million, existing technology of $12.5 million, and other intangibles of $8.4 million. The allocation of intangible assets is being amortized on a straight-line basis over lives ranging from three to seven years.
As part of the restructuring plan announced in fiscal 2003 for EA.com, the Company evaluated its finite-lived identifiable intangible assets for impairment in accordance with SFAS No. 144, Accounting for the Impairment or Disposal of Long-Lived Assets as of January 1, 2003. The Company assessed the recoverability of its intangibles by determining whether the carrying amount of the assets were recoverable through estimated future undiscounted net cash flows. The Company calculated the impairment loss as the amount that the carrying value of the asset exceeded the discounted future cash flows. Included in asset
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Purchased in-process research and development includes the value of products in the development stage that are not considered to have reached technological feasibility or to have alternative future use. Accordingly, this non-recurring item was expensed in the Consolidated Statement of Operations upon consummation of the acquisition. The non-recurring charge for in-process research and development increased diluted loss per share by approximately $0.01 and $0.07 in the fiscal year 2001 for Class A and Class B, respectively.
Pogo had various projects in progress at the time of the acquisition. As of the acquisition date, costs to complete Pogo projects acquired were expected to be approximately $1.2 million in future periods. During fiscal 2002, all of these development projects were completed and launched on Pogo gamesites. In conjunction with the acquisition of Pogo, the Company accrued approximately $0.1 million related to direct transaction costs and other related costs.
The purchase price for the Pogo transaction was allocated to assets acquired and liabilities assumed as set forth below (in thousands):
(b) Square Co., Ltd.
In Japan, the companies established Electronic Arts Square KK (EA Square KK), which localized and published in Japan the Companys properties originally created in North America and Europe, as well as developed and published original video games in Japan. The Company 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 operations for EA Square KK were included in the Companys Consolidated Balance Sheets and Results of Operations since June 1, 1998, the date of formation. Squares 30 percent interest in EA Square KK has been reflected as Minority interest in consolidated joint venture on the Companys consolidated financial statements.
Effective March 31, 2003, the Company and Square terminated their joint venture agreement and reached agreement for the Company to purchase Squares 30 percent interest in Electronic Arts Square KK. In May, 2003, the Company acquired such 30 percent ownership interest in Electronic Arts Square KK from Square for approximately $2.5 million in cash. As a result of the acquisition, Electronic Arts Square KK has become a wholly-owned subsidiary of the Company and has been renamed Electronic Arts KK. The acquisition was accounted for as a step acquisition purchase and the excess purchase price over fair value of the net tangible assets acquired of $1.2 million was allocated to goodwill.
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(14) INCOME TAXES
The Companys pretax income (loss) from operations for the fiscal years ended March 31, 2003, 2002 and 2001 consisted of the following components:
Income tax expense (benefit) for the fiscal years ended March 31, 2003, 2002 and 2001 consisted of:
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The components of the net deferred tax assets as of March 31, 2003 and 2002 consist of:
At March 31, 2003, deferred tax assets of $117.2 million and $13.5 million were classified as current assets and long-term assets, respectively.
The Company has research and experimental tax credit carryforwards aggregating approximately $42.0 million and $21.0 million for federal and California purposes, respectively. The federal credit carryforwards expire from 2006 to 2023. The California credits carry over indefinitely until utilized. The Company also has foreign tax credit carryforwards of approximately $11.0 million, which expire from 2004 to 2008.
The differences between the statutory income tax rate and the Companys effective tax rate, expressed as a percentage of income (loss) before provision for (benefit from) income taxes, for the years ended March 31, 2003, 2002 and 2001 were as follows:
The Company provides for U.S. taxes on an insignificant portion of the undistributed earnings of its foreign subsidiaries and does not provide taxes on the remainder. The Company has not provided for Federal income tax on approximately $494.0 million of undistributed earnings of its foreign subsidiaries, since the Company intends to reinvest this amount in foreign subsidiary operations indefinitely.
At March 31, 2003, the Company believes it is more likely than not that the results of future operations will generate sufficient taxable income to realize the net deferred tax assets.
