Electronic Arts Inc. (EA) is an American video game company
headquartered in Redwood City, California. Founded and incorporated on
May 28, 1982 by Trip Hawkins, the company was a pioneer of the early
home computer games industry and was notable for promoting the
designers and programmers responsible for its games. As of September
Electronic Arts is the second-largest gaming company in the
Americas and Europe by revenue and market capitalization after
Activision Blizzard and ahead of Take-Two Interactive, and Ubisoft.
The company has sparked controversies over its advertising efforts,
microtransactions, and acquisition of other studios.
Currently, EA develops and publishes games under several labels
EA Sports titles FIFA, Madden NFL, NHL,
NCAA Football, NBA
Live, and SSX. Other EA labels produce established franchises such as
Battlefield, Need for Speed, The Sims, Medal of Honor, Command &
Conquer, as well as newer franchises such as Crysis, Dead Space, Mass
Effect, Dragon Age, Army of Two,
Titanfall and Star Wars: Knights of
the Old Republic, produced in partnership with LucasArts. EA also
owns and operates major gaming studios,
EA Tiburon in Orlando, EA
Canada in Burnaby,
Edmonton as well as Montreal, and DICE
Electronic Arts company structure
2.1 EA Worldwide Studios
2.2 EA Sports
2.3 EA Maxis
2.4 EA All Play
2.5 EA Competitive Gaming Division
5 Partnership and initiatives
5.1 EA Partners program (2007–2017)
5.2 EA Originals program (2017–present)
6 Games by Electronic Arts
6.1 Upcoming titles
7 Criticism and controversy
7.1 Studio acquisition and management practices
7.2 Treatment of employees
7.3 Game quality
7.4 Sports licensing and exclusivity
7.5 EULA and DRM
7.7 LGBT controversies
The Consumerist rating as "Worst Company in America"
7.9 Loot boxes
8 See also
10 Further reading
11 External links
The company began developing games in-house and supported consoles by
the early 1990s. EA later grew via acquisition of several successful
developers. By the early 2000s, EA had become one of the world's
largest third-party publishers. On May 4, 2011, EA reported
$3.8 billion in revenues for the fiscal year ending March 2011,
and on January 13, 2012, EA announced that it had exceeded $1 billion
in digital revenue during the previous calendar year. In a note to
employees, EA CEO
John Riccitiello called this "an incredibly
important milestone" for the company. EA began to move toward
direct distribution of digital games and services with the acquisition
of the popular online gaming site
Pogo.com in 2001. In 2009, EA
acquired the London-based social gaming startup Playfish, and in
June 2011, EA launched Origin, an online service to sell downloadable
games directly to consumers. There is also a "On The House" feature
in Origin that lets you download full versions of EA games for free,
it is updated regularly. In July 2011, EA announced that it had
acquired PopCap Games, the company behind hits such as Plants vs.
Zombies and Bejeweled.
EA continued its shift toward digital goods in 2012, folding its
mobile-focused EA Interactive (EAi) division "into other organizations
throughout the company, specifically those divisions led by EA Labels
president Frank Gibeau, COO Peter Moore, and CTO Rajat Taneja, and EVP
of digital Kristian Segerstrale."
Founder of EA Trip Hawkins.
Trip Hawkins had been an employee of
Apple Inc. since 1978, at a time
when the company had only about fifty employees. Over the next four
years, the market for home personal computers skyrocketed. By 1982,
Apple had completed its initial public offering (IPO) and become a
Fortune 500 company with over one thousand employees.
In February 1982,
Trip Hawkins arranged a meeting with Don Valentine
of Sequoia Capital to discuss financing his new venture, Amazin'
Software. Valentine encouraged Hawkins to leave Apple, where Hawkins
served as Director of Product Marketing, and allowed Hawkins use of
Sequoia Capital's spare office space to start the company. On May 27,
Trip Hawkins incorporated and established the company with a
personal investment of an estimated US$200,000. The company was not
named Amazin' Software, but instead Electronic Arts. Seven months
later in December 1982, Hawkins secured US$2 million of venture
capital from Sequoia Capital, Kleiner Perkins Caufield & Byers,
and Sevin Rosen Funds.
Electronic Arts' original corporate logo, 1982–2000.
For more than seven months, Hawkins refined his Electronic Arts
business plan. With aid from his first employee (with whom he worked
in marketing at Apple), Rich Melmon, the original plan was written,
mostly by Hawkins, on an
Apple II in Sequoia Capital's office in
August 1982. During that time, Hawkins also employed two of his former
staff from Apple, Dave Evans and Pat Marriott, as producers, and a
Stanford MBA classmate, Jeff Burton from Atari for international
business development. The business plan was again refined in September
and reissued on October 8, 1982. By November, employee headcount rose
to 11, including Tim Mott, Bing Gordon, David Maynard, and Steve
Hayes. Having outgrown the office space provided by Sequoia
Capital, the company relocated to a San Mateo office that overlooked
the San Francisco Airport landing path. Headcount rose rapidly in
1983, including Don Daglow, Richard Hilleman, Stewart Bonn, David
Gardner, and Nancy Fong.
He recruited his original employees from Apple, Atari, Xerox PARC, and
VisiCorp, and got
Steve Wozniak to agree to sit on the board of
Hawkins was determined to sell directly to buyers. Combined with the
fact that Hawkins was pioneering new game brands, this made sales
growth more challenging. Retailers wanted to buy known brands from
existing distribution partners. Former CEO
Larry Probst arrived as VP
of Sales in late 1984 and helped the company sustain growth into
US$18 million in its third full year. This
policy of dealing directly with retailers gave EA higher margins and
better market awareness, key advantages the company would leverage to
leapfrog its early competitors.
In December 1986, David Gardner and Mark Lewkaspais moved to England
to open a European headquarter. Up until that point publishing of
Electronic Arts Games, and the conversion of many of their games to
compact cassette versions in Europe was handled by Ariolasoft.
Most of the early employees of the company disliked the Amazin'
Software name that Hawkins had originally chosen when he incorporated
the company. While at Apple, Hawkins had enjoyed company offsite
meetings at Pajaro Dunes and organized such a planning offsite for EA
in October 1982.
Hawkins had developed the ideas of treating software as an art form
and calling the developers, "software artists". Hence, the latest
version of the business plan had suggested the name "SoftArt".
However, Hawkins and Melmon knew the founders of Software Arts, the
creators of VisiCalc, and thought their permission should be obtained.
