Filed On 5/23/08 5:27pm ET · SEC File 0-17948 · Accession Number 891618-8-290
As Of Filer Filing As/For/On Docs:Pgs Issuer Agent
5/23/08 Electronic Arts Inc 10-K 3/31/08 8:229 Bowne of Palo Alto/FA
Document/Exhibit Description Pages Size
1: 10-K Annual Report HTML 1,200K
2: EX-10.60 Material Contract HTML 38K
3: EX-21.01 Subsidiaries of the Registrant HTML 38K
4: EX-23.01 Consent of Experts or Counsel HTML 7K
5: EX-31.1 Certification per Sarbanes-Oxley Act (Section 302) HTML 11K
6: EX-31.2 Certification per Sarbanes-Oxley Act (Section 302) HTML 11K
7: EX-32.1 Certification per Sarbanes-Oxley Act (Section 906) HTML 6K
8: EX-32.2 Certification per Sarbanes-Oxley Act (Section 906) HTML 6K
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- Alternative Formats (Word, et al.)
- Business
- Certain Relationships and Related Transactions, and Director Independence
- Changes in and Disagreements with Accountants on Accounting on Financial Disclosure
- Consolidated Balance Sheets as of March 31, 2008 and 2007
- Consolidated Statements of Cash Flows for the Years Ended March 31, 2008, 2007 and 2006
- Consolidated Statements of Operations for the Years Ended March 31, 2008, 2007 and 2006
- Consolidated Statements of Stockholders Equity and Comprehensive Income (Loss) for the Years Ended March 31, 2008, 2007 and 2006
- Controls and Procedures
- Directors, Executive Officers and Corporate Governance
- Executive Compensation
- Exhibit Index
- Exhibits, Financial Statement Schedules
- Financial Statements and Supplementary Data
- Item 1
- Item 10
- Item 11
- Item 12
- Item 13
- Item 14
- Item 15
- Item 1A
- Item 1B
- Item 2
- Item 3
- Item 4
- Item 5
- Item 6
- Item 7
- Item 7A
- Item 8
- Item 9
- Item 9A
- Item 9B
- Legal Proceedings
- Management s Discussion and Analysis of Financial Condition and Results of Operations
- Market for Registrant s Common Equity, Related Stockholder Matters and Issuer Purchases of Equity Securities
- Notes to Consolidated Financial Statements
- Other Information
- Part I
- Part Ii
- Part Iii
- Part Iv
- Principal Accounting Fees and Services
- Properties
- Quantitative and Qualitative Disclosures About Market Risk
- Reports of Independent Registered Public Accounting Firm
- Risk Factors
- Schedule II Valuation and Qualifying Accounts
- Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters
- Selected Financial Data
- Signatures
- Submission of Matters to a Vote of Security Holders
- Table of Contents
- Unresolved Staff Comments
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| 1 | 1st Page - Filing Submission
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| " | Table of Contents
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| " | Part I
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| " | Item 1
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| " | Business
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| " | Item 1A
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| " | Risk Factors
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| " | Item 1B
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| " | Unresolved Staff Comments
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| " | Item 2
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| " | Properties
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| " | Item 3
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| " | Legal Proceedings
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| " | Item 4
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| " | Submission of Matters to a Vote of Security Holders
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| " | Part Ii
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| " | Item 5
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| " | Market for Registrant s Common Equity, Related Stockholder Matters and Issuer Purchases of Equity Securities
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| " | Item 6
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| " | Selected Financial Data
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| " | Item 7
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| " | Management s Discussion and Analysis of Financial Condition and Results of Operations
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| " | Item 7A
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| " | Quantitative and Qualitative Disclosures About Market Risk
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| " | Item 8
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| " | Financial Statements and Supplementary Data
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| " | Consolidated Balance Sheets as of March 31, 2008 and 2007
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| " | Consolidated Statements of Operations for the Years Ended March 31, 2008, 2007 and 2006
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| " | Consolidated Statements of Stockholders Equity and Comprehensive Income (Loss) for the Years Ended March 31, 2008, 2007 and 2006
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| " | Consolidated Statements of Cash Flows for the Years Ended March 31, 2008, 2007 and 2006
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| " | Notes to Consolidated Financial Statements
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| " | Reports of Independent Registered Public Accounting Firm
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| " | Item 9
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| " | Changes in and Disagreements with Accountants on Accounting on Financial Disclosure
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| " | Item 9A
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| " | Controls and Procedures
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| " | Item 9B
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| " | Other Information
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| " | Part Iii
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| " | Item 10
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| " | Directors, Executive Officers and Corporate Governance
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| " | Item 11
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| " | Executive Compensation
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| " | Item 12
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| " | Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters
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| " | Item 13
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| " | Certain Relationships and Related Transactions, and Director Independence
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| " | Item 14
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| " | Principal Accounting Fees and Services
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| " | Part Iv
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| " | Item 15
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| " | Exhibits, Financial Statement Schedules
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| " | Signatures
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| " | Schedule II Valuation and Qualifying Accounts
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| " | Exhibit Index
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This is an EDGAR HTML document rendered as filed. [ Alternative Formats ]
UNITED STATES SECURITIES AND
EXCHANGE COMMISSION
Washington, D.C.
20549
Form 10-K
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ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934
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OR
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TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE
SECURITIES EXCHANGE ACT OF 1934
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For the transition period
from to
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ELECTRONIC ARTS INC.
(Exact name of registrant as
specified in its charter)
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Delaware
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94-2838567
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(State or other jurisdiction
of
incorporation or organization)
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(I.R.S. Employer
Identification No.)
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209 Redwood Shores Parkway
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94065
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Redwood City, California
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(Zip Code)
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(Address of principal executive
offices)
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Registrant’s telephone number, including area code:
Securities registered pursuant to Section 12(b) of the
Act:
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Title of Each Class
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Name of Each Exchange on Which Registered
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Common Stock, $0.01 par value
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NASDAQ Global Select Market
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Securities registered pursuant to Section 12(g) of the
Act:
None
Indicate by check mark if
the registrant is a well-known
seasoned issuer, as defined in Rule 405 of the Securities
Act. Yes
þ No
o
Indicate by check mark if
the registrant is not required to file
reports pursuant to Section 13 or Section 15(d) of the
Act. Yes
o No
þ
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
þ No
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 registrant’s 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. þ
Indicate by check mark whether
the registrant is a large
accelerated filer, an accelerated filer, a non-accelerated
filer, or a smaller reporting company. See the definitions of
“large accelerated filer,” “accelerated
filer” and
“smaller reporting company” in
Rule 12b-2
of the Exchange Act. (Check one):
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accelerated
filer þ
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Accelerated
filer o
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Non-accelerated
filer o
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Smaller reporting company
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(Do
not check if a smaller reporting company)
Indicate by check mark whether
the registrant is a shell company
(as defined in
Rule 12b-2
of the Exchange
Act). Yes
o No
þ
The aggregate market value of
the registrant’s common
stock, $0.01 par value, held by non-affiliates of the
registrant as of
September 28, 2007, the last business day
of the second fiscal quarter, was $17,513,418,000.
Portions of
the registrant’s definitive proxy statement for
its 2008 Annual Meeting of Stockholders are incorporated by
reference into Part III hereof.
CAUTIONARY
NOTE ABOUT FORWARD-LOOKING STATEMENTS
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 management’s current expectations, and
involve subjects that 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”,
beginning on page 14.
PART I
Overview
Electronic Arts develops, markets, publishes and distributes
video game software and content that can be played by consumers
on a variety of platforms, including:
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Video game consoles such as the Sony
PlayStation®
2 and
PLAYSTATION® 3,
Microsoft
Xbox 360tm
and Nintendo
Wiitm,
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Personal computers, including the Macintosh (we refer to
personal computers and the Macintosh together as
“PCs”),
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Handheld game players such as the
PlayStation®
Portable
(“PSPtm”)
and Nintendo
DStm
and
iPod®, and
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Cellular handsets.
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In fiscal 2008, excluding cell phones, we developed or published
products for 10 different platforms and since our inception, we
have published games for over 50 different platforms. In fiscal
2008 we also published over 30 games for cellular handsets.
We also provide online game-related services (e.g.,
matchmaking and subscription services) for these platforms.
We generate net revenue primarily from sales of packaged goods,
online subscriptions, online and mobile downloads,
micro-transactions, and advertising.
Our ability to publish games across multiple platforms has been,
and will continue to be, a cornerstone of our product strategy.
Historically, there have been multiple video game consoles and
handheld game players available to consumers, and there has been
vigorous competition among hardware manufacturers. In previous
hardware cycles, Sony’s PlayStation and PlayStation 2
consoles have significantly outsold their competitors. The
current hardware cycle is characterized by fierce competition
from three strong and viable competitors —
Microsoft’s Xbox 360, the Nintendo Wii and Sony’s
PLAYSTATION 3. In fiscal 2008, we developed and published
20 titles for the Xbox 360, 17 titles for the
PLAYSTATION 3, 15 titles for the PlayStation 2,
14 titles for the Wii, two titles for the Xbox and one
title for the Nintendo GameCube. The PC also continues to be an
important interactive game platform. In fiscal 2008, we
published 29 titles for the PC (including the Macintosh).
Similarly, there is also competition in the handheld games
hardware business, where the Nintendo DS and Sony’s PSP are
both viable platforms. In fiscal 2008, we published 12 titles
for the Nintendo DS, nine titles for the PSP and one title for
the Game Boy Advance. Many of our PC, PlayStation 2, PLAYSTATION
3, Wii, Xbox 360, Xbox and PSP titles include online
functionality which enables consumers to participate in online
communities and play against one another via the Internet.
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Our games span a diverse range of categories, including
action-adventure, casual, sports, family, fantasy, racing,
music, role-playing, simulation, extreme sports and strategy. We
have created, licensed and acquired a strong portfolio of
intellectual property, which we market and sell to a variety of
consumers. Our portfolio of wholly-owned properties includes
established brands such as Need for
Speedtm,
The
Simstm
and Battlefield, and games scheduled to debut in fiscal
2009 such as
Sporetm,
Mirror’s
Edgetm
and Dead
Spacetm.
Our portfolio of games based on licensed intellectual property
includes sports-based titles such as Madden NFL Football,
FIFA Soccer and Tiger Woods PGA
Tour®,
and titles based on popular culture such as Harry Potter,
The
Godfather®,
and the yet-to-be released
Warhammer®
Online. Through our EA Partners business, we also
co-develop, co-publish and distribute video games that are
developed and published by other companies, including the MTV
Games/Harmonix game Rock Band. Beginning in fiscal 2009,
we also expect to release video games based on board games and
toys from Hasbro, including NERF, MONOPOLY and TRIVIAL
PURSUIT.