During the fiscal year ended March 31, 2003, the Company successfully prevailed in Tax Court proceedings with respect to previously-contested deficiencies issued by the Internal Revenue Service in conjunction with its audit of the Companys US income tax returns for the years 1992 through 1995. The
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(15) INTEREST AND OTHER INCOME, NET
Interest and other income, net for the years ended March 31, 2003, 2002 and 2001 consisted of (in thousands):
(16) COMPREHENSIVE INCOME
SFAS No. 130, Reporting Comprehensive Income, 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 includes primarily foreign currency translation adjustments and unrealized gains (losses) on investments.
The change in the components of comprehensive income, net of tax, is summarized as follows (in thousands):
Change in unrealized gains (losses) on investments, net are shown net of taxes of $1.3 million, $(1.6) million and $1.4 million in fiscal 2003, 2002 and 2001, respectively.
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The currency translation adjustments are not adjusted for income taxes as they relate to indefinite investments in non-U.S. subsidiaries.
(17) DISCLOSURES ABOUT FAIR VALUE OF FINANCIAL INSTRUMENTS
The following methods and assumptions were used to estimate the fair value of each class of financial instruments for which it is practicable to estimate that value:
Cash, cash equivalents, short-term investments, receivables, accounts payable and accrued liabilities the carrying amount approximates fair value because of the short maturity of these instruments.
Long-term investments, investments classified as held-to-maturity and marketable securities fair value is based on quoted market prices.
(18) 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 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 Company for making operational decisions and assessments of financial performance.
The Companys chief operating decision maker is considered to be the Companys Chief Executive Officer (CEO). The CEO reviews financial information presented on a consolidated basis accompanied by disaggregated information about revenue by geographic region and by product lines for purposes of making operating decisions and assessing financial performance.
In fiscal 2003, 2002 and 2001, the Company operated and reviewed its business in two business segments:
In March 2003, the Company consolidated the operations of EA.com into its core business, and has eliminated separate reporting for its Class B common stock for all future reporting periods after fiscal 2003. The Company now considers online functionality to be integral to its existing and future products. Accordingly, in fiscal 2004, the Company will no longer manage EA.com as a separate business segment. As of April 1, 2003, the Company will consolidate the reporting related to its online products and services as part of the overall development and publication of its other products. The Company believes that this will better reflect the way in which the Companys Chief Operating Decision Maker reviews and manages its business and the importance of its online products and services relative to the rest of its business. Based on the Companys preliminary assessment of this intended consolidation, management believes that it will only have one reportable segment in fiscal 2004 as a result of restructuring the EA.com business.
In order to prepare the segment information for EA.com, the Company has allocated certain of its consolidated assets, liabilities, revenue, expenses and cash flows to EA.com. The Consolidated Statements of Operations includes all revenue and costs directly and indirectly attributable to EA.com, including charges for shared facilities, functions and services used by EA.com and provided by Electronic Arts. Certain costs and expenses have been consistently allocated based on managements estimates of the cost of services provided to EA.com by Electronic Arts. Such costs include corporate research and development expenses, corporate selling, marketing and distribution expenses and corporate general and administrative expenses. Such allocations and charges are based on direct cost pass-through or percentage of total costs for the services provided based on factors such as headcount or activity-based allocation. The Company does not allocate interest charges between EA Core and EA.com. Management believes that these allocations have been consistently applied and are based on assumptions that are reasonable.
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The Companys view and reporting of business segments may change due to changes in the underlying business facts and circumstances and the evolution of the Companys reporting to its Chief Operating Decision Maker. Please see the discussion regarding segment reporting in the MD&A.
Information about Electronic Arts business segments is presented below for the fiscal years ended March 31, 2003, 2002 and 2001 (in thousands):
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Information about Electronic Arts operations in the North America and foreign areas for the fiscal years ended March 31, 2003, 2002 and 2001 is presented below (in thousands):
Electronic Arts had sales to one customer which represented 12 percent of total net revenue in fiscal 2003 and 2001, respectively, and 14 percent of total net revenue in fiscal 2002.