Dan Bricklin did not want the name used because it sounded too similar
(perhaps "confusingly similar") to Software Arts. However, the name
concept was liked by all the attendees. Hawkins had also recently read
a best-selling book about the film studio, United Artists, and liked
the reputation that the company had created. Early advisers Andy
Berlin, Jeff Goodby, and Rich Silverstein (who would soon form their
own ad agency Goodby, Silverstein & Partners) were also fans of
that approach, and the discussion was led by Hawkins and Berlin.
Hawkins said everyone had a vote but they would lose it if they went
to sleep.
Hawkins liked the word "electronic", and various employees had
considered the phrases "Electronic Artists" and "Electronic Arts".
Other candidates included Gordon's suggestion of "Blue Light", a
reference from the
Disney film Tron. When Gordon and
others pushed for "Electronic Artists", in tribute to the film company
United Artists, Steve Hayes opposed, saying, "We're not the artists,
they are..." meaning that the developers whose games EA would publish
were the artists. This statement from Hayes immediately tilted
Electronic Arts and the name was unanimously
A novel approach to giving credit to its developers was one of EA's
trademarks in its early days. This characterization was even further
reinforced with EA's packaging of most of their games in the "album
cover" pioneered by EA because Hawkins thought that a record album
style would both save costs and convey an artistic feeling. EA
routinely referred to their developers as "artists" and gave them
photo credits in their games and numerous full-page magazine ads.
Their first such ad, accompanied by the slogan "We see farther," was
the first video game advertisement to feature software designers.
EA also shared lavish profits with their developers, which added to
their industry appeal. The square "album cover" boxes (such as the
covers for 1983's
M.U.L.E. and Pinball Construction Set) were a
popular packaging concept by Electronic Arts, which wanted to
represent their developers as "rock stars".
In the mid-1980s
Electronic Arts aggressively marketed products for
the Commodore Amiga, a premier home computer of the late 1980s and
early 1990s in Europe. Commodore had given EA development tools and
prototype machines before Amiga's actual launch. For Amiga EA
published some notable non-game titles. A drawing program Deluxe Paint
(1985) and its subsequent versions became perhaps the most famous
piece of software available for Amiga platform. Other Amiga
programs released by EA included Deluxe Music Construction Set, Deluxe
Paint Animation and Instant Music. Some of them, most notably Deluxe
Paint, were ported to other platforms. For
Macintosh EA released a
black & white animation tool called Studio/1, and a series of
Paint titles called Studio/8 and Studio/32 (1990).
In 1988 EA published a flight simulator game exclusively for Amiga,
F/A-18 Interceptor, which received attention due to its vector
graphics that were notable for 1988 standards. Another significant
Amiga release (also initially available for Atari ST, later converted
for numerous other platforms) was Populous (1989) developed by
Bullfrog Productions. It was a pioneering and influential title in the
genre that was later called "god games".
Electronic Arts began producing console games for the
Nintendo Entertainment System, after previously licensing its computer
games to other console-game publishers. Eventually, Trip Hawkins
left EA to found the now defunct 3DO Company.
Electronic Arts won the
European Computer Trade Show award for
best software publisher of the year. As the company was still
expanding, they opted to purchase space in Redwood Shores, California
in 1995 for construction of a new headquarters, which was completed in
Headquarters of EA in October 2007.
EA is headquartered in the Redwood Shores neighborhood of Redwood
City, California. Following the retirement and departure of Trip
Hawkins in 2000, EA replaced their long-running Shapes logo with one
based on the
EA Sports logo used at the time, and
Larry Probst took
over the reins. EA also started to use a brand-specific structure
around this time, with the main publishing side of the company
re-branding to EA Games. The
EA Sports brand was retained for major
sports titles, the new
EA Sports Big label would be used for casual
sports titles with an arcade twist, and the full
Electronic Arts name
would be used for co-published and distributed titles.
In 2004, EA made a multimillion-dollar donation to fund the
development of game production curriculum at the University of
Southern California's Interactive Media Division. On February 1, 2006,
Electronic Arts announced that it would cut worldwide staff by 5
percent. On June 20, 2006 EA purchased Mythic Entertainment, who
are finished making Warhammer Online.
ESPN NFL 2K5 successfully grabbed market share away from
Madden NFL series during the 2004 holiday season, EA
responded by making several large sports licensing deals which include
an exclusive agreement with the NFL, and in January 2005, a 15-year
deal with ESPN. The
ESPN deal gave EA exclusive first rights to
ESPN content for sports simulation games. On April 11, 2005, EA
announced a similar, 6-year licensing deal with the Collegiate
Licensing Company (CLC) for exclusive rights to college football
Much of EA's success, both in terms of sales and with regards to its
stock market valuation, is due to its strategy of platform-agnostic
development and the creation of strong multi-year franchises. EA was
the first publisher to release yearly updates of its sports
franchises—Madden, FIFA, NHL, NBA Live, Tiger Woods, etc.—with
updated player rosters and small graphical and gameplay tweaks.
Recognizing the risk of franchise fatigue among consumers, EA
announced in 2006 that it would concentrate more of its effort on
creating new original intellectual property.
In September 2006,
Nokia and EA announced a partnership in which EA
becomes an exclusive major supplier of mobile games to
devices through the
Nokia Content Discoverer. In the beginning, Nokia
customers were able to download seven EA titles (Tetris,
The Sims 2, Doom, FIFA 06,
Tiger Woods PGA Tour 06
Tiger Woods PGA Tour 06 and FIFA Street 2)
on the holiday season in 2006. Rick Simonson is the executive vice
president and director of
Nokia and starting from 2006 is affiliated
John Riccitiello and are partners.