Another cornerstone of our strategy is to publish products that
can be iterated, or sequeled. For example, many of our sports
products, such as Madden NFL Football, come out in a new edition
each year. Other products, such as The Sims and Godfather, can
be sequeled on a less-frequent basis. We refer to these
successful, iterated product families as “franchises”.
We develop our games using both internal and external resources.
We have development studios and related functions located
worldwide, such as BioWare (Canada and United States), Black Box
(Canada), Blueprint (United States), Bright Light (United
Kingdom), Criterion (United Kingdom), DICE (Sweden), EA Canada,
EA India, EA Los Angeles (United States), EA Montreal (Canada),
EA Redwood Shores (United States), EA Romania, EA Salt Lake City
(United States), Mythic Entertainment (United States), Pogo
(United States and China), Pandemic (United States and
Australia), Phenomic (Germany), The Sims (United States) and
Tiburon (United States). We also have quality and assurance
functions located in several countries such as China, India,
Korea, Singapore and Spain and localization functions located in
several countries such as France, Germany, Italy, Japan, Romania
and Spain. We also engage third-parties to assist with the
development of our games at their own development and production
studios.
Our global sales network allows us to market, publish and
distribute games in over 35 countries throughout the world. In
North America, we generate a significant portion of our net
revenue from direct sales to retailers. Outside of North
America, we generate net revenue primarily from direct-to-retail
sales although, in some of our smaller territories, we also work
with third parties to distribute our games. Our games are also
available via online stores, including our own online store, and
via direct digital download from our
website. We also market and
distribute games and other content for cellular handsets through
wireless carriers.
In fiscal 2008, sales of Rock Band, distributed for three
platforms, represented approximately 10 percent of our
total net revenue. In fiscal 2007, we had two titles, Need
for Speed Carbon and Madden NFL 07, published on 10
platforms, each of which represented approximately
11 percent of our total net revenue. In fiscal 2006, we had
one title, Need for Speed Most Wanted, published on eight
platforms, which represented approximately 10 percent of
our total net revenue.
We were initially incorporated in California in 1982. In
September 1991, we 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.
Significant
Business Developments in Fiscal 2008
Label
Reorganization
As described in more detail below, in fiscal 2008, we
reorganized our business into four operating
“labels” — EA Games, EA SPORTS, The Sims and
EA Casual Entertainment — and an additional group that
works closely with the labels — Global Publishing,
which operates in three regions, North America, Europe and Asia.
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Acquisition
of Bioware and Pandemic Studios
In January 2008, we acquired VG Holding Corp. (“VGH”),
owner of both BioWare Corp. and Pandemic Studios, LLC, game
development studios that create action-adventure and
role-playing games, such as Mass
Effecttm
(BioWare) and
Mercenariestm
(Pandemic). BioWare has development studios in Edmonton, Canada
and Austin, Texas and Pandemic Studios are located in Los
Angeles, California and Brisbane, Australia.
Transition
to New Video Game Consoles
The video game software industry is cyclical, driven by video
game hardware systems, which have historically had a life cycle
of four to six years. The current cycle began with
Microsoft’s launch of the Xbox 360 in 2005, and continued
in 2006 when Sony and Nintendo launched their next-generation
systems, the PLAYSTATION 3 and the Wii, respectively. During
fiscal 2008, the installed base of each of these systems
continued to expand and, as a result, sales of our products for
these systems have also increased significantly. At the same
time, however, demand for video games for prior-generation
systems, particularly the original Xbox and the Nintendo
GameCube, has declined. Given its significant installed base and
ongoing popularity outside of North America, we expect to
continue developing and marketing new titles for the PlayStation
2 in fiscal 2009. We only expect to release one title for the
original Xbox and no titles for the Nintendo GameCube in fiscal
2009. The new systems are more complex than their predecessors
(e.g., some use multi-processor technology, new and
unique game controllers, online gameplay functionality and high
definition video capabilities) and development costs have been
greater on a per-title basis than development costs for
prior-generation video game systems.
Proposed
Acquisition of Take-Two Interactive Software
In the fourth quarter of fiscal 2008, we announced a proposal to
acquire all of the issued and outstanding shares of common stock
of Take-Two Interactive Software, Inc. (
“Take-Two”),
for a total purchase price of approximately $2.1 billion
(including fees and expenses). Take-Two’s Board of
Directors has stated that our offer undervalues
the company and
is not in the best interests of stockholders. If we were to
acquire Take-Two, we expect the acquisition would have a
material impact on our future financial position and results of
operations and cash flows. Although the offer is not conditional
upon any financing arrangements, our Board of Directors has
authorized us to obtain additional financing, a portion of which
may be used in part to fund the acquisition. There can be no
assurance that we will acquire Take-Two.
Our
Operating Structure
Following our fiscal 2008 reorganization, our business is
organized around four operating labels — EA Games, EA
SPORTS, The Sims and EA Casual Entertainment — and an
additional group that works closely with the labels —
Global Publishing. Each label is structured to operate globally
and includes several key functions including development
studios, product marketing, and planning for products and
services. Global Publishing operates in three regions, North
America, Europe and Asia. Global Publishing works in partnership
with the labels and is responsible for strategic planning, field
marketing, sales, distribution, operations, product
certification, quality assurance, motion capture, art
outsourcing and localization within the local markets in which
we operate.
In fiscal 2008, we generated approximately 55 percent of
our net revenue from games developed by our studios that were
initially released during the year, as compared to approximately
65 percent in fiscal 2007. Excluding titles developed for
cellular handsets, during fiscal 2008 we released 34 titles
developed by our studios compared to 32 titles in fiscal 2007.
For the fiscal years ended
March 31, 2008,
2007 and
2006,
research and development expenses were $1,145 million,
$1,041 million and $758 million, respectively.
EA
Games Label
The EA Games label is home to the largest number of our studios
and development teams, which together create an expansive and
diverse portfolio of games, such as action-adventure, role
playing, racing and combat games, marketed under the EA brand.
In addition to traditional packaged-goods games, EA Games also
5
develops massively-multiplayer online role-playing games which
are persistent state virtual worlds where thousands of other
players can interact with one another. For example, we expect to
launch Warhammer Online in the coming fiscal year. The EA
Games portfolio includes several established franchises such as
Need for Speed, Battlefield, Mercenaries and Burnout. In
addition, EA Games has recently launched new franchises
including SKATE and Army of Two, and has additional titles in
development. EA Games titles are developed primarily at the
following EA studios: Bioware (located in Edmonton, Canada and
Austin, Texas), Black Box (located in Vancouver, Canada),
Criterion (located in Guildford, England), DICE (located in
Stockholm, Sweden), EA Los Angeles, EA Montreal, EA Redwood
Shores, Maxis (located in Emeryville, California), EA Mythic
(located in Fairfax, Virginia), Pandemic Studios (located in Los
Angeles, California and Brisbane, Australia) and Phenomic
(located in Ingelheim, Germany).
EA Games also includes the EA Partners group, which teams with
external game developers and third party companies, to provide
these partners with a variety of services including development,
publishing, and distribution. For example, in fiscal 2008,
through a co-publishing agreement with Crytek, we released
Crysis®
on the PC, and we signed a distribution agreement with
Harmonix, a subsidiary of Viacom, to distribute Rock Band.
EA
SPORTS Label
The EA SPORTS label brings together a wide collection of
sports-based video games marketed under the EA SPORTS brand. EA
SPORTS games range from simulated sports titles with realistic
graphics based on real-world sports leagues, players, events and
venues to more casual games with arcade-style gameplay and
graphics. We seek to release new iterations of many of our EA
SPORTS titles on a regular basis (often annually), in connection
with the commencement of a sports league’s season or a
major sporting event when appropriate. Our EA SPORTS franchises
include FIFA Soccer, Madden NFL Football, Fight Night, NBA Live,
NCAA Football, NCAA March Madness, Tiger Woods PGA Tour, NHL
Hockey, Nascar and Rugby. EA SPORTS games are developed
primarily at our EA Canada (located in Vancouver, British
Columbia) and EA Tiburon studios (located in Orlando, Florida),
and, to a lesser extent, use several development studios
highlighted in the EA Games label description above.
In addition to packaged goods games, the EA SPORTS label offers
online-only games and entertainment. In Korea, EA SPORTS
currently offers EA SPORTS FIFA Online, a free-to-play
online game in which players may purchase additional in-game
content from us (we refer to these consumer purchases of small
elements of additional content as
“micro-transactions”). We expect to introduce other
online games under the EA SPORTS brand in the future. In fiscal
2009, EA SPORTS will also seek to increase its global presence
through the introduction of new web-based communities centered
on our portfolio of sports games.
The
Sims Label
The Sims label develops and markets life-simulation games and
online communities with an emphasis on creativity, community and
humor.
The Sims has sold over 100 million units world-wide since
it was originally launched in 2000. A significant factor in its
success has been the regular introduction of expansion packs
with new content and gameplay features that can be purchased and
used in connection with our core products, The Sims and
The Sims 2. In fiscal 2008, The Sims label launched two
expansion packs for The Sims 2.
In addition to our expansion packs, The Sims label also launched
several console products in fiscal 2008, most notably
MySimstm
— a newly created franchise for the Wii and Nintendo
DS — and The Sims 2 Castaway on the Wii,
Nintendo DS, PlayStation 2 and PSP.
The Sims 2 online community has 4 million unique
visitors monthly, with localized communities in 15 countries.
The centerpiece of this community is the user exchange, where
users can download both EA and user-created content for use in
their The Sims 2 core game. To date, there have been over
60 million downloads of content from The Sims 2
exchange.
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The Sims label offers a variety of other online communities
including The Sims On Stage — a creative
community featuring karaoke, comedy, poetry, and movie mashups.
EA
Casual Entertainment Label
The EA Casual Entertainment label is focused on creating
compelling casual games for a mass audience of core and non-core
gamers alike. Casual games are intended to be easily accessible,
requiring a minimum time commitment to learn, play and enjoy. EA
Casual Entertainment is responsible for a broad portfolio of
games designed for consoles, handhelds and PCs (including
Pogo.com
, our online casual games and community
website),
as well as cellular phones (through EA Mobile).
Pogotm. Through
our Pogo online service, we offer casual games such as card
games, puzzle games and word games. We had over 1.6 million
paying Club Pogo subscribers as of
March 31, 2008, up from
1.5 million paying subscribers as of
March 31, 2007.
In addition to paid subscriptions, Pogo also generates revenue
through online advertising and sales of digital content. We are
continuing to expand our Pogo offerings in Europe.
EA Mobile. Through EA Mobile, we are a leading
global publisher of games and other content (ringtones, images,
etc.) for cellular handsets. Our customers typically purchase
and download our games through a wireless carrier’s branded
e-commerce
service accessed directly from their cellular handsets.
We engage third parties to develop games for cellular handsets
on our behalf at their own development and production studios
and, to a lesser extent, we develop cellular handset games
internally at our development and production studios located in
the United States, Canada, the United Kingdom, Romania and
India. In fiscal 2008, we released over 30 games for cellular
handsets.