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Information about Electronic Arts net revenue by product line for the fiscal years ended March 31, 2003, 2002 and 2001 is presented below (in thousands):
(19) RESTRUCTURING AND ASSET IMPAIRMENT CHARGES
EA Core
During the third quarter of fiscal 2003, the Company 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 Companys strategic decision to consolidate local development efforts in Redwood City, California and Vancouver, Canada. The Company recorded total pre-tax charges of $9.4 million, consisting of $7.3 million for consolidation of facilities, $1.5 million for the write-off of non-current assets and $0.6 million for workforce reductions. The facilities charge was net of a reduction in deferred rent of $0.5 million.
The exit plans resulted 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.
Additionally, during the fourth quarter of fiscal 2003, the Company approved a plan to consolidate its Los Angeles, Irvine and Las Vegas 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 the Companys studios. In connection with these consolidation activities, the Company recorded a total pre-tax restructuring charge of $5.1 million. This charge includes $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 write-off of abandoned equipment and leasehold improvements at facilities that were permanently vacated and $1.5 million for employee severance expenses related to involuntary terminations. The consolidation of the studios discussed above, as well as other activities related to this plan, was completed by the end of March 2003.
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The following table summarizes the restructuring accrual activity related to EA Core during fiscal 2003 (in thousands):
The Company expects the remaining accrued restructuring balance of $7.5 million to be fully utilized by December 31, 2006.
EA.com
During fiscal 2003, the Company recorded restructuring charges, including asset impairment, of $67.0 million, consisting of $1.8 million for workforce reductions, $2.3 million for consolidation of facilities and other administrative charges, and $62.9 million for the write-off 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 resulted in the closure of EA.coms Chicago and Virginia facilities and an adjustment for the closure of EA.coms San Diego studio in fiscal 2002. The estimated costs for consolidation of facilities and other administrative charges included contractual rental commitments under real estate leases for unutilized office space reduced by estimated future sub-lease income and costs to close the facilities.
The Company recorded restructuring charges for EA.com in accordance with SFAS No. 146, Accounting for Costs Associated with Exit or Disposal Activities. Adjustments to the restructuring reserves will be made in future periods, if necessary, based upon the then current events and circumstances.
As part of the restructuring efforts, the Company performed impairment tests under SFAS No. 144,Accounting for the Impairment or Disposal of Long-Lived Assets, to evaluate the recoverability of its long-lived assets and remaining finite-lived identifiable intangibles utilized in the EA.com business. This test was performed in the fourth quarter of fiscal 2003 in conjunction with the overall valuation of the EA.com legal entity and its Class B common stock. In February 2003, the Companys only outside holder of Class B common stock, AOL, exercised its right to exchange its Class B shares for shares of Class A common stock. In late December 2002, EA.com launched The Sims Online, an online game based on the Companys very popular The Sims line of PC games, which have sold over 20 million units worldwide.The Sims Online was expected to be EA.coms flagship online subscription offering. Through mid-March 31, 2003, the number of units sold and subscribers for this product along with other EA.com revenue were significantly below the Companys expectations. The Company considered these developments in the fourth quarter of fiscal 2003 to be a triggering event under SFAS No. 144, which caused the Company to cancel most of its plans to develop similar online products that would have utilized long-lived assets associated with the EA.com business. As a result, the Company substantially reduced its expected future undiscounted cash flows related to these long-lived assets. These assets were not impaired in earlier
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The Company assessed the recoverability of its long-lived assets by comparing the carrying amount of the assets to future undiscounted net cash flows expected to be generated by the group of assets attributable to the EA.com business. The Company measured the impairment loss as the amount that the carrying value of these long-lived assets exceeded the discounted future cash flows for individual asset groups. Due to significant interdependencies of the operating activities among the asset base, there were not specific identifiable cash flows and thus, the long-lived assets were combined into one asset grouping for the purposes of the test. The Company utilized a present value technique in determining the fair value of the asset grouping over the disposition period, which was determined to be four years. In evaluating the reasonableness of the discounted cash flow approach, the liquidation value of individual long-lived assets was also assessed. Impairment charges on long-lived assets amounted to $62.9 million and included $24.9 million relating to impaired customized internal-use software systems for the EA.com infrastructure, $25.6 million for other long-lived assets and $12.4 million of finite-lived intangibles impairment charges relating to EA.coms Kesmai and Pogo studios. (See other intangibles table in Note 1(l) for additional detail.) As of March 31, 2003, there were no finite-lived intangible balances remaining related to Kesmai and Pogo studios. There are no assurances that the impairment factors evaluated by management will not change in subsequent periods and accordingly, this could result in additional impairment charges in future periods.