In February 2007, Probst stepped down from the CEO job while remaining
on the Board of Directors. His handpicked successor is John
Riccitiello, who had worked at EA for several years previously,
departed for a while, and then returned. Riccitiello previously
worked for Elevation Partners, Sara Lee and PepsiCo. In June 2007, new
John Riccitiello announced that EA would reorganize itself into
four labels, each with responsibility for its own product development
and publishing (the city-state model). The goal of the reorganization
was to empower the labels to operate more autonomously, streamline
decision-making, increase creativity and quality, and get games into
the market faster. This reorganization came after years of
consolidation and acquisition by EA of smaller studios, which some in
the industry blamed for a decrease in quality of EA titles. In 2008,
at the DICE Summit, Riccitiello called the earlier approach of "buy
and assimilate" a mistake, often stripping smaller studios of its
creative talent. Riccitiello said that the city-state model allows
independent developers to remain autonomous to a large extent, and
BioWare as examples of studios thriving under the new
Also, in 2007, EA announced that it would be bringing some of its
major titles to the Macintosh. EA has released Battlefield 2142,
Command & Conquer: Tiberium Wars, Crysis, Harry Potter and the
Order of the Phoenix,
Madden NFL 08, Need for Speed: Carbon and Spore
for the Mac. All of the new games have been developed for the
Macintosh using Cider, a technology developed by TransGaming that
enables Intel-based Macs to run Windows games inside a translation
layer running on Mac OS X. They are not playable on PowerPC-based
In October 2007, EA purchased Super Computer International, a
long-standing industry provider of game server hosting for development
studios, who were currently developing the new Playlinc software. A
week later they then purchased VG Holding Corp, the parent company of
BioWare and Pandemic Studios.
It was revealed in February 2008 that
Electronic Arts had made a
takeover bid for rival game company Take-Two Interactive. After its
initial offer of US$25 per share, all cash stock transaction offer was
rejected by the Take-Two board, EA revised it to US$26 per share, a
64% premium over the previous day's closing price and made the offer
known to the public. Rumours had been floating around the Internet
prior to the offer about Take-Two possibly being bought over by a
bigger company, albeit with
Viacom as the potential bidder. In
May 2008, EA announced that it will purchase the assets of Hands-On
Mobile Korea, a South Korean mobile game developer and publisher. The
company will become
EA Mobile Korea. In September 2008, EA dropped
its buyout offer of Take-Two. No reason was given.
Electronic Arts retired the
EA Sports Big label and replaced
EA Sports Freestyle, which would focus exclusively on casual
sports games, regardless of genre. The label was only used for 3 games
until being quietly retired.
As of November 6, 2008 it was confirmed that
Electronic Arts is
closing their Casual Label & merging it with their Hasbro
The Sims Label. EA also confirmed the departure
of Kathy Vrabeck, who was given the position as former president of
the EA Casual Division in May 2007. EA made this statement about the
merger: "We've learned a lot about casual entertainment in the past
two years, and found that casual gaming defies a single genre and
demographic. With the retirement and departure of Kathy Vrabeck, EA is
reorganizing to integrate casual games—development and
marketing—into other divisions of our business. We are merging our
Hasbro partnership, and Casual marketing organization
The Sims Label to be a new Sims and Casual Label, where there is
a deep compatibility in the product design, marketing and
demographics. [...] In the days and weeks ahead, we will make further
announcements on the reporting structure for the other businesses in
the Casual Label including EA Mobile, Pogo, Media Sales and Online
Casual Initiatives. Those businesses remain growth priorities for EA
and deserve strong support in a group that will compliment their
objectives." This statement comes a week after EA announced it was
laying off 6% about 600 of their staff positions and had a
US$310 million net loss for the quarter.
Due to the 2008 Economic Crisis,
Electronic Arts had a poorer than
expected 2008 holiday season, moving it in February 2009 to cut
approximately 1100 jobs, which it said represented about 11% of its
workforce. It also closed 12 of their facilities. Riccitiello, in a
conference call with reporters, stated that their poor performance in
the fourth quarter was not due entirely to the poor economy, but also
to the fact that they did not release any blockbuster titles in the
quarter. In the quarter ending December 31, 2008, the company lost
US$641 million. As of early May 2009, the subsidiary studio EA
Redwood Shores was known as Visceral Games. On June 24, 2009,
EA announced it will merge two of its development studios,
Mythic into one single role-playing video game and MMO development
powerhouse. The move will actually place Mythic under control of
Ray Muzyka and
Greg Zeschuk will be in direct control of
the new entity. By fall 2012, both Muzyka and Zeschuk had chosen
to depart the merged entity in a joint retirement
On November 9, 2009, EA announced its acquisition of social casual
Playfish for US$275 million. On the same day,
the company announced layoffs of 1500 employees, representing 17% of
its workforce, across a number of studios including EA Tiburon,
Visceral Games, Mythic and EA Black Box. Also affected were "projects
and support activities" that, according to Chief Financial Officer
Eric Brown "don't make economic sense", resulting in the shutdown
of popular communities such as Battlefield News at the Wayback Machine
(archived January 12, 2006) and the EA Community Team at the Wayback
Machine (archived February 5, 2009). These layoffs also led to the
complete shutdown of Pandemic Studios.
"Chillingo" redirects here. It is not to be confused with Chilango.
In October 2010, EA announced the acquisition of England-based iPhone
and iPad games publisher
Chillingo for US$20 million in cash.
Chillingo published the popular
Angry Birds for iOS and Cut the Rope
for all platforms, but the deal did not include those properties,
Cut the Rope
Cut the Rope became published by ZeptoLab, and
Angry Birds became
published by Rovio Entertainment.
On March 18, 2013, John Riccitello announced that he would be stepping
down as CEO and a member of the Board of Directors on March 30, 2013.
Larry Probst was also appointed executive chairman on the same
In April 2013, EA announced a reorganization which was to include
dismissal of 10% of their workforce, consolidation of marketing
functions which were distributed among the five label organizations,
and subsumption of Origin operational leadership under the President
of Labels. In May 2013, EA announced that they had partnered
Disney to release
Star Wars games from 2013 to 2023 exclusively.
EA's subsidiaries including BioWare, DICE, Visceral Games, Motive
Studios, Capital Games and external developer Respawn Entertainment,
were responsible in creating new video games set in the Star Wars
universe. Andrew Wilson was appointed the CEO of EA. In
April 2015, EA announced that it would be shutting down various
free-to-play games in July of that year, including Battlefield Heroes,
Battlefield Play4Free, Need for Speed: World, and FIFA World.
During E3 2015, vice president of the company, Patrick Söderlund,
announced that the company will start investing more on smaller titles
such as Unravel so as to broaden the company's portfolio. On
December 10, 2015, EA announced a new division called Competitive
Gaming Division, which focuses on creating competitive game experience
ESports events. It was once headed by Peter Moore.
In May 2016,
Electronic Arts announced that they had formed a new
internal division called Frostbite Labs. The new department
specializes in creating new projects for virtual reality platforms,
and "virtual humans". The new department is located in
In October 2017, EA announced the closure of Visceral Games. Shortly
afterwards, the publisher announced they were acquiring Respawn
Entertainment, with the deal completing in December 2017.