Many of our EA Mobile games are designed to take advantage of
multimedia enhancements in the latest generation of cellular
handsets, including high-resolution color displays, increased
processing power, improved audio capabilities and increased
memory capabilities. We publish games in multiple categories
designed to appeal to a broad range of wireless subscribers.
Hasbro. In August 2007, we entered into a
strategic relationship with Hasbro through which we can create
digital games based upon a significant number of Hasbro’s
classic board games and toys, including MONOPOLY,
SCRABBLE (North America only), YAHTZEE, TRIVIAL
PURSUIT, NERF, G.I. JOE, and LITTLEST PET SHOP. We
intend to develop Hasbro’s properties into video games for
children, families and casual gamers and to publish them across
a variety of platforms including cellular handsets, handhelds,
PCs and consoles.
Console, Handheld and PC Games. EA Casual
Entertainment works with third party developers and oversees
internal studios and development teams located in Los Angeles,
Montreal, Salt Lake City and the United Kingdom that are
responsible for console, handheld and PC games geared primarily
towards children, families, and other casual gamers. In fiscal
2008, these games included Harry Potter and the Order of the
Phoenixtm,
Boogietm,
and Smarty
Pantstm.
For fiscal 2009, EA Casual is releasing a number of new titles,
including Harry Potter and the Half-Blood
Princetm,
Boom
Bloxtm,
and
ZUBOtm
as well as several new titles based on well-known Hasbro games
and toys.
Global
Publishing Organization
Our Global Publishing Organization operates in three regions,
North America, Europe and Asia. These organizations work closely
with each label to publish (i.e., market, sell and
distribute) our products (other than EA Mobile games).
Our North America publishing organization is headquartered in
Redwood City, California. We have local offices in several
states including California, Washington and New York, among
others. We also have a distribution center in Kentucky. North
America net revenue increased by 17 percent to
$1.942 billion, or 53 percent of total net revenue in
fiscal 2008, as compared to $1.666 billion, or
54 percent of total net revenue in fiscal 2007.
7
Internationally, we conduct business and have wholly-owned
subsidiaries throughout the world, including offices in Europe,
Australia, Asia and Latin America. International net revenue
increased by 21 percent to $1.723 billion, or
47 percent of total net revenue in fiscal 2008, compared to
$1.425 billion, or 46 percent of total net revenue in
fiscal 2007.
Our international and European regional publishing organization
headquarters is located in Geneva, Switzerland. We have local
offices in several European countries including England, France
and Germany, among others. We also have European distribution
centers in the Netherlands and elsewhere in Europe.
We also have a regional publishing headquarters located in
Singapore. We have local offices in several Asia Pacific
countries including Australia, Japan and New Zealand.
The amounts of net revenue and long-lived 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 of this report.
The console, PC and handheld games that we publish are made
available to consumers as packaged goods (usually in Blu-ray
Disc, CD, DVD, cartridge or Universal Media Disc format) that
are typically sold in retail stores and through online stores
(including our own online store). In North America and Europe,
our largest markets, we sell these packaged goods products
primarily to retailers, including mass market retailers (such as
Wal-Mart), electronics specialty stores (such as Best Buy) or
game software specialty stores (such as GameStop). Many of our
PC products and related content (such as booster packs,
expansion packs and smaller pieces of game content) can also be
purchased over the Internet through digital download.
Our global sales network allows us to market, publish and
distribute games for all labels in over 35 countries throughout
the world. We generated approximately 95 percent of our
North American net revenue from direct sales to retailers in
fiscal 2008, with the remaining net revenue being generated
through a limited number of specialized and regional
distributors and rack jobbers in markets where we believe direct
sales would not be economical. Outside of North America, we
derive revenue primarily from direct sales to retailers. In a
few of our smaller markets, we sell our products through
distributors with whom we have agreements. We also distribute
products of other companies through our rack jobbing business in
Switzerland. We had direct sales to GameStop Corp. which
represented approximately 13 percent and 12 percent of
total net revenue in fiscal 2008 and 2007, respectively. We also
had direct sales to Wal-Mart Stores, Inc. which represented
approximately 12 percent of total net revenue in fiscal
2008 and 13 percent of total net revenue in both fiscal
2007 and 2006, respectively.
Marketing activities conducted by the Global Publishing
Organization primarily focus on television and online
advertising, but also include print advertising, retail
merchandising,
website development, event sponsorship, and trade
shows.
Our Central Development Services group, which is part of our
Global Publishing Organization, provides development services to
our labels, such as product localization, quality assurance and
certification, motion capture, art outsourcing and media
mastering. Each service is essential to the development and
publishing of our games. By grouping these services together
within a single, centralized organization, we expect to achieve
cost savings through greater scale and efficiency, while
improving the overall quality of our games by providing more
sophisticated and robust services than any of our labels could
sustain on its own. Key components of Central Development
Services’ strategy are outsourcing to third parties and
moving work offshore to lower-cost markets.
Competition
Our industry is intensely competitive. We compete for the
leisure time and discretionary spending of consumers with other
video game companies, as well as with other providers of
different forms of entertainment, such as motion pictures,
television, social networking, online casual entertainment and
music. Our competitors vary in size from very small companies
with limited resources to very large, diversified corporations
with global operations and greater financial resources than ours.
8
We also face heavy competition from other video game companies
and large media companies to obtain license agreements for the
right to use some of the intellectual property included in our
products. Some of these content licenses are controlled by the
diversified media companies, which, in some cases, have decided
to publish their own games based on popular entertainment
properties that they control, rather than licensing the content
to a video game company such as us.
Competition
in Sales of Packaged Goods
Our packaged goods business is characterized by the continuous
introduction of innovative new titles and the development of new
technologies. Competition is also based on product quality and
features, timing of product releases, brand-name recognition,
availability and quality of in-game content, access to
distribution channels, effectiveness of marketing and price.
For sales of packaged goods, we compete directly with Sony,
Microsoft and Nintendo, each of which develop and publish
software for their respective console platforms. We also compete
with numerous companies which, like us, develop and publish
video games that operate on these consoles and on PCs and
handheld game players. These competitors include Activision,
Atari, Capcom, Koei, Konami, LucasArts, Midway, Namco, Sega,
Take-Two Interactive, THQ and Ubisoft. Diversified media
companies such as Fox, Disney, Time Warner, Viacom and Vivendi
are also expanding their software game publishing efforts.
Competition
in Sales for Cellular Handsets
The wireless entertainment applications market segment, for
which we develop and publish games, ring tones, music, video and
wallpapers for cellular handsets, is highly competitive and
characterized by frequent product introductions, rapidly
evolving wireless platforms and new technologies. As demand for
applications continues to increase, we expect new competitors to
enter the market and existing competitors to allocate more
resources to develop and market competing applications. As a
result, we expect competition in the wireless entertainment
market segment to intensify.
Current and potential competitors in the wireless entertainment
applications market segment include major media companies,
traditional video game publishing companies, wireless carriers,
wireless software providers and other companies that specialize
in wireless entertainment applications. We also compete with
wireless content aggregators, who pool applications from
multiple developers (and sometimes publishers) and offer them to
carriers or through other sales channels. In addition, new and
existing competitors are beginning to offer wireless
entertainment applications on an ad-supported basis. Currently,
we consider our primary competitors in the wireless
entertainment applications market segment to be Disney, Fox
Mobile Entertainment, Gameloft, Glu Mobile, Hands-On Mobile,
Namco, Sony Pictures and THQ Wireless.
Competition
in Online Gaming Services
The online games market segment is also highly competitive and
characterized by frequent product introductions, new and
evolving business models and new platforms. As the proportion of
households with a broadband connection continues to grow, we
expect new competitors to enter the market and existing
competitors to allocate more resources toward developing online
games services. As a result, we expect competition in the online
games services market segment to intensify.
Our current and potential competitors in the online games market
segment include major media companies, traditional video game
publishing companies, and companies that specialize in online
games. In the massively multiplayer online game business our
competitors include Atari, Midway, NC Soft, Sony and Vivendi
Games. Competing providers of other kinds of online games
include MSN, Popcap, Real, AOL, Yahoo! and Nexon.
Intellectual
Property
Like other entertainment companies, our business is
significantly based on the creation, acquisition, exploitation
and protection of intellectual property. Some of this
intellectual property is in the form of software code, patented
technology, and other technology and trade secrets that we use
to develop our games and to make
9
them run properly. Other intellectual property is in the form of
audio-visual elements that consumers can see, hear and interact
with when they are playing our games — we call this
form of intellectual property “content”.
Our products embody a number of separate forms of intellectual
property protection:
|
|
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| |
•
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The software and the content of our products are copyrighted;
|
| |
| |
•
|
Our products may use patented inventions
and/or trade
secrets;
|
| |
| |
•
|
Our product brands and names may be trademarks of ours or others;
|
| |
| |
•
|
Our products may contain voices and likenesses of actors,
athletes, celebrities
and/or
commentators (which may be protected by personal publicity
rights), and
|
| |
| |
•
|
Our products often contain musical compositions and recordings
that are also copyrighted.
|
Our products also may contain content licensed from others, such
as trademarks, fictional characters, storylines and software
code.
We develop products from wholly-owned intellectual properties we
create within our own studios. We also acquire the rights to
include proprietary intellectual property in our products
through acquisitions. We also enter into content license
agreements such as those with sports leagues and player
associations, movie studios and performing talent, music labels,
music publishers and musicians. These licenses are typically
limited to use of the licensed rights in products for specific
time periods. In addition, our products that play on game
consoles, handhelds and cellular handsets include technology
that is owned by the console or handset manufacturer and
licensed non-exclusively to us for use. We also license
technology from providers other than console and handset
manufacturers. While we may have renewal rights for some
licenses, our business and the justification for the development
of many of our products is dependent on our ability to continue
to obtain the intellectual property rights from the owners of
these rights on reasonable terms and at reasonable rates.
As with other forms of entertainment, our products are
susceptible to unauthorized copying. We typically distribute our
PC products using copy protection technology that we license
from other companies. In addition, console manufacturers
typically incorporate security devices in their consoles in an
effort to prevent the use of unlicensed products. Our primary
protection against unauthorized use, duplication and
distribution of our products is enforcement of our copyright and
trademark interests. 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 and
trademarks in the United States and other countries.
Significant
Relationships
Console
Manufacturers
Sony. Under the terms of agreements we have
entered into with Sony Computer Entertainment Inc. and its
affiliates, we are authorized to develop and distribute
disk-based software products and online content compatible with
the PlayStation 2, PLAYSTATION 3 and PSP. Pursuant to these
agreements, we engage Sony to supply PlayStation 2, PLAYSTATION
3 and PSP disks for our products.