In conjunction with the Companys annual policy to reassess the remaining useful lives of goodwill and certain indefinite-lived intangibles and test the recoverability of these long-lived assets in accordance with SFAS No. 142,Goodwill and Other Intangible Assets, as of January 1, 2003, the Company also performed fair value based tests to evaluate impairment of the EA.com reporting unit. This test was performed after the Company tested for impairment under SFAS No. 144 as described above. Under this test, the fair value based tests did not indicate an impairment of the Companys recorded goodwill and certain indefinite-lived intangibles at the EA.com reporting unit level. The remaining portion of Kesmai goodwill assets at March 31, 2003 was $13.8 million. The remaining portion of Pogo goodwill assets at March 31, 2003 was $15.9 million. There are no assurances that future impairment tests will not result in a charge to earnings and a corresponding write down of goodwill and certain indefinite-lived intangibles.
During fiscal 2002, the Company 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 closure of EA.coms San Diego studio and consolidation of its San Francisco and Virginia facilities. The estimated costs for consolidation of facilities included contractual rental commitments under real estate leases for unutilized office space offset by 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 Company recorded restructuring charges for EA.com in accordance with Emerging Issues Task Force No. 94-03, Liability Recognition for Certain Employee Termination Benefits and Other Costs to Exit an Activity (Including Certain Costs Incurred in a Restructuring), Emerging Issues Task Force No. 95-03, Recognition of Liabilities in Connection with a Purchase Business Combination, and Staff Accounting Bulletin No. 100, Restructuring and Impairment Charges. Adjustments to the restructuring reserves will be made in future periods, if necessary, based upon the then current events and circumstances.
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As part of the restructuring efforts, the Company assessed the remaining useful lives of goodwill, purchased intangible assets and other long-lived assets and tested the recoverability of its long-lived assets in accordance with SFAS No. 121. Management evaluated the impact of consolidating or abandoning certain EA.com technologies and processes and reviewed the effect of changes to EA.coms subscription product offerings in relation to EA.coms asset base. As a result, it was determined that certain long-lived assets would be abandoned or were related to products or services that had been discontinued and would therefore be written-down to their estimated net disposal value. Impairment charges on long-lived assets amounted to $12.8 million and included $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 impairment because associated products and services were discontinued and $0.6 million of goodwill charges relating to EA.coms San Diego studio closure. The remaining portion of Kesmai assets at March 31, 2002 was $15.9 million, consisting of $13.1 million of goodwill and $2.8 million of intangibles relating to Kesmais developed and core technology and acquired workforce. There are no assurances that the impairment factors evaluated by management will not change in subsequent periods and accordingly, this could result in additional impairment charges in future periods.
The following table summarizes the activity in the accrued restructuring account for EA.com in fiscal 2002 and 2003 (in thousands):
For fiscal 2003, the pre-tax restructuring charge of $67.0 million, consisted of $4.1 million in cash outlays and $62.9 million in non-cash charges related to the write-off of non-current assets. For fiscal 2002, the pre-tax restructuring charge of $20.3 million consisted of $6.9 million in cash outlays and $13.4 million in non-cash charges related to the write-offs of non-current assets and facilities.
As of March 31, 2003, an aggregate of $7.1 million in cash had been paid out under the restructuring plan. In addition, there have been subsequent adjustments of approximately $0.6 million relating to future cash outlays under the fiscal 2002 restructuring plan. Of the remaining cash outlay of $3.2 million, $2.5 million is expected to occur in fiscal 2004 while the remaining $0.7 million will occur in fiscal years 2005 and beyond.
The restructuring accrual is included in accrued expenses in Note 12 of the Notes to Consolidated Financial Statements.