In January 2018, EA announced eMLS, a new competitive league for EA
FIFA 18 through its Competitive Gaming Division (CGD) and
MLS. That same month, EA teamed up with
Disney XD in a
multi-year pact to broadcast
Madden NFL competitive matches across the
world through its Competitive Gaming Division arm.
Electronic Arts company structure
EA is headed by chairman
Larry Probst and CEO Andrew Wilson. Many have
attributed former CEO John Riccitiello's success in leading EA to his
passion as a gamer.
Electronic Arts has four main labels
(divisions), with numerous studios falling under each one.
EA Worldwide Studios
Formerly EA Games, Home to the largest number of studio and
development teams, this label is responsible for action-adventure,
role playing, racing and combat games, marketed under the EA brand. In
addition to traditional packaged-goods games, EA Worldwide Studios
also develops massively multiplayer online role-playing games. Led by
EA Digital Illusions CE
EA Digital Illusions CE (formerly Digital Illusions Creative
DICE Los Angeles
EA BioWare—focuses on creating multiplatform, role-playing, MMO and
strategy games. Includes
Main article: EA Sports
Publishes all the realistic, casual, and freestyle sports-based titles
from EA, including FIFA Football, Madden NFL, Fight Night, NBA Live,
NCAA Football, Cricket,
NCAA March Madness, Tiger Woods PGA Tour, NHL
Hockey, NASCAR and Rugby. Led by Patrick Söderlund.
EA Tiburon (Florida)
EA Canada (Burnaby)
Main article: EA Maxis
The Sims series, EA
Maxis develops and markets
life-simulation games and online communities. The label is
headquartered at EA's campus in Redwood Shores. Maxis' original studio
in Emeryville was closed in March 2015 and the
EA Salt Lake
EA Salt Lake studio was
closed in April 2017. The studio now sits under the leadership of the
SVP of EA Mobile. The label had previously been renamed EA Play.
The Sims Studio
EA All Play
Includes original EA and partner franchises like The Simpsons, Tetris,
SCRABBLE, MONOPOLY, World Series of Poker, Real Racing, Ultima, as
well as online games for the
Pogo.com online service.
EA Competitive Gaming Division
EA Competitive Gaming Division (CGD) founded in 2015 by Peter Moore
and currently headed by Todd Sitrin, is the group dedicated on
enabling global eSports competitions on EA's biggest franchises
including FIFA, Madden NFL, Battlefield and more. The CGD will be
built around three core pillars:
Competition – To create highly-engaging competitive experiences with
games, officially supported by Electronic Arts.
Community – To celebrate, connect and grow community of players
across all levels of expertise.
Entertainment – To develop live events and broadcasting that bring
the spectacle of competition to millions of people around the world.
The Search for Extraordinary Experiences Division (SEED) was revealed
Electronic Entertainment Expo 2017
Electronic Entertainment Expo 2017 as a technology research
division and incubator, using tools like deep learning and neural
networks to bring in player experiences and other external factors to
help them with developing more immersive narratives and games.
SEED has offices in
Los Angeles and Stockholm.
Edmonton, Alberta, Canada
Edmonton, Alberta, Canada and
Austin, Texas founded in
February 1995, acquired October 2007 from Elevation Partners.
Chillingo in Macclesfield, England
Criterion Games in Guildford,
England founded as Criterion Software in
1993, acquired in August 2004.
Baton Rouge (formerly North American Testing Center) in Baton
Rouge, Louisiana, opened in September 2008.
EA Canada in Burnaby, British Columbia, started in January 1983.
EA Casual Entertainment
EA China in Shanghai, China
EA Deutschland in Cologne, Germany
EA DICE in Stockholm, Sweden, founded in 1992, acquired in 2005.
EA France in Lyon, France
EIS (European Integration Studio) in Madrid, Spain
EA India, Noida, India
EA Japan, Tokyo, Japan
EA Mobile Japan Studio, Tokyo, Japan
EA Kitchener in Kitchener, Ontario, Canada
EA Brazil in São Paulo, Brazil
Spearhead in Seoul, South Korea, founded in 1998 as EA Korea.
DICE Los Angeles
DICE Los Angeles in Los Angeles, California, founded as DreamWorks
Interactive LLC in 1995, acquired in 2000.
Romania in Bucharest, Romania, founded as JAMDAT Mobile
2005, acquired in 2006.
EA Russia in Moscow, Russia, translate in Russian
EA Mobile in Los Angeles, California
EA Montreal in Montreal, Quebec,
Canada started in 2004.
EA San Francisco in Embarcadero, San Francisco
EA Singapore in Singapore
EA Tiburon in
Maitland, Florida founded as Tiburon Entertainment in
1994, acquired in 1998.
Ghost Games in Gothenburg, Sweden, Guildford,
England and Bucharest,
Romania, founded as EA
Gothenburg in 2011, rebranded in 2012.
Motive Studios in Montreal, Quebec,
Canada started in 2015.
PopCap Games in
Seattle, Washington acquired in 2011.
The Sims Studio in
Redwood City, California
Redwood City, California founded in 2006.
Uprise (formerly ESN) in Uppsala, Sweden, founded in 2002, acquired in
EA Capital Games (formerly KlickNation, then
California founded in 2008, specialised in creating
mobile games, acquired in 2011.
Frosbite Labs, started in 2016.
Respawn Entertainment in Sherman Oaks, California, acquired in 2017.
Original HQ in San Mateo, California, moved to Redwood City in 1998.
Bullfrog Productions in Guildford, England, founded in 1987, acquired
in 1995, merged with
EA UK and effectively closed in 2001.
Creative Wonders (Joint Venture between EA and the ABC): Founded in
1994, sold to
Mattel Interactive in 1999.
Baltimore in Baltimore, Maryland, established in 1996 as part of
Origin, closed in 2000
Seattle in Seattle, Washington, founded in 1982 as Manley &
Associates, acquired January 29, 1996, closed in 2002
Maxis in Walnut Creek, California, founded in 1987, acquired in June
1997, folded into Redwood Shores (now Visceral Games) in 2004.
Westwood Studios in Las Vegas, Nevada, founded in 1987, acquired from
Virgin Interactive Entertainment in August 1998, merged into EA Los
Angeles in 2003.