Microsoft. Under the terms of agreements we
have entered into with Microsoft Corporation and its affiliates,
we are authorized to develop and distribute DVD-based software
products and online content compatible with the Xbox 360.
Nintendo. Under the terms of agreements we
have entered into with Nintendo Co., Ltd. and its affiliates, we
are authorized to develop and distribute proprietary optical
format disk products and cartridges compatible with the Wii and
the Nintendo DS. Pursuant to these agreements, we engage
Nintendo to supply Wii proprietary optical format disk products
and Nintendo DS cartridges for our products.
Wireless
Carriers
We have agreements to distribute our wireless applications
through more than 160 carriers in over 50 countries. Our
customers download our applications to their cellular handsets
and their wireless carrier
10
invoices them a one-time fee or monthly subscription fee. Our
carrier distribution agreements establish the fees to be
retained by the carrier for distributing our applications. These
arrangements are typically terminable on short notice. The
agreements generally do not obligate the carriers to market or
distribute any of our applications.
Content
Licensors
Many of our products are based on or incorporate content and
trademarks owned by others. For example, our products include
rights licensed from third parties, including major movie
studios, publishers, artists, authors, celebrities, traditional
game and toy companies, athletes and the major sports leagues
and players associations.
Inventory,
Working Capital, Backlog, Manufacturing and Suppliers
For all of our labels, we manage inventory 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. Historically, we have experienced high turnover of our
products, and the lead times on re-orders of our products are
generally short (e.g., approximately two to three weeks).
Further, as discussed in “Management’s Discussion and
Analysis of Financial Condition and Results of Operations”,
we have practices in place with our customers (such as stock
balancing and price protection) that reduce product returns.
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.
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 for the disk component of our
PLAYSTATION 3, PlayStation 2, PSP and Wii and Nintendo DS
cartridges.
Our online games and cellular handset applications are delivered
digitally, and therefore, are not manufactured.
Seasonality
Our business is highly seasonal. We have historically
experienced our highest sales volume in the holiday season
quarter ending in December and a seasonal low in sales volume in
the quarter ending in June. Starting in fiscal 2008, we began to
defer the recognition of a significant amount of net revenue
related to our online-enabled packaged goods over an extended
period of time (i.e., typically six months). As a result,
the quarter in which we generate the highest sales volume may be
different than the quarter in which we recognize the highest
amount of net revenue. Our results can also vary based on a
number of factors, including title release dates, consumer
demand for our products, shipment schedules and our revenue
recognition policies.
Employees
As of
March 31, 2008, we had approximately 9,000 regular,
full-time employees, of whom over 5,100 were outside the United
States. We believe that our ability to attract and retain
qualified employees is a critical factor in the successful
development of our products and that our future success will
depend, in large measure, on our ability to continue to attract
and retain qualified employees. Less than 3 percent of our
employees, all of whom work for DICE, our Swedish development
studio, are represented by a union, guild or other collective
bargaining organization.
11
Executive
Officers
The following table sets forth information regarding our
executive officers as of
May 23, 2008:
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Name
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Age
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|
Position
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John S. Riccitiello
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|
|
48
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Chief Executive Officer
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Eric F. Brown
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42
|
|
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Executive Vice President, Chief Financial Officer
|
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Frank D. Gibeau
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|
|
39
|
|
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President, EA Games Label
|
|
Peter Moore
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|
|
53
|
|
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President, EA Sports Label
|
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John Pleasants
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|
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42
|
|
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President, Global Publishing and Chief Operating Officer
|
|
Nancy L. Smith
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|
|
55
|
|
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President, The Sims Label
|
|
Kathy Vrabeck
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|
|
45
|
|
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President, EA Casual Entertainment
|
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Gerhard Florin
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|
|
49
|
|
|
Executive Vice President, General Manager, International
Publishing
|
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Joel Linzner
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56
|
|
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Executive Vice President, Business and Legal Affairs
|
|
Gabrielle Toledano
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|
|
41
|
|
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Executive Vice President, Human Resources
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Kenneth A. Barker
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|
|
41
|
|
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Senior Vice President, Chief Accounting Officer
|
|
Stephen G. Bené
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|
|
44
|
|
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Senior Vice President, General Counsel and Corporate Secretary
|
Mr. Riccitiello has served as Chief Executive
Officer and a Director of Electronic Arts since April 2007.
Prior to re-joining Electronic Arts, he was a co-founder and
Managing Partner at Elevation Partners, a private equity fund.
From October 1997 to April 2004, he served as President and
Chief Operating Officer of Electronic Arts. 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. Brown has served as Executive Vice President,
Chief Financial Officer since April 2008. Prior to re-joining
Electronic Arts, he served as Chief Operating Officer and Chief
Financial Officer of McAfee, Inc., a security technology company
from March 2006 until March 2008. From January 2005 until March
2006, Mr. Brown was McAfee’s Executive Vice President
and Chief Financial Officer. Mr. Brown served as President
and Chief Financial Officer of MicroStrategy Incorporated, a
business intelligence software provider, from 2000 until 2004.
From October 1998 until February 2000, Mr. Brown served as
Chief Financial Officer of one of EA’s business units and
then Chief Operating Officer of EA’s studio organization in
Redwood City, CA. Prior to that time, Mr. Brown was
co-founder and Chief Financial Officer of DataSage, Inc.
Mr. Brown also held several senior financial positions with
Grand Metropolitan from 1990 until 1995. Mr. Brown received
an M.B.A. from the Sloan School of Management of the
Massachusetts Institute of Technology and a B.S. in Chemistry
from the Massachusetts Institute of Technology.
Mr. Gibeau was named President, EA Games Label in
June 2007. Prior to that time, he had served as Executive Vice
President, General Manager, North America Publishing beginning
in September 2005. From 2002 until September 2005, he was Senior
Vice President of North American Marketing. Mr. Gibeau has
held various publishing positions since joining
the company in
1991. Mr. Gibeau holds a B.S. degree from the University of
Southern California and an M.B.A. from Santa Clara
University.
Mr. Moore was named President, EA Sports, in
September 2007. From January 2003 until he joined Electronic
Arts, Mr. Moore was with Microsoft where he served as head
of Xbox marketing and was later named as Corporate Vice
President, Interactive Entertainment Business, Entertainment and
Devices Division, a position in which he led both the Xbox and
Games for Windows businesses. Prior to joining Microsoft,
Mr. Moore was president and Chief Operating Officer of SEGA
of America, where he was responsible for overseeing SEGA’s
video game business in North America. Before joining SEGA,
Mr. Moore was Senior Vice President of Marketing at Reebok
International Ltd. Mr. Moore holds a bachelor’s degree
from Keele University, United Kingdom, and a master’s
degree from California State University, Long Beach.
12
Mr. Pleasants was named President, Global Publishing
and Chief Operating Officer in March 2008. Prior to joining EA,
Mr. Pleasants was an investor in, and served as an advisor
to, various privately-held companies. From September 2005 until
June 2007, Mr. Pleasants served as President and Chief
Executive Officer of Revolution Health Group, a comprehensive
consumer-directed healthcare company. From November 1996 until
September 2005, Mr. Pleasants held various senior positions
at IAC/InterActiveCorp, including, most recently, President and
Chief Executive Officer of Ticketmaster (a division of IAC).
Mr. Pleasants holds a B.A. in political science from Yale
University and an M.B.A. from Harvard Business School.
Ms. Smith was named President, The Sims in June
2007. From September 2005 until June 2007, Ms. Smith was
Executive Vice President, General Manager, The Sims Franchise.
From March 1998 until September 2005, she served as Executive
Vice President and General Manager, North American Publishing.
From October 1996 to March 1998, Ms. Smith served as
Executive Vice President, North American Sales. 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.
Ms. Vrabeck was named President, EA Casual
Entertainment in May 2007. Prior to joining Electronic Arts,
from August 1999 until April 2006, Ms. Vrabeck held various
positions at Activision, Inc., an interactive entertainment
company, including President of Activision Publishing, Executive
Vice President, Global Publishing and Brand Management, and
Executive Vice President, Global Brand Management. Following her
departure from Activision, Ms. Vrabeck served as a
consultant with various companies, including EA. Prior to
joining Activision, Ms. Vrabeck was Senior Vice
President/General Manager with ConAgra Foods, Inc., and also
served in various marketing and sales roles for the Pillsbury
Company and held positions at Quaker Oats Company and Eli
Lilly & Company. Ms. Vrabeck serves on the Board
of Trustees at DePauw University. Ms. Vrabeck received a
B.A. degree from DePauw University and an M.B.A. degree from
Indiana University.
Dr. Florin has served as Executive Vice President,
Publishing — Americas and Europe since August 2007.
From June 2007 until August 2007, Dr. Florin served as
Executive Vice President, Global Publishing. From September 2005
until June 2007, Dr. Florin served as Executive Vice
President, International Publishing, and from April 2003 until
September 2005, he served as Senior Vice President and Managing
Director, European Publishing. From 2001 until September 2005,
he served as Vice President, Managing Director for European
countries. From the time he joined EA in 1996 until 2001,
Dr. Florin was the Managing Director for German speaking
countries. Prior to joining EA, 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.
Mr. Linzner has served as Executive Vice President,
Business and Legal Affairs since March 2005. From April 2004 to
March 2005, he served as Senior Vice President, Business and
Legal Affairs. From October 2002 to April 2004, Mr. Linzner
held the position of Senior Vice President of Worldwide Business
Affairs and from July 1999 to October 2002, he held the position
of Vice President of Worldwide Business Affairs. Prior to
joining Electronic Arts in July 1999, Mr. Linzner served as
outside litigation counsel to Electronic Arts and several other
companies in the video game industry. Mr. Linzner earned
his J.D. from Boalt Hall at the University of California,
Berkeley, after graduating from Brandeis University. He is a
member of the Bar of the State of California and is admitted to
practice in the United States Supreme Court, the Ninth Circuit
Court of Appeals and several United States District Courts.
Ms. Toledano has served as Executive Vice President,
Human Resources since April 2007. From February 2006 to April
2007, Ms. Toledano held the position of Senior Vice
President, Human Resources. Prior to joining Electronic Arts,
Ms. Toledano worked at Siebel Systems, Inc. from July 2002
to February 2006 where she held a number of positions, including
Senior Vice President of Human Resources. From September 2000 to
June 2002, she served as Senior Director of Human Resources for
Microsoft Corporation, and from September 1998 until September
2000, she served as Director of Human Resources and Recruiting
for Microsoft. Ms. Toledano earned both her undergraduate
degree in Humanities and her graduate degree in Education from
Stanford University.
13
Mr. Barker has served as Senior Vice President,
Chief Accounting Officer since April 2006. From June 2003 to
April 2006, Mr. Barker held the position of Vice President,
Chief Accounting Officer. Prior to joining Electronic Arts,
Mr. Barker was employed at Sun Microsystems, Inc., as Vice
President and Corporate Controller from October 2002 to June
2003 and Assistant Corporate Controller from April 2000 to
September 2002. Prior to that, he was an audit partner at
Deloitte. Mr. Barker graduated from the University of Notre
Dame with a B.A. degree in Accounting.