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(20) CONTINGENT LIABILITIES
Residual Value Guarantees
In February of 1995, the Company entered into a build-to-suit lease with Keybank National Association on its headquarters facility in Redwood City, California, which was extended in July 2001 and expires in July 2006. The Company 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 Company has an option to purchase the property (land and facilities) for $145.0 million or, at the end of the lease, to arrange for (1) an additional extension of the lease or (2) sale of the property to a third party with the Company retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128.9 million if the sales price is less than this amount, subject to certain provisions of the lease.
In December 2000, the Company entered into a second build-to-suit lease with Keybank National Association for a five year term from December 2000 to expand its headquarters facilities and develop adjacent property adding approximately 310,000 square feet to its campus. Construction was completed in June 2002. The Company 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 Company has an option to purchase the property for $127.0 million or, at the end of the lease, to arrange for (1) an extension of the lease or (2) sale of the property to a third party with the Company retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $118.8 million if the sales price is less than this amount, subject to certain provisions of the lease. The Company believes the estimated fair value of the properties under the operating leases are in excess of the guaranteed residual values as of March 31, 2003, based in part on an independent third party appraisal.
Director Indemnity Agreements
The Company has entered into an indemnification agreement with the members of its Board of Directors to indemnify its Directors to the extent permitted by law against any and all liabilities, costs, expenses, amounts paid 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 result of their service as members of the Board of Directors of the Company.
See the Liquidity and Capital Resources section of the MD&A, included in item 7 hereof, for a schedule of the Companys contractual obligations and commitments.
(21) INVESTMENTS IN AFFILIATES
In accordance with APB No. 18, The Equity Method Of Accounting For Investments In Common Stock, management evaluates equity and cost investments to determine if events or changes in circumstances indicate an other-than-temporary impairment in value. The Company has cost and equity investments in affiliates. Based on several factors, such as the financial performance of the affiliate, the Companys decision to no longer acquire or continue investing in these affiliates, the limited cash flow from future business arrangements and other information available during fiscal 2003, the Company determined that some of its investments in affiliates contained an other-than-temporary impairment and recorded a charge in the amount of $10.6 million to write-down these investments to their estimated fair market value. This write-down was recorded in interest and other income, net in the Consolidated Statements of Operations.
(22) OTHER RELATED PARTY TRANSACTIONS
Indebtedness of Management
On June 24, 2002, the Company hired Warren Jenson as its Executive Vice President and Chief Financial Officer and agreed to loan Mr. Jenson $4.0 million, to be forgiven over fours years based on his continuing
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In May and June 2000, the following executive officers entered into secured full recourse promissory notes to purchase EAs Class B common stock under Restricted Stock Purchase Agreements: Mr. Riccitiello, $449,500; Mr. Mattrick, $224,750; Mr. McKee, $134,850; Mr. J. Russell (Rusty) Rueff, Jr., $134,850, and Mr. David Carbone, $44,950. The term of the notes is five years and the interest, set at a market rate as determined under guidelines set forth in the Internal Revenue Code and state statutes, was due and payable quarterly. In December 2002 and January 2003, Mr. Riccitiello, Mr. Mattrick, Mr. McKee, Mr. Rueff and Mr. Carbone paid in full all principal and accrued interest owed under these notes.
On February 7, 2000, the Company acquired Kesmai from News America Corporation (News Corp) in exchange for $22.5 million in cash and approximately 206,000 shares of our existing common stock valued at $8.65 million. Under the original agreements, the Company agreed to spend $12.5 million 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 Corps 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 the Company in the amount of $9.65 million, and (2) the Company would agree to spend an additional $11.675 million in advertising with News Corp and its affiliates.
On August 30, 2002, the Company 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) the Company paid News Corp $1.0 million in cash and committed to spend an additional $17.0 million in advertising with News Corp and its affiliates through the period ended December 31, 2006. All of the Companys other obligations to News Corp under the original agreements were terminated.
(23) 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. The Company does not expect the adoption of SFAS No. 143 to have a material impact on its consolidated financial position or results of operations.