EA Pacific (known previously as Burst Studios and Westwood Pacific) in
Irvine, California, formerly part of Virgin Interactive, Founded in
1995, acquired with Westwood and
Virgin Interactive USA in 1998,
closed in 2003
Easy Studios in Stockholm, Sweden. Founded in 2008 developing PC games
for EA's new Play4Free series. Merged to DICE, after the shutdown of
Play4Free series in 2015.
Kesmai (known also as GameStorm), founded in 1981, acquired in 1999,
closed in 2001.
Canada in London, Ontario, started in 1998, acquired DICE fully
October 2, 2006; closed DICE
Canada studio hours later.
EA UK in Chertsey, England, moved to
EA Bright Light
EA Bright Light in Guildford.
EA Chicago in Hoffman Estates, Illinois, founded in 1990 as NuFX,
acquired in 2004, closed November 6, 2007.
Pandemic Studios in Los Angeles,
California and Brisbane, Queensland,
Australia, founded in 1998, acquired October 2007 from Elevation
Partners, closed November 17, 2009.
EA Bright Light, in Guildford, England, formerly EA UK, closed in
EA Black Box
EA Black Box in Burnaby, Canada, founded in 1998, acquired in 2002,
closed on April 2013.
EA Mobile Brazil in São Paulo, Brazil, closed in 2013.
EA Phenomic in Ingelheim, Germany, founded as Phenomic Game
Development in 1997, acquired August 2006 and closed down in 2013.
Playfish in London, England, acquired in 2009, closed down in 2013.
EA North Carolina in Morrisville, North Carolina, closed in 2013
Victory Games in Los Angeles, California, also has offices in Austin,
Texas and Shanghai, China; founded in 2010 and closed down in 2013 as
Mythic Entertainment in Fairfax, Virginia, founded as Interworld
Productions in 1995, acquired in June 2006 and closed down in May
Maxis in Emeryville, California, founded in 1987, acquired in July
1997, and closed down in March 2015.
Origin Systems in
Austin, Texas founded in 1983, acquired in 1992,
closed in 2004.
Waystone was disbanded in November 2014.
EA Salt Lake
EA Salt Lake in Salt Lake City, Utah, founded as Headgate Studios,
founded in 1992, acquired December 2006. Closed in April 2017.
BioWare in Montreal, Quebec, Canada, founded in March 2009, merged
Motive Studios in August 2017.
Visceral Games in Redwood City, California, also has an office in
Shanghai, China; founded as EA Redwood Shores in 1998. Closed in
EA Sports: Publish sports titles, founded in 1991.
EA Kids: A label for educational titles from 1993 to 1996, was later
absorbed into Creative Wonders.
Electronic Arts Studios: was used for some PlayStation, Saturn and 3DO
games from 1995 to 1997.
EA Sports BIG: Introduced in 2000, and used for arcade-styled extreme
sports titles. Was replaced with
EA Sports Freestyle in 2008
EA Sports Freestyle: Introduced in 2008, and was used for casual
sports titles. Quietly discontinued in mid 2009.
Partnership and initiatives
EA Partners program (2007–2017)
The EA Partners co-publishing program was dedicated to publishing and
distributing games developed by third-party developers. Notable
publishing/distribution agreements include:
Alice: Madness Returns – Spicy Horse
APB – Realtime Worlds
Brütal Legend – Double Fine Productions
Bulletstorm – Epic Games
Crysis series – Crytek
DeathSpank – Hothead Games
Fuse – Insomniac Games
Hellgate: London – Flagship Studios
Kingdoms of Amalur: Reckoning – 38 Studios, Big Huge Games
Rock Band series –
The Secret World
The Secret World – Funcom
Shadows of the Damned
Shadows of the Damned – Grasshopper Manufacture
Shank series – Klei Entertainment
Syndicate – Starbreeze Studios
Warp – Trapdoor
EA Originals program (2017–present)
EA Originals is a program within
Electronic Arts to help support
independently-developed video games. The program was announced at EA's
press event at the 2016 E3 Conference, and builds upon the success
they had with Unravel by Coldwood Interactive in 2015. The first game
to be supported under this program is Fe by Zoink, with plans for
release in 2018. It was followed by A Way Out by Hazelight
Studios and eventually
Sea of Solitude by Jo-Mei Games.
Games by Electronic Arts
Main article: List of
Electronic Arts games
Some of the most notable and popular games of video game history have
been published by EA, and many of these are listed below. Though EA
published these titles, they did not always develop them; some were
developed by independent game development studios. EA developed their
first internally developed game in 1987.
Pinball Construction Set
Pinball Construction Set (1983) by Bill Budge
M.U.L.E. (1983) by
Dan Bunten and Ozark Softscape
Archon: The Light and the Dark (1983) by
Paul Reiche III
Paul Reiche III and Free Fall
The Bard's Tale (1985) by Interplay Productions
Skate or Die!
Skate or Die! (1987), EA's first internally developed title
Madden NFL series (1988–present)
Populous (1989) by Bullfrog which EA acquired in 1995
Wing Commander series (1993–2007, previous games published
Desert Strike: Return to the Gulf (1992) by EA's High Score Production
FIFA series (1993–present)
Dungeon Keeper series (1997–2014)
Ultima series (1999–2013)
Command & Conquer series (1995–2013)
SimCity series (1999–present) by Maxis
Medal of Honor series (1999–2012) by DICE Los Angeles
Need for Speed
Need for Speed series (1994–present)
James Bond series (1999–2005)
The Sims series (2000–present) by
The Sims Studio (2006–present)
SSX series (2000–2013) by EA Canada
Battlefield series (2002–present) by
EA Digital Illusions CE
EA Digital Illusions CE AB
Crysis series (2007–2013) by Crytek
Rock Band series (2007–2010) by Harmonix
Spore series (2008–present) by Maxis
Army of Two series (2008–2013) by EA Montreal
Dead Space series (2008–2013) by Visceral Games
Mirror's Edge series (2008–present) by
EA Digital Illusions CE
EA Digital Illusions CE AB
Dragon Age series (2009–present) by BioWare
Mass Effect series (2008–present) by BioWare
Dante's Inferno (2010) by Visceral Games
Star Wars: The Old Republic (2011) by BioWare
EA Sports UFC (2014–present) by EA Canada
Titanfall series (2014–present) by Respawn Entertainment
Star Wars Battlefront series (2015–present) by EA Digital Illusions
Microsoft Windows, PlayStation 4, Xbox One)
Need for Speed: Edge (
Sea of Solitude (
Microsoft Windows, PlayStation 4, Xbox One)
Criticism and controversy
Studio acquisition and management practices
See also: List of acquisitions by Electronic Arts
During its period of fastest growth, EA was often criticized for
buying smaller development studios primarily for their intellectual
property assets, and then producing drastically changed games of their
franchises. For example, Origin-produced Ultima VIII: Pagan and Ultima
IX: Ascension were developed quickly under EA's ownership, over the
protests of Ultima creator Richard Garriott, and these two are
widely considered to be sub-par compared to the rest of the
In early 2008, CEO
John Riccitiello acknowledged that this practice by
EA was wrong and that the company now gives acquired studios greater
autonomy without "meddling" in their corporate culture.