Mr. Bené has served as Senior Vice President,
General Counsel and Corporate Secretary since October 2004. From
April 2004 to October 2004, Mr. Bené held the position
of Vice President, Acting General Counsel and Corporate
Secretary, and from June 2003 to April 2004, he held the
position of Vice President and Associate General Counsel. Prior
to June 2003, Mr. Bené had served as internal legal
counsel since joining EA in March 1995. Mr. Bené
earned his J.D. from Stanford Law School, and received his B.S.
in Mechanical Engineering from Rice University.
Mr. Bené is a member of the Bar of the State of
California.
Investor
Information
We file or furnish various reports, such as registration
statements, periodic and current reports, proxy statements, and
other materials with the Securities and Exchange Commission
(
“SEC”). You may read and copy any materials we file
with the SEC at the SEC’s Public Reference Room at
100 F Street, NE, Washington, DC 20549. You may obtain
information on the operation of the Public Reference Room by
calling the SEC at
1-800-SEC-0330.
The SEC maintains a
website at
www.sec.gov that contains
reports, proxy and information statements, and other information
regarding issuers that file electronically with the SEC,
including our filings. Our annual reports on
Form 10-K,
quarterly reports on
Form 10-Q
and current reports on
Form 8-K,
and any amendments to those reports filed pursuant to
Section 13(a) or 15(d) of the Securities Exchange Act, as
amended, are available free of charge on the Investor Relations
section of our
website at
http://investor.ea.com as soon
as reasonably practicable after they are electronically filed
with or furnished to the SEC. Except as expressly set forth in
this
Form 10-K
annual report, the contents of our
website are not incorporated
into, or otherwise to be regarded as part of this report.
The charters of our Audit, Compensation, and Nominating and
Governance committees of our Board of Directors, as well as our
Global Code of Conduct (which includes code of ethics provisions
applicable to our directors, principal executive officer,
principal financial officer, principal accounting officer, and
other senior financial officers), are available in the Investor
Relations section of our
website at
http://investor.ea.com. We will post amendments to our
Global Code of Conduct in the Investor Relations section of our
website. Copies of our charters and Global Code of Conduct are
available without charge by contacting our Investor Relations
department at
(650) 628-1500.
Stockholders of record may hold their shares of our common stock
in book-entry form. This eliminates costs related to safekeeping
or replacing paper stock certificates. In addition, stockholders
of record may request electronic movement of book-entry shares
between their account with our stock transfer agent and their
broker. Stock certificates may be converted to book-entry shares
at any time. Questions regarding this service may be directed to
our stock transfer agent, Wells Fargo Shareowner Services, at
1-800-468-9716
(or
1-651-450-4064
for international callers) or visit their
website at
www.wellsfargo.com/shareownerservices.
Our business is subject to many risks and uncertainties, which
may affect our future financial performance. If any of the
events or circumstances described below occurs, our business and
financial performance could be harmed, our actual results could
differ materially from our expectations and the market value of
our stock could decline. The risks and uncertainties discussed
below are not the only ones we face. There may be additional
risks and uncertainties not currently known to us or that we
currently do not believe are material that may harm our business
and financial performance.
14
Our business is highly dependent on the success and
availability of video game hardware systems manufactured by
third parties, as well as our ability to develop commercially
successful products for these systems.
We derive most of our revenue from the sale of products for play
on video game hardware systems (which we also refer to as
“platforms”) manufactured by third parties, such as
Sony’s PlayStation 2 and PLAYSTATION 3,
Microsoft’s Xbox 360 and Nintendo’s Wii. The success
of our business is driven in large part by the commercial
success and adequate supply of these video game hardware
systems, our ability to accurately predict which systems will be
successful in the marketplace, and our ability to develop
commercially successful products for these systems. We must make
product development decisions and commit significant resources
well in advance of anticipated product ship dates. A platform
for which we are developing products may not succeed or may have
a shorter life cycle than anticipated. If consumer demand for
the systems for which we are developing products is lower than
our expectations, our revenue will suffer, we may be unable to
fully recover the investments we have made in developing our
products, and our financial performance will be harmed.
Alternatively, a system for which we have not devoted
significant resources could be more successful than we had
initially anticipated, causing us to miss out on meaningful
revenue opportunities.
Our industry is cyclical, driven by the transition from older
video game hardware systems to new ones. As we continue to move
through the current cycle, our operating results may be volatile
and difficult to predict.
Video game hardware systems have historically had a life cycle
of four to six years, which causes the video game software
market to be cyclical as well. The current cycle began with
Microsoft’s launch of the Xbox 360 in 2005, and
continued in 2006 when Sony and Nintendo launched their
next-generation systems, the PLAYSTATION 3 and the Wii,
respectively. During fiscal 2008, the installed base of each of
these systems continued to expand and, as a result, sales of our
products for these systems have also increased significantly. At
the same time, however, demand for video games for
prior-generation systems, particularly the original Xbox and the
Nintendo GameCube, has declined significantly. Although we
expect to continue developing and marketing new titles for the
prior-generation PlayStation 2 in fiscal 2009, we only expect to
release one title for the original Xbox and no titles for the
Nintendo GameCube. As a result, we expect our sales of video
games for prior-generation systems to continue to decline. The
decline in prior-generation product sales, particularly the
PlayStation 2, may be greater or faster than we anticipate, and
sales of products for the new platforms may be lower or increase
more slowly than we anticipate. Moreover, we expect development
costs for the new video game systems to continue to be greater
on a per-title basis than development costs for prior-generation
video game systems. As a result of these factors, during the
next several quarters, we expect our operating results to be
more volatile and difficult to predict, which could cause our
stock price to fluctuate significantly.
If we do not consistently meet our product development
schedules, our operating results will be adversely affected.
Our business is highly seasonal, with the highest levels of
consumer demand and a significant percentage of our sales
occurring in the December quarter. In addition, we seek to
release many of our products in conjunction with specific
events, such as the release of a related movie or the beginning
of a sports season or major sporting event. If we miss these key
selling periods for any reason, including product delays or
delayed introduction of a new platform for which we have
developed products, our sales will suffer disproportionately.
Likewise, if a key event to which our product release schedule
is tied were to be delayed or cancelled, our sales would also
suffer disproportionately. Our ability to meet product
development schedules is affected by a number of factors,
including the creative processes involved, the coordination of
large and sometimes geographically dispersed development teams
required by the increasing complexity of our products and the
platforms for which they are developed, and the need to
fine-tune our products prior to their release. We have
experienced development delays for our products in the past,
which caused us to push back release dates. In the future, any
failure to meet anticipated production or release schedules
would likely result in a delay of revenue
and/or
possibly a significant shortfall in our revenue, harm our
profitability, and cause our operating results to be materially
different than anticipated.
15
Our business is intensely competitive and “hit”
driven. If we do not continue to deliver “hit”
products and services or if consumers prefer our
competitors’ products or services over our own, our
operating results could suffer.
Competition in our industry is intense and we expect new
competitors to continue to emerge in the United States and
abroad. While many new products and services are regularly
introduced, only a relatively small number of “hit”
titles accounts for a significant portion of total revenue in
our industry. Hit products or services offered by our
competitors may take a larger share of consumer spending than we
anticipate, which could cause revenue generated from our
products and services to fall below expectations. If our
competitors develop more successful products or services, offer
competitive products or services at lower price points or based
on payment models perceived as offering a better value
proposition (such as pay-for-play or subscription-based models),
or if we do not continue to develop consistently high-quality
and well-received products and services, our revenue, margins,
and profitability will decline.
We have recently reorganized our business and operating
structure. We may encounter a variety of issues in connection
with the reorganization that could negatively impact our
operating results, financial condition and ability to report our
financial results.
In an effort to streamline our internal decision-making
processes, improve our global focus, and accelerate the process
of bringing new ideas to market, we have reorganized our
business into several new divisions, including four new labels.
The reorganization presents a number of ongoing operational
challenges, which, if not successfully managed, could cause our
operating results to suffer in the near-term
and/or delay
or inhibit the anticipated benefits of the reorganization.
Implementing any reorganization necessarily requires time and
focus from all levels of the organization — time and
focus that may be taken away from other business needs. For
example, as our employees assume new responsibilities under the
new structure, their responsibilities under the old structure
may not be successfully re-assigned or adequately addressed,
which could result in operational problems that negatively
impact our financial condition and operating results. Similarly,
as our employees’ roles and responsibilities change in a
new structure, it is possible that we could experience a greater
loss of key personnel than we have historically.
Technology changes rapidly in our business and if we fail to
anticipate or successfully implement new technologies or the
manner in which people play our games, the quality, timeliness
and competitiveness of our products and services will suffer.
Rapid technology changes in our industry require us to
anticipate, sometimes years in advance, which technologies we
must implement and take advantage of in order to make our
products and services competitive in the market. 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 and effectively than we can. In
either case, our products and services may be technologically
inferior to our competitors’, less appealing to consumers,
or both. If we cannot achieve our technology goals within the
original development schedule of our products and services, then
we may delay their release 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 or service launch schedule or to keep up
with our competition, which would increase our development
expenses.
The video game hardware manufacturers set the royalty rates
and other fees that we must pay to publish games for their
platforms, and therefore have significant influence on our
costs. If one or more of these manufacturers change their fee
structure, our profitability will be materially impacted.
In order to publish products for a video game system such as the
Xbox 360, PLAYSTATION 3 or Wii, we must take a license from the
manufacturer, which gives it the opportunity to set the fee
structure that we must pay in order to publish games for that
platform. Similarly, certain manufacturers have retained the
flexibility to change their fee structures, or adopt different
fee structures for online gameplay and other new features for
their consoles. The control that hardware manufacturers have
over the fee structures for their platforms and
16
online access could adversely impact our costs, profitability
and margins. Because publishing products for video game systems
is the largest portion of our business, any increase in fee
structures would significantly harm our ability to generate
revenues
and/or
profits.
The video game hardware manufacturers are among 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 3, Microsoft for the Xbox 360, and Nintendo for the
Wii) 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. These hardware
licensors are also among our chief competitors. Generally,
control of the approval and manufacturing process by the
hardware 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 these licensors
to delay or refuse to approve or manufacture our products
exists. Such occurrences would harm our business and our
financial performance.
We also require compatibility code and the consent of Microsoft,
Sony and Nintendo in order to include online capabilities in our
products for their respective platforms. As online capabilities
for video game systems become more significant, Microsoft, Sony
and Nintendo could restrict the manner in which we provide
online capabilities for our products. If Microsoft, Sony or
Nintendo refused to approve our products with online
capabilities or significantly impacted the financial terms on
which these services are offered to our customers, our business
could be harmed.