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 (VIEs) that either: (i) do not have sufficient equity investment at risk to permit the entity to finance its activities without additional subordinated financial support, or (ii) the equity investors lack an essential characteristic of a controlling financial interest. This interpretation applies immediately to VIEs created after January 31, 2003. It applies in the first fiscal year or interim period beginning after June 15, 2003, to VIEs in which an enterprise holds a variable interest that it acquired before February 1, 2003. FIN 46 requires disclosure of VIEs in financial statements issued after January 31, 2003, if it is reasonably possible that as of the transition date: (i) the company will be the primary beneficiary of an existing VIE that will require consolidation or, (ii) the company will hold a significant variable interest in, or have significant involvement with, an existing VIE. The Company does not believe that it will have any entities that will require disclosure or new consolidation as a result of adopting the provisions of FIN 46.
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In January 2003, the EITF reached consensus on Issue No. 00-21, Revenue Arrangements with Multiple Deliverables. EITF 00-21 provides guidance on how to determine whether an arrangement involving multiple deliverables requires that such deliverables be accounted for separately. EITF 00-21 allows for prospective adoption for arrangements entered into after June 15, 2003 or adoption via a cumulative effect of a change in accounting principal. The Company is currently evaluating the impact the adoption of EITF 00-21 will have on its consolidated results of operations and financial position.
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ELECTRONIC ARTS AND SUBSIDIARIES QUARTERLY FINANCIAL AND MARKET INFORMATION (UNAUDITED)
(In thousands, except per share data)
The Companys common stock is traded in the over-the-counter market under the Nasdaq Stock Market symbol ERTS. The prices for the common stock in the table above represent the high and low prices as reported on the Nasdaq National Market.
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Item 9: Changes In and Disagreements With Accountants on Accounting and Financial Disclosure
Not applicable.
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PART III
Item 10: Directors and Executive Officers of the Registrant
The information regarding directors who are nominated for election required by Item 10 is incorporated herein by reference to the information in our definitive Proxy Statement for the 2003 Annual Meeting of Stockholders (the Proxy Statement) under the caption Proposal No. 1 Election of Directors. The information regarding executive officers required by Item 10 is included in Item 1 hereof. The information regarding Section 16 compliance is incorporated herein by reference to the information in the Proxy Statement under the caption Section 16 (a) Beneficial Ownership Reporting Compliance.
Item 11: Executive Compensation
The information required by Item 11 is incorporated herein by reference to the information in the Proxy Statement under the caption Compensation of Executive Officers specifically excluding the Compensation Committee Report on Executive Compensation.
Item 12: Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters
The information required by Item 12 is incorporated herein by reference to the information in the Proxy Statement under the captions Principal Stockholders and Equity Compensation Plan Information.
Item 13: Certain Relationships and Related Transactions
The information required by Item 13 is incorporated herein by reference to the information in the Proxy Statement under the caption Certain Transactions.
Item 14: Controls and Procedures
(a) Evaluation of disclosure controls and procedures. The Companys Chief Executive Officer and Chief Financial Officer, after evaluating the effectiveness of the Companys 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 annual report, have concluded that as of the Evaluation Date, the Companys 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 Companys internal controls or, to our knowledge in other factors that could significantly affect the Companys 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 Companys financial statements.
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PART IV
Item 15: Exhibits, Financial Statement Schedule and Reports on Form 8-K
(a) Documents filed as part of this report:
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(b) Reports on Form 8-K:
On February 11, 2003, the Company furnished a current report on Form 8-K, attaching under Item 9 certifications made by the Chief Executive Officer and Chief Financial Officer pursuant to Section 906 of the Sarbanes-Oxley Act of 2002 to accompany the Companys Form 10-Q for the quarterly period ended December 31, 2002.
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SIGNATURES
Pursuant to the requirements of the Section 13 or 15(d) 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.
Pursuant to the requirements of the Securities Exchange Act of 1934, this report has been signed below by the following persons, on behalf of the Registrant in the capacities indicated and on the 10th of June 2003.
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CERTIFICATIONS
I, Lawrence F. Probst III, certify that:
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I, Warren C. Jenson, certify that:
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ELECTRONIC ARTS INC. AND SUBSIDIARIES
SCHEDULE II
VALUATION AND QUALIFYING ACCOUNTS
Years Ended March 31, 2003, 2002 and 2001
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