John D. Carmack
John D. Carmack of id Software said that EA is no longer the
I'll admit that, if you asked me years ago, I still had thoughts that
EA was the Evil Empire, the company that crushes the small studios...
I'd have been surprised, if you told me a year ago that we'd end up
with EA as a publisher. When we went out and talked to people,
especially EA Partners people like Valve, we got almost uniformly
positive responses from them.
Like other EA Partners, such as Harmonix/
MTV Games, Carmack stressed
that EA Partners deal "isn't really a publishing arrangement. Instead,
they really offer a menu of services—Valve takes one set of things,
Crytek takes a different set, and we're probably taking a third
EA was criticized for shutting down some of its acquired studios after
they released poorly-performing games (for instance, Origin).
Though, in some of the cases, the shutdown was merely a reformation of
teams working at different small studios into a single studio.
In the past,
Magic Carpet 2
Magic Carpet 2 was rushed to completion over the
objections of designer
Peter Molyneux and it shipped during the
holiday season with several major bugs. Studios such as Origin and
Bullfrog Productions had previously produced games attracting
significant fanbases. Many fans also became annoyed that their
favorite developers were closed down, but some developers, for example
the EALA studio, have stated that they try to carry on the legacy of
the old studio (Westwood Studios). Once EA received criticism from
labor groups for its dismissals of large groups of employees during
the closure of a studio. However, later, it was confirmed that layoffs
were not heavily confined to one team or another, countering early
rumors that the teams were specifically targeted—countering the
implication that the under performance of certain games might have
been the catalyst.
EA was once criticized for the acquisition of 19.9 percent of shares
of its competitor Ubisoft, a move that Ubisoft's then spokesperson
initially described as a "hostile act". However,
Ubisoft CEO Yves
Guillemot later indicated that a merger with EA was a possibility,
stating, "The first option for us is to manage our own company and
grow it. The second option is to work with the movie industry, and the
third is to merge." However, in July 2010, EA elected to sell its
reduced 15 percent share in Ubisoft. That share equated to roughly
€94 million (US$122 million).
Treatment of employees
Electronic Arts was criticized for employees working
extraordinarily long hours, up to 100 hours per week, as a routine
practice rather than occasionally to meet critical goals such as
release of a major new product. The publication of the
EA Spouse blog,
with criticisms such as "The current mandatory hours are 9 a.m.
to 10 p.m.—seven days a week—with the occasional Saturday
evening off for good behavior (at 6:30 PM)." The company has
since settled a class action lawsuit brought by game artists to
compensate for unpaid overtime. The class was awarded
US$15.6 million. As a result, many of the lower-level developers
(artists, programmers, producers, and designers) are now working at an
hourly rate. A similar suit brought by programmers was settled for
Since these criticisms first aired, it has been reported that EA has
taken steps to address work-life balance concerns by focusing on
long-term project planning, compensation, and communication with
employees. These efforts accelerated with the arrival of John
Riccitiello as CEO in February 2007. In December 2007, an internal EA
employee survey showed a 13% increase in employee morale and a 21%
increase in perception of management recognition over a three-year
In May 2008, "EA Spouse" blog author Erin Hoffman, speaking to
videogame industry news site Gamasutra, stated that EA had made
significant progress, but may now be falling into old patterns again.
Hoffman said that "I think EA is tremendously reformed, having made
some real strong efforts to get the right people into their human
resources department", and "I've been hearing from people who have
gotten overtime pay there and I think that makes a great deal of
difference. In fact, I've actually recommended to a few people I know
to apply for jobs there", but she also said she has begun to hear
"horror stories" once again.
For 2006, the games review aggregation site
Metacritic gives the
average of EA games as 72.0 (out of 100); 2.5 points behind Nintendo
(74.5) but ahead of the other first-party publishers
and Sony (71.2). The closest third-party publisher is Take-Two
Interactive (publishing as
2K Games and Rockstar Games) at 70.3. The
remaining top 10 publishers (Sega, THQ, Ubisoft, Activision, Square
Enix) all rate in the mid 60s. Since 2005, EA has published eight
games that received "Universal Acclaim" in at least one platform
Metacritic score 90 or greater): Battlefield 2, Crysis, Rock Band,
FIFA 12, FIFA 13,
Mass Effect 2,
Mass Effect 3, and Dragon Age:
EA's aggregate review performance had shown a downward trend in
quality over recent years and was expected to affect market shares
during competitive seasons. Pacific Crest Securities analyst Evan
Wilson had said, "Poor reviews and quality are beginning to tarnish
the EA brand. According to our ongoing survey of GameRankings.com
aggregated review data, Electronic Arts' overall game quality
continues to fall... Although market share has not declined
dramatically to date, in years such as 2007, which promises to have
tremendous competition, it seems likely if quality does not
EA had also received criticism for developing games that lack
innovation vis-à-vis the number of gaming titles produced under the
EA brand that show a history of yearly updates, particularly in their
sporting franchises. These typically retail as new games at full
market price and feature only updated team rosters in addition to
incremental changes to game mechanics, the user interface, and
graphics. One critique compared EA to companies like
concluded that EA's innovation in new and old IPs "Crawls along at a
snail's pace," while even the company's own CEO, John
Riccitiello, acknowledged the lack of innovation seen in the industry
generally, saying, "We're boring people to death and making games that
are harder and harder to play. For the most part, the industry has
been rinse-and-repeat. There's been lots of product that looked like
last year's product, that looked a lot like the year before." EA has
announced that it is turning its attention to creating new game IPs in
order to stem this trend, with recently acquired and critically
BioWare and Pandemic would be contributing to this
process. In 2012, EA’s games were ranked highest of all
large publishers in the industry, according to Metacritic.