If we are unable to maintain or acquire licenses to
intellectual property, we will publish fewer hit titles and our
revenue, profitability and cash flows will decline. Competition
for these licenses may make them more expensive and reduce our
profitability.
Many of our products are based on or incorporate intellectual
property owned by others. For example, our EA SPORTS products
include rights licensed from major sports leagues and
players’ associations. Similarly, many of our other hit
franchises, such as The Godfather, 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 or obtain additional licenses with significant
commercial value, our revenues and profitability will decline
significantly. Competition for these licenses may also drive up
the advances, guarantees and royalties that we must pay to the
licensor, which could significantly increase our costs and
reduce our profitability.
Our business is subject to risks generally associated with
the entertainment industry, any of which could significantly
harm our operating results.
Our business is subject to risks that are generally associated
with the entertainment industry, many of which are beyond our
control. These risks could negatively impact our operating
results and include: the popularity, price and timing of our
games and the platforms on which they are played; economic
conditions that adversely affect discretionary consumer
spending; changes in consumer demographics; the availability and
popularity of other forms of entertainment; and critical reviews
and public tastes and preferences, which may change rapidly and
cannot necessarily be predicted.
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 and marketing of our
products and management of our businesses is extremely
competitive. Our leading position within the interactive
entertainment industry makes us a prime target for recruiting of
executives and key creative talent. If we cannot successfully
recruit and retain the employees we need, or replace key
employees following their departure, our ability to develop and
manage our business will be impaired.
17
Acquisitions, investments and other strategic transactions
could result in operating difficulties, dilution to our
investors and other negative consequences.
We have engaged in, evaluated, and expect to continue to engage
in and evaluate, a wide array of potential strategic
transactions, including (i) acquisitions of companies,
businesses, intellectual properties, and other assets,
(ii) minority investments in strategic partners, and
(iii) investments in new interactive entertainment
businesses (for example, online and mobile games). Any of these
strategic transactions could be material to our financial
condition and results of operations. Although we regularly
search for opportunities to engage in strategic transactions, we
may not be successful in identifying suitable opportunities. We
may not be able to consummate potential acquisitions or
investments or an acquisition or investment we do consummate may
not enhance our business or may decrease rather than increase
our earnings. The process of acquiring and integrating a company
or business, or successfully exploiting acquired intellectual
property or other assets, could divert a significant amount of
resources as well as our management’s time and focus and
may create unforeseen operating difficulties and expenditures,
particularly for a large acquisition. Additional risks and
variations of the foregoing risks we face include:
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•
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The need to implement or remediate controls, procedures and
policies appropriate for a public company in an acquired company
that, prior to the acquisition, lacked these controls,
procedures and policies,
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•
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Cultural challenges associated with integrating employees from
an acquired company or business into our organization,
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•
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Retaining key employees and maintaining the key business and
customer relationships of the businesses we acquire,
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•
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The need to integrate an acquired company’s accounting,
management information, human resource and other administrative
systems to permit effective management and timely reporting,
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•
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The possibility that we will not discover important facts during
due diligence that could have a material adverse impact on the
value of the businesses we acquire, and
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•
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Potential impairment charges incurred to write down the carrying
amount of intangible assets generated as a result of an
acquisition,
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•
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Litigation or other claims in connection with, or inheritance of
claims or litigation risks as a result of, an acquisition,
including claims from terminated employees, customers or other
third parties,
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•
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Significant accounting charges resulting from the completion and
integration of a sizeable acquisition and increased capital
expenditures,
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•
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Significant acquisition-related accounting adjustments,
particularly relating to an acquired company’s deferred
revenue, that may cause reported revenue and profits of the
combined company to be lower than the sum of their stand-alone
revenue and profits,
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•
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The possibility that the combined company would not achieve the
expected benefits, including any anticipated operating and
product synergies, of the acquisition as quickly as anticipated,
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•
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The possibility that the costs of, or operational difficulties
arising from, an acquisition would be greater than anticipated,
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•
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To the extent that we engage in strategic transactions outside
of the United States, we face additional risks, including risks
related to integration of operations across different cultures
and languages, currency risks and the particular economic,
political and regulatory risks associated with specific
countries, and
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•
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The possibility that a change of control of a company we acquire
triggers a termination of contractual or intellectual property
rights important to the operation of its business.
|
Future acquisitions and investments could also involve the
issuance of our equity and equity-linked securities (potentially
diluting our existing stockholders), the incurrence of debt,
contingent liabilities or amortization
18
expenses, write-offs of goodwill, intangibles, or acquired
in-process technology, or other increased cash and non-cash
expenses such as stock-based compensation. Any of the foregoing
factors could harm our financial condition or prevent us from
achieving improvements in our financial condition and operating
performance that could have otherwise been achieved by us on a
stand-alone basis. Our stockholders may not have the opportunity
to review, vote on or evaluate future acquisitions or
investments.
If patent claims continue to be asserted against us, we may
be unable to sustain our current business models or profits, or
we may be precluded from pursuing new business opportunities in
the future.
Many patents have been issued that may apply to widely-used game
technologies, or to potential new modes of delivering, playing
or monetizing game software products. For example, infringement
claims under many issued patents are now being asserted against
interactive software or online game sites. Several such claims
have been asserted against us. 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, which could negatively impact our
operating results. We may also discover that future
opportunities to provide new and innovative modes of game play
and game delivery to consumers may be precluded by existing
patents that we are unable to license on reasonable terms.
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.
From time to time we may become involved in other legal
proceedings which could adversely affect us.
We are currently, and from time to time in the future may
become, subject to legal proceedings, claims, litigation and
government investigations or inquiries, which could be
expensive, lengthy, and disruptive to normal business
operations. In addition, the outcome of any legal proceedings,
claims, litigation, investigations or inquiries may be difficult
to predict and could have a material adverse effect on our
business, operating results, or financial condition.
Our business, our products and our distribution are subject
to increasing regulation of content, consumer privacy,
distribution and online hosting and delivery in the key
territories in which we conduct business. 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,
data and consumer protection 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 games 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 continually considering content
restrictions on products such as ours, as well as restrictions
on distribution of such products. For example, recent
legislation has been adopted in several states, and could be
proposed at the federal level, that prohibits the sale of
certain games (
e.g., violent games or those with
“M
(Mature)” or
“AO (Adults Only)” ratings) to
minors. Any one or more of these factors could harm our business
by limiting the products we are able to offer to our customers,
by limiting the size of the potential market for our products,
and by requiring costly additional differentiation between
products for different territories to address varying
regulations.
19
If one or more of our titles were found to contain hidden,
objectionable content, our business could suffer.
Throughout the history of our industry, many video games have
been designed to include certain hidden content and gameplay
features that are accessible through the use of in-game cheat
codes or other technological means that are intended to enhance
the gameplay experience. However, in several recent cases,
hidden content or features have been found to be included in
other publishers’ products by an employee who was not
authorized to do so or by an outside developer without the
knowledge of the publisher. From time to time, some hidden
content and features have contained profanity, graphic violence
and sexually explicit or otherwise objectionable material. In a
few cases, the Entertainment Software Ratings Board
(
“ESRB”) has reacted to discoveries of hidden content
and features by reviewing the rating that was originally
assigned to the product, requiring the publisher to change the
game packaging
and/or
fining the publisher. Retailers have on occasion reacted to the
discovery of such hidden content by removing these games from
their shelves, refusing to sell them, and demanding that their
publishers accept them as product returns. Likewise, consumers
have reacted to the revelation of hidden content by refusing to
purchase such games, demanding refunds for games they’ve
already purchased, and refraining from buying other games
published by
the company whose game contained the objectionable
material.
We have implemented preventative measures designed to reduce the
possibility of hidden, objectionable content from appearing in
the video games we publish. Nonetheless, these preventative
measures are subject to human error, circumvention, overriding,
and reasonable resource constraints. In addition, to the extent
we acquire a company without similar controls in place, the
possibility of hidden, objectionable content appearing in video
games developed by that company but for which we are ultimately
responsible could increase. If a video game we published were
found to contain hidden, objectionable content, the ESRB could
demand that we recall a game and change its packaging to reflect
a revised rating, retailers could refuse to sell it and demand
we accept the return of any unsold copies or returns from
customers, and consumers could refuse to buy it or demand that
we refund their money. This could have a material negative
impact on our operating results and financial condition. In
addition, our reputation could be harmed, which could impact
sales of other video games we sell. If any of these consequences
were to occur, our business and financial performance could be
significantly harmed.
If we ship defective products, our operating results could
suffer.
Products such as ours are extremely complex software programs,
and are difficult to develop, manufacture and distribute. We
have quality controls in place to detect defects in the
software, media and packaging of our products before they are
released. Nonetheless, these quality controls are subject to
human error, overriding, and reasonable resource constraints.
Therefore, these quality controls and preventative measures may
not be effective in detecting defects in our products before
they have been reproduced and released into the marketplace. In
such an event, we could be required to recall a product, or we
may find it necessary to voluntarily recall a product,
and/or scrap
defective inventory, which could significantly harm our business
and operating results.
Our international net revenue is subject to currency
fluctuations.
For the fiscal year ended
March 31, 2008, international net
revenue comprised 47 percent of our total net revenue. We
expect foreign sales to continue to account for a significant
portion of our total net revenue. Such sales may be subject to
unexpected regulatory requirements, tariffs and other barriers.
Additionally, foreign sales are primarily made in local
currencies, which may fluctuate against the U.S. dollar. We
use foreign exchange forward
contracts to mitigate some foreign
currency risk associated with foreign currency denominated
assets and liabilities (primarily certain intercompany
receivables and payables) and, from time to time, foreign
currency option
contracts to hedge foreign currency forecasted
transactions (primarily related to a portion of the revenue and
expenses denominated in foreign currency generated by our
operational
subsidiaries). However, these activities do not
fully protect us from foreign currency fluctuations and, can
themselves, result in losses. Accordingly, our results of
operations, including our reported net revenue and net income,
and financial condition can be adversely affected by unfavorable
foreign currency fluctuations, particularly the Euro, British
pound sterling and Canadian dollar.
20
Changes in our tax rates or exposure to additional tax
liabilities could adversely affect our earnings and financial
condition.
We are subject to income taxes in the United States and in
various foreign jurisdictions. Significant judgment is required
in determining our worldwide provision for income taxes, and, in
the ordinary course of our business, there are many transactions
and calculations where the ultimate tax determination is
uncertain.
We are also required to estimate what our tax obligations will
be in the future. Although we believe our tax estimates are
reasonable, the estimation process and applicable laws are
inherently uncertain, and our estimates are not binding on tax
authorities. Our effective tax rate could be adversely affected
by our profit level, by changes in our business or changes in
our structure resulting from the reorganization of our business
and operating structure, changes in the mix of earnings in
countries with differing statutory tax rates, changes in the
elections we make, changes in applicable tax laws as well as
other factors. Further, our tax determinations are regularly
subject to audit by tax authorities and developments in those
audits could adversely affect our income tax provision. Should
our ultimate tax liability exceed our estimates, our income tax
provision and net income or loss could be materially affected.
We incur certain tax expenses that do not decline
proportionately with declines in our consolidated pre-tax income
or loss. As a result, in absolute dollar terms, our tax expense
will have a greater influence on our effective tax rate at lower
levels of pre-tax income or loss than higher levels. In
addition, at lower levels of pre-tax income or loss, our
effective tax rate will be more volatile.
We are also required to pay taxes other than income taxes, such
as payroll, sales, use, value-added, net worth, property and
goods and services taxes, in both the United States and various
foreign jurisdictions. We are regularly under examination by tax
authorities with respect to these non-income taxes. There can be
no assurance that the outcomes from these examinations, changes
in our business or changes in applicable tax rules will not have
an adverse effect on our earnings and financial condition.
Changes in our worldwide operating structure or the adoption
of new products and distribution models could have adverse tax
consequences.
As we expand our international operations, adopt new products
and new distribution models, implement changes to our operating
structure or undertake intercompany transactions in light of
changing tax laws, expiring rulings, acquisitions and our
current and anticipated business and operational requirements,
our tax expense could increase. For example, in the fourth
quarter of fiscal 2006, we repatriated $375 million under
the American Jobs Creation Act of 2004. As a result, we
recognized an additional one-time tax expense in fiscal 2006 of
$17 million.
Our reported financial results could be adversely affected by
changes in financial accounting standards or by the application
of existing or future accounting standards to our business as it
evolves.
As a result of the enactment of the Sarbanes-Oxley Act and the
review of accounting policies by the SEC and national and
international accounting standards bodies, the frequency of
accounting policy changes may accelerate. For example, as
discussed in Note 10 of the Notes to Consolidated Financial
Statements, FIN No. 48 has affected the way we account
for income taxes and may have a material impact on our financial
results. Our adoption of Statement of Financial Accounting
Standard (
“SFAS”) No. 141(R) will have a material
impact on our Consolidated Financial Statements for material
acquisitions consummated after
March 29, 2009. Similarly,
changes in accounting standards relating to stock-based
compensation require us to recognize significantly greater
expense than we had been recognizing prior to the adoption of
the new standard. Likewise, policies affecting software revenue
recognition have and could further significantly affect the way
we account for revenue related to our products and services. For
example, we expect a more significant portion of our games will
be online-enabled in the future and we could be required to
recognize the related revenue over an extended period of time
rather than at the time of sale. As we enhance, expand and
diversify our business and product offerings, the application of
existing or future financial accounting standards, particularly
those relating to the way we account for revenue and taxes,
could have a significant adverse effect on our reported results
although not necessarily on our cash flows.
21
The majority of our sales are made to a relatively small
number of key customers. If these customers reduce their
purchases of our products or become unable to pay for them, our
business could be harmed.
In our fiscal year ended
March 31, 2008, over
73 percent of our U.S. sales were made to seven key
customers. In Europe, our top ten customers accounted for
approximately 32 percent of our sales in that territory
during the year ended
March 31, 2008. Worldwide, we had
direct sales to two customers, GameStop Corp. and Wal-Mart
Stores, which represented approximately 13 percent and
12 percent, respectively, of total net revenue in the year
ended
March 31, 2008. Though our products are available to
consumers through a variety of retailers, the concentration of
our sales in one, or a few, large customers could lead to a
short-term disruption in our sales if one or more of these
customers significantly reduced their purchases or ceased to
carry our products, and could make us more vulnerable to
collection risk if one or more of these large customers became
unable to pay for our products. Additionally, our receivables
from these large customers increase significantly in the
December quarter as they stock up for the holiday selling
season. Also, having such a large portion of our total net
revenue concentrated in a few customers could reduce our
negotiating leverage with these customers.
Our products are subject to the threat of piracy and
unauthorized copying, which could negatively impact our growth
and future profitability.
Software piracy is a persistent problem, particularly in
countries where laws are less protective of intellectual
property rights. The global expansion of organized pirate
operations, the proliferation of technology designed to
circumvent the protection measures we use in our products, the
availability of broadband access to the Internet and the ability
to download pirated copies of our games from various Internet
sites and through peer-to-peer channels, and the widespread
proliferation of Internet cafes using pirated copies of our
products, all have contributed to ongoing and expanding piracy.
Though we take legal and technical steps to make the
unauthorized copying and distribution of our products more
difficult, as do the manufacturers of consoles on which our
games are played, these efforts may not be successful in
controlling the piracy of our products. These factors could have
a negative effect on our growth and profitability in the future.
Our stock price has been volatile and may continue to
fluctuate significantly.
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 (including those discussed in the risk factors above as
well as others not currently known to us or that we currently do
not believe are material), to changes in securities
analysts’ earnings estimates or ratings, to our results or
future financial guidance falling below our expectations and
analysts’ and investors’ expectations, to factors
affecting the entertainment, computer, software, Internet, media
or electronics industries, to our ability to successfully
integrate any acquisitions we may make, or to national or
international economic conditions.
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Item 1B:
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Unresolved
Staff Comments
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None.
22
The following diagram depicts the locations of our most
significant facilities throughout the world:
We currently own a 418,000-square-foot product development
studio facility in Burnaby, British Columbia, Canada. We also
own a 122,000-square-foot administrative, sales and development
facility in Chertsey, England, which we no longer occupy. In
addition to the properties we own, we lease approximately
3.1 million square feet of facilities, including
significant leases for our headquarters in Redwood City,
California, our studios in Los Angeles, California and Orlando,
Florida, and our distribution center in Louisville, Kentucky.
Our leased space is summarized as follows (in square feet):
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North
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Purpose
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America
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Europe
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Asia
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Total
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Distribution
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250,000
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124,508
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—
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374,508
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Sales & Administrative
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741,940
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256,242
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93,686
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1,091,868
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Research and Development
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1,403,404
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182,334
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90,578
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1,676,316
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Total Leased Square Footage
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2,395,344
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563,084
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184,264
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3,142,692
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Redwood
City Headquarters
In February 1995, we entered into a build-to-suit lease
(“Phase One Lease”) with a third-party lessor for our
headquarters facilities in Redwood City, California (“Phase
One Facilities”). The Phase One Facilities comprise a total
of approximately 350,000 square feet and provide space for
sales, marketing, administration and research and development
functions. In July 2001, the lessor refinanced the Phase One
Lease with Keybank National Association through July 2006. The
Phase One Lease expires in January 2039, subject to early
termination in the event the underlying financing between the
lessor and its lenders is not extended. Subject to certain terms
and conditions, we may purchase the Phase One Facilities or
arrange for the sale of the Phase One Facilities to a third
party.
Pursuant to the terms of the Phase One Lease, we have an option
to purchase the Phase One Facilities at any time for a purchase
price of $132 million. In the event of a sale to a third
party, if the sale price is less than $132 million, we will
be obligated to reimburse the difference between the actual sale
price and $132 million, up to a maximum of
$117 million, subject to certain provisions of the Phase
One Lease, as amended.
On
May 26, 2006, the lessor extended its loan financing
underlying the Phase One Lease with its lenders through July
2007, and on
May 14, 2007, the lenders extended this
financing again for an additional year through July 2008. On
April 14, 2008, the lenders extended the financing for
another year through July 2009.
23
At any time prior to the expiration of the financing in July
2009, we may re-negotiate the lease and the related financing
arrangement. We account for the Phase One Lease arrangement as
an operating lease in accordance with SFAS No. 13,
“Accounting for Leases”, as amended.
In December 2000, we entered into a second build-to-suit lease
(“Phase Two Lease”) with Keybank National Association
for a five and one-half year term beginning in December 2000 to
expand our Redwood City, California headquarters facilities and
develop adjacent property (“Phase Two Facilities”).
Construction of the Phase Two Facilities was completed in June
2002. The Phase Two Facilities comprise a total of approximately
310,000 square feet and provide space for sales, marketing,
administration and research and development functions. Subject
to certain terms and conditions, we may purchase the Phase Two
Facilities or arrange for the sale of the Phase Two Facilities
to a third party.
Pursuant to the terms of the Phase Two Lease, we have an option
to purchase the Phase Two Facilities at any time for a purchase
price of $115 million. In the event of a sale to a third
party, if the sale price is less than $115 million, we will
be obligated to reimburse the difference between the actual sale
price and $115 million, up to a maximum of
$105 million, subject to certain provisions of the Phase
Two Lease, as amended.
On
May 26, 2006, the lessor extended the Phase Two Lease
through July 2009 subject to early termination in the event the
underlying loan financing between the lessor and its lenders is
not extended. Concurrently with the extension of the lease, the
lessor extended the loan financing underlying the Phase Two
Lease with its lenders through July 2007. On
May 14, 2007,
the lenders extended this financing again for an additional year
through July 2008. On
April 14, 2008, the lenders extended
the financing for another year through July 2009. At any time
prior to the expiration of the financing in July 2009, we may
re-negotiate the lease and the related financing arrangement. We
account for the Phase Two Lease arrangement as an operating
lease in accordance with SFAS No. 13, as amended.
We believe that, as of
March 31, 2008, the estimated fair
values of both properties under these operating leases exceeded
their respective guaranteed residual values.
Guildford,
Orlando, Los Angeles and Vancouver Studios; Louisville
Distribution Center
In February 2006, we entered into an agreement with an
independent third party to lease a facility in Guildford,
Surrey, United Kingdom, which commenced in June 2006 and will
expire in May 2016. The facility comprises a total of
approximately 95,000 square feet, which we use for
administrative, sales and development functions. Our rental
obligation under this agreement is approximately
$33 million over the initial ten-year term of the lease.
In June 2004, we entered into a lease agreement, amended in
December 2005, with an independent third party for a studio
facility in Orlando, Florida. The lease commenced in January
2005 and expires in June 2010, with one five-year option to
extend the lease term. The campus facilities comprise a total of
140,000 square feet and provide space for research and
development functions. Our rental obligation over the initial
five-and-a-half
year term of the lease is $15 million.
In July 2003, we entered into a lease agreement with an
independent third party (the “Landlord”) for a studio
facility in Los Angeles, California, which commenced in October
2003 and expires in September 2013 with two five-year options to
extend the lease term. Additionally, we have options to purchase
the property after five and ten years based on the fair market
value of the property at the date of sale, a right of first
offer to purchase the property upon terms offered by the
Landlord, and a right to share in the profits from a sale of the
property. Existing campus facilities comprise a total of
243,000 square feet and provide space for research and
development functions. Our rental obligation under this
agreement is $50 million over the initial ten-year term of
the lease. This commitment is offset by expected sublease income
of $6 million for a sublease to an affiliate of the
Landlord of 18,000 square feet of the Los Angeles facility,
which commenced in October 2003 and expires in September 2013,
with options of early termination by either party after October
2008.
In October 2002, we entered into a lease agreement, with an
independent third party for a studio facility in Vancouver,
British Columbia, Canada, which commenced in May 2003 and
expires in April 2013. We amended the lease in October 2003. The
facility comprises a total of approximately 65,000 square
feet and
24
provides space for research and development functions. Our
rental obligation under this agreement is approximately
$16 million over the initial ten-year term of the lease.
Our North American distribution is supported by a centralized
warehouse facility that we lease in Louisville, Kentucky,
occupying 250,000 square feet.
In addition to the properties discussed above, we have other
properties under lease which have been included in our
restructuring costs as discussed in Note 6 of the Notes to
Consolidated Financial Statements included in Item 8 of
this report. While we continually evaluate our facility
requirements, we believe that suitable additional or substitute
space will be available as needed to accommodate our future
needs.
|
|
|
Item 3:
|
Legal
Proceedings
|
We are subject to claims and litigation arising in the ordinary
course of business. We do not believe that any liability from
any reasonably foreseeable disposition of such claims and
litigation, individually or in the aggregate, would have a
material adverse effect on our consolidated financial position
or results of operations.
|
|
|
Item 4:
|
Submission
of Matters to a Vote of Security Holders
|
There were no matters submitted to a vote of our security
holders during the quarter ended
March 31, 2008.
25
PART II
|
|
|
Item 5:
|
Market
for Registrant’s Common Equity, Related Stockholder Matters
and Issuer Purchases of Equity Securities
|
Market
Information
Our common stock is traded on the NASDAQ Global Select Market
under the symbol
“ERTS”. The following table sets
forth the quarterly high and low sales price per share of our
common stock from
April 1, 2006 through
March 31, 2008.
| |
|
|
|
|
|
|
|
|
|
|
|
Prices
|
|
|
|
|
High
|
|
|
Low
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
First Quarter
|
|
$
|
57.80
|
|
|
$
|
39.99
|
|
|
Second Quarter
|
|
|
57.74
|
|
|
|
41.37
|
|
|
Third Quarter
|
|
|
59.85
|
|
|
|
50.21
|
|
|
Fourth Quarter
|
|
|
54.43
|
|
|
|
47.96
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
First Quarter
|
|
$
|
54.67
|
|
|
$
|
46.27
|
|
|
Second Quarter
|
|
|
57.08
|
|
|
|
47.54
|
|
|
Third Quarter
|
|
|
61.62
|
|
|
|
53.28
|
|
|
Fourth Quarter
|
|
|
58.88
|
|
|
|
43.62
|
|
Holders
There were approximately 1,694 holders of record of our common
stock as of
May 16, 2008, and the closing price of our
common stock was $49.60 per share as reported by the NASDAQ
Global Select Market. In addition, we believe that a significant
number of beneficial owners of our common stock hold their
shares in street name.
Dividends
We have not paid any cash dividends and do not anticipate paying
cash dividends in the foreseeable future.
26
Stock
Performance Graph
The following information shall not be deemed to be
“filed” with the Securities and Exchange Commission
nor shall this information be
incorporated by reference into any
future filing under the Securities Act of 1933, as amended, or
the Securities Exchange Act of 1934, as amended, except to the
extent that we specifically incorporate it by reference into a
filing.
The following graph shows a five-year comparison of cumulative
total returns during the period from
March 31, 2003 through
March 31, 2008, for our common stock, the NASDAQ Market
Composite Index, the S&P 500 Index (to which EA was
added in July 2002) and the RDG Technology Composite Index,
each of which assumes an initial value of $100. Each measurement
point is as of the end of each fiscal year ended March 31.
The performance of our stock depicted in the following graph is
not necessarily indicative of the future performance of our
stock.
COMPARISON
OF 5 YEAR CUMULATIVE TOTAL RETURN*
Among Electronic Arts Inc., The NASDAQ Composite Index,
The S&P 500 Index and The RDG Technology Composite Index
* $100 invested on
March 31, 2003 in stock or
index-including reinvestment of dividends. Fiscal year ending
March 31.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
|
|
2003
|
|
2004
|
|
2005
|
|
2006
|
|
2007
|
|
2008
|
|
|
|
Electronic Arts Inc.
|
|
$
|
100
|
|
|
$
|
183
|
|
|
$
|
177
|
|
|
$
|
187
|
|
|
$
|
172
|
|
|
$
|
170
|
|
|
S&P 500
|
|
|
100
|
|
|
|
135
|
|
|
|
144
|
|
|
|
161
|
|
|
|
180
|
|
|
|
171
|
|
|
NASDAQ Composite
|
|
|
100
|
|
|
|
151
|
|
|
|
152
|
|
|
|
181
|
|
|
|
190
|
|
|
|
177
|
|
|
RDG Technology Composite
|
|
|
100
|
|
|
|
149
|
|
|
|
144
|
|
|
|
171
|
|
|
|
176
|
|
|
|
168
|
|
27
|
|
|
Item 6:
|
Selected
Financial Data
|
SELECTED FIVE-YEAR CONSOLIDATED FINANCIAL DATA
(In millions, except per share data)
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31,
|
|
|
STATEMENTS OF OPERATIONS DATA
|
|
2008
|
|
|
2007(a)
|
|
|
2006
|
|
|
2005
|
|
|
2004
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net revenue
|
|
$
|
3,665
|
|
|
$
|
3,091
|
|
|
$
|
2,951
|
|
|
$
|
3,129
|
|
|
$
|
2,957
|
|
|
Cost of goods sold
|
|
|
1,805
|
|
|
|
1,212
|
|
|
|
1,181
|
|
|
|
1,197
|
|
|
|
1,103
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit
|
|
|
1,860
|
|
|
|
1,879
|
|
|
|
1,770
|
|
|
|
1,932
|
|
|
|
1,854
|
|
|
Operating expenses:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketing and sales
|
|
|
588
|
|
|
|
466
|
|
|
|
431
|
|
|
|
391
|
|
|
|
370
|
|
|
General and administrative
|
|
|
339
|
|
|
|
288
|
|
|
|
215
|
|
|
|
221
|
|
|
|
185
|
|
|
Research and development
|
|
|
1,145
|
|
|
|
1,041
|
|
|
|
758
|
|
|
|
633
|
|
|
|
511
|
|
|
Amortization of intangibles
|
|
|
34
|
|
|
|
27
|
|
|
|
7
|
|
|
|
3
|
|
|
|
3
|
|
|
Acquired in-process technology
|
|
|
138
|
|
|
|
3
|
|
|
|
8
|
|
|
|
13
|
|
|
|
—
|
|
|
Restructuring charges
|
|
|
103
|
|
|
|
15
|
|
|
|
26
|
|
|
|
2
|
|
|
|
9
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total operating expenses
|
|
|
2,347
|
|
|
|
1,840
|
|
|
|
1,445
|
|
|
|
1,263
|
|
|
|
1,078
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss)
|
|
|
(487
|
)
|
|
|
39
|
|
|
|
325
|
|
|
|
669
|
|
|
|
776
|
|
|
Losses on strategic investments
|
|
|
(118
|
)
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
Interest and other income, net
|
|
|
98
|
|
|
|
99
|
|
|
|
64
|
|
|
|
56
|
|
|
|
21
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Income (loss) before provision for (benefit from) income taxes
and minority interest
|
|
|
(507
|
)
|
|
|
138
|
|
|
|
389
|
|
|
|
725
|
|
|
|
797
|
|
|
Provision for (benefit from) income taxes
|
|
|
(53
|
)
|
|
|
66
|
|
|
|
147
|
|
|
|
221
|
|
|
|
220
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Income (loss) before minority interest
|
|
|
(454
|
)
|
|
|
72
|
|
|
|
242
|
|
|
|
504
|
|
|
|
577
|
|
|
Minority interest
|
|
|
—
|
|
|
|
4
|
|
|
|
(6
|
)
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss)
|
|
$
|
(454
|
)
|
|
$
|
76
|
|
|
$
|
236
|
|
|
$
|
504
|
|
|
$
|
577
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss) per share:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Basic
|
|
$
|
(1.45
|
)
|
|
$
|
0.25
|
|
|
$
|
0.78
|
|
|
$
|
1.65
|
|
|
$
|
1.95
|
|
|
Diluted
|
|
$
|
(1.45
|
)
|
|
$
|
0.24
|
|
|
$
|
0.75
|
|
|
$
|
1.59
|
|
|
$
|
1.87
|
|
|
Number of shares used in computation:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Basic
|
|
|
314
|
|
|
|
308
|
|
|
|
304
|
|
|
|
305
|
|
|
|
295
|
|
|
Diluted
|
|
|
314
|
|
|
|
317
|
|
|
|
314
|
|
|
|
318
|
|
|
|
308
|
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
BALANCE SHEET DATA
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cash and cash equivalents
|
|
$
|
1,553
|
|
|
$
|
1,371
|
|
|
$
|
1,242
|
|
|
$
|
1,270
|
|
|
$
|
2,150
|
|
|
Short-term investments
|
|
|
734
|
|
|
|
1,264
|
|
|
|
1,030
|
|
|
|
1,688
|
|
|
|
264
|
|
|
Marketable equity securities
|
|
|
729
|
|
|
|
341
|
|
|
|
160
|
|
|
|
140
|
|
|
|
1
|
|
|
Working capital
|
|
|
2,626
|
|
|
|
2,571
|
|
|
|
2,143
|
|
|
|
2,899
|
|
|
|
2,185
|
|
|
Total assets
|
|
|
6,059
|
|
|
|
5,146
|
|
|
|
4,386
|
|
|
|
4,370
|
|
|
|
3,464
|
|
|
Long-term liabilities
|
|
|
421
|
|
|
|
88
|
|
|
|
97
|
|
|
|
54
|
|
|
|
42
|
|
|
Total liabilities
|
|
|
1,720
|
|
|
|
1,114
|
|
|
|
966
|
|
|
|
861
|
|
|
|
786
|
|
|
Minority interest
|
|
|
—
|
|
|
|
—
|
|
|
|
12
|
|
|
|
11
|
|
|
|
—
|
|
|
Total stockholders’ equity
|
|
|
4,339
|
|
|
|
4,032
|
|
|
|
3,408
|
|
|
|
3,498
|
|
|
|
2,678
|
|
|
|
|
|
(a) |
|
Beginning in fiscal 2007, we adopted Statement of Financial
Accounting Standard No. 123 (revised 2004)
(“SFAS No. 123(R)”), “Share-Based
Payment” which requires us to begin expensing
stock-based compensation. See Note 12 of the Notes to
Consolidated Financial Statements for a detailed functional
line-item breakdown of our stock-based compensation