On December 19, 2013, EA was hit with a class action lawsuit over the
bugs in the
Battlefield 4 DLC. EA issued a statement regarding the
various issues and bugs of the game and promised players that these
issues would be fixed before the launch of the next generation
consoles. This was not the case as players on both the PlayStation 4
Xbox One had the same problems. The problems were so severe that
they made certain parts of the game unplayable due to campaign save
files being corrupted and players being unable to start or join
multiplayer servers. Players expressed their outrage on the forums of
Battlelog, EA Answers HQ and social news sites such as Reddit. EA
DICE responded by apologizing for the bugs and promising that they
would halt all production of the release of new DLC packages until
they fixed the various problems.
Sports licensing and exclusivity
On June 5, 2008, a lawsuit was filed in Oakland,
Electronic Arts is breaking
United States anti-trust laws by signing
exclusive contracts with the NFL Players Association, the
Arena Football League, to use players' names, likenesses and team
logos. This keeps other companies from being able to sign the same
agreements. The suit further accuses EA of raising the price of games
associated with these licenses as a result of this action. In an
interview with GameTap, Peter Moore said it was the NFL that sought
the deal. "To be clear, the NFL was the entity that wanted the
exclusive relationship. EA bid, as did a number of other companies,
for the exclusive relationship", Moore said. "It wasn't on our behest
that this went exclusive... We bid and we were very fortunate and
lucky and delighted to be the winning licensee." While EA argued
the player's likenesses was incidentally used, this was rejected by
United States Courts of Appeals in 2015. A further appeal to
US Supreme Court
US Supreme Court was unsuccessful. In June 2016, EA settled
Jim Brown for $600,000.
On September 26, 2013, EA settled a series of wide-ranging class
action lawsuits filed by former
NCAA players accusing EA and others of
unauthorized use of player likenesses in their football and basketball
games. EA settled the lawsuit for an undisclosed amount. The
settlement is reported to be around $40 million, to be paid to between
200,000 and 300,000 players.
EULA and DRM
In the September 2008 release of EA's game
Spore it was revealed that
the DRM scheme included a program called
SecuROM and a lifetime
machine-activation limit of three (3) instances. A huge public outcry
over this DRM scheme broke out over the Internet and swarmed
Amazon.com with one-star ratings and critical reviews of the game in
order to get EA to "pay attention to their consumers". This DRM
scheme, which was intended to hinder the efforts of infringers to
illegally use and distribute EA software, instead mainly affected
paying customers, as the game itself was copied and distributed well
before release. On September 13, 2008, it was announced (by
TorrentFreak's statistics) that
Spore was the most torrented game ever
with over half a million illegal downloads within the first week of
release. In response to customer reaction, EA officially
announced its release of upcoming Command & Conquer: Red Alert 3
would increase the installation limit to 5 rather than 3.
On September 22, 2008, a global class action lawsuit was filed against
EA regarding the DRM in Spore, complaining about EA not disclosing the
SecuROM in the game manual, and addressing how SecuROM
runs with the nature of a rootkit, including how it remains on the
hard drive even after
Spore is uninstalled. On October
14, 2008, a similar class action lawsuit was filed against EA for the
inclusion of DRM software in the free demo version of the Creature
On March 31, 2009, EA released a "De-Authorization Management Tool"
that allows customers who have installed games containing the SecuROM
activation scheme to "de-authorize" a computer, freeing up one of the
five machine "slots" to be used on another machine.
On June 24, 2009, EA announced a change in its approach to preventing
copyright infringement of PC games. While eliminating the DRM that
uniquely identifies a machine, the plan described a replacement with a
traditional CD-key check. With an emphasis on downloaded content, the
plan moved toward software as a service. In 2013, EA received
criticism regarding its persistent online authentication system as
implemented in the
In 2009, EA arranged a fake protest outside the Electronic
Entertainment Expo to draw attention to the game Dante's Inferno.
Christian protestors bore placards objecting to the game's
themes involving hell and damnation, and it was not clear until
several days later that the event had been staged. Several Christian
bloggers criticized the event for perpetuating negative stereotypes
A 2011 advertising campaign for
Dead Space 2
Dead Space 2 featured older women
reacting negatively to the game with the campaign slogan "Your mom
hates Dead Space 2". Two hundred women had been selected for their
conservative values and lack of familiarity with video games, and
their reactions to a screening of the game were featured in EA's web
and TV advertisements. The campaign was at first admired, but
soon described as sexist and ageist, with some claiming that it was
reinforcing outdated stereotypes against female and older
gamers. As of 2010, 40% of video game players were
women and the average game player was 34 years old.
On February 24, 2011, the
Extra Credits team (at the time on The
Escapist) published the episode "An Open Letter to EA Marketing",
denouncing Electronic Arts' marketing decisions for the Dante's
Inferno, Medal of Honor and
Dead Space 2
Dead Space 2 releases. They argue that
EA's decisions to hire fake protesters and market games solely on
shock value, while neglecting to defend the Medal of Honor on a First
Amendment basis for letting the player play as the Taliban, have been
hurtful to the gaming industry. They also argue that the
advertisements are counterproductive to Electronic Arts' wishes to
elevate games to an art medium as demonstrated in the 1980s Electronic
Arts ad 'Can a Computer Make You Cry?'.
Mass Effect 3's ending was poorly received by both critics and fans
due to the inconsistencies between statements by
BioWare staff during
the game's development and the form the endings ultimately
took. Displeased by the ending, one player took
his complaint to the Federal Trade Commission, the agency created to
protect consumers. His argument was that
BioWare did not deliver on
the promise of its game, saying the end product did not match with the
advertising campaign and PR interviews for the game. The U.S.
Better Business Bureau
Better Business Bureau also responded to the controversy, supporting
claims by fans that
BioWare falsely advertised the player's "complete"
control over the game's final outcome. The United Kingdom's
Advertising Standards Authority disagreed, ruling that EA and BioWare
were not guilty of false advertisement since the endings were
"thematically quite different", and the choices and readiness rating
reflected in the ending content were significant enough to avoid
actionable misleading of consumers under existing law.
Reddit administrator /u/Sporkicide and the user
/u/Unwanted_Commentary, who is a former moderator of
/r/StarWarsBattlefront—a subreddit devoted to the 2015 Star Wars
Battlefront—moderators removed posts critical of the game at the
direction of EA personnel in exchange for pre-release access to the
See also: Gender representation in video games § Portrayal of
EA has been noted for its inclusion of LGBT characters in games, and
was among the companies given a perfect LGBT workplace score by the
Human Rights Campaign
Human Rights Campaign in 2014.
The positive portrayals of LGBT characters in games by EA subsidiary
BioWare have motivated fan support and also backlash. The company
claimed that several employees involved in
Dragon Age II received hate
mail and threats following its release.
BioWare lead writer
David Gaider responded to a fan upset by the game's bisexual romances,
denying the fan's ability to speak for all straight male gamers and
writing, "the person who says that the only way to please them is to
restrict options for others is, if you ask me, the one who deserves it
Over the years from 2006 through 2012, various quotes both truly and
falsely attributed to
BioWare writer Jennifer Hepler were circulated
online by fans who considered her emblematic of their complaints.
After one quote from a 2006 interview was used to link Hepler with
unpopular changes to
Dragon Age II's combat systems, Hepler was
harassed by telephone and online. The issue tapped into
longstanding discontent over games being simplified to appeal to
broader audiences. Backlash was also related to Hepler's writing
for Anders, the character that prompted the "straight male gamer"
complaint. According to Susana Polo in The Mary Sue,
Hepler's gender may have intensified the harassment she experienced,
but it was more directly the result of her being scapegoated for EA's
pivot towards casual gamers.
EA refused to abandon plans to add gay romances to Star Wars: The Old
Republic that were opposed by the Family Research Council. An
online petition gathered more than 60,000 signatures in support of
EA's decision before the petition became compromised by automated spam
signatures. The automated signatures were discovered by Reddit
4chan users, who accused EA of using the issue to link broader
criticism of EA with homophobia. When eventually added to the
game, the same-sex romances were ridiculed for being confined to a
single "gay planet".
The Consumerist rating as "Worst Company in America"
In April 2012,
The Consumerist awarded EA with the title of "Worst
Company in America" along with a ceremonial Golden Poo trophy.
The record-breaking poll drew in more than 250,000 votes and saw EA
beating out such regulars as AT&T and Walmart. The final round of
voting pitted EA against Bank of America. EA won with 50,575 votes or
64.03%. This result came in the aftermath of the
Mass Effect 3
ending controversy which several commentators viewed as a significant
contribution to EA's win in the poll. Other explanations
include use of day-one DLC and EA's habit of acquiring smaller
developers to squash competition. EA spokesman John Reseburg
responded to the poll by saying, "We're sure that bank presidents,
oil, tobacco and weapons companies are all relieved they weren't on
the list this year. We're going to continue making award-winning games
and services played by more than 300 million people
In April 2013, EA won The Consumerist's poll for "Worst Company in
America" a second time, consecutively, becoming the first company to
do so. Games mentioned in the announcement included the critically
Mass Effect 3 for its ending,
Dead Space 3
Dead Space 3 for its use
of micro transactions, and the more recent
SimCity reboot due to its
poorly handled launch. Additionally, poor customer support, "nickel
and diming", and public dismissiveness of criticisms were also given
as explanations for the results of the poll. The Consumerist
summarized the results by asking, "When we live in an era marked by
massive oil spills, faulty foreclosures by bad banks, and rampant
consolidation in the airline and telecom industry, what does it say
about EA’s business practices that so many people have — for the
second year in a row — come out to hand it the title of Worst
Company in America?"
When asked about the poll by VentureBeat, Frank Gibeau, President of
EA Labels, responded "we take it seriously, and want to see it change.
In the last few months, we have started making changes to the business
practices that gamers clearly don’t like." Gibeau attributes
the elimination of online passes, the decision to make
The Sims 4 a
single-player, offline experience, as well as the unveiling of more
new games to the shift in thinking. "The point is we are listening,
and we are changing," Gibeau said.
In November 2017,
Star Wars Battlefront II's loot box system caused
controversy over monetization. During the beta trials, EA introduced a
loot box monetization system criticized as giving substantial benefits
to players who purchased them with real money. One
garnered a response from an EA community manager. That response was
widely criticized by readers and received over 670,000 downvotes, more
than any post in the history of Reddit.
After a massive gamer outcry, EA responded to the issue in escalating
attempts to rebalance the in-game reward progression and, when
complaints continued, temporarily disabled the ability to purchase
loot boxes with real money entirely. It was alleged that the Star
Wars rights holder, the Walt
Disney Company, requested EA take that
The outcry had a reverberating effect on other EA titles with
similarly-styled loot box systems, such as Need for Speed
Payback. It also had an effect on the games industry as a whole,
with several politicians, particularly Hawaii representative Chris
Lee, and related agencies making statements on loot boxes being a form
of gambling needing regulation.
In 2013, EA released Dungeon Keeper Mobile leading to a controversy
that the game was designed to manipulate store ratings. The game would
prompt users to rate it, with 5-star ratings claiming it would support
the game with free updates. When the user selected ratings less than
5, the game did not actually register the rating with the store front,
instead sending an email. This led to accusations of EA fraudulently
manipulating the game's rating system and its subsequent score on
San Francisco Bay Area portal
History of video games
Electronic Arts games
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Wikimedia Commons has media related to Electronic Arts.
Business data for Electronic Arts, Inc.: Google Finance
Larry Probst (Executive Chairman)
Andrew Wilson (CEO)
Patrick Söderlund (EVP)
John Schappert (video game executive)
Neil Young (video game executive)
DICE Los Angeles
European Integration Studio
The Sims Studio
EA Black Box
EA Bright Light
EA Salt Lake
EA Sports Big
Army of Two
Command & Conquer
Medal of Honor
Need for Speed
Plants vs. Zombies
Star Wars: Battlefront
List of acquisitions
Companies of the
21st Century Fox
American Airlines Group
Automatic Data Processing
Cadence Design Systems
J. B. Hunt
J. B. Hunt Transport Services
Maxim Integrated Products
O'Reilly Auto Parts
Sirius XM Holdings
Walgreens Boots Alliance
Sim video games
Streets of SimCity
The Sims 2
The Sims 3
The Sims 4
Pirates and Nobles
Sim Theme Park
Sid Meier's SimGolf
The Sims Carnival
The Tower SP
Raid on Bungeling Bay
Major video game companies
Annual revenue of over US$1 billion as of 2017
Bandai Namco Entertainment
Google Play Games
GungHo Online Entertainment
Nippon Ichi Software
Sony Interactive Entertainment
Warner Bros. Interactive Entertainment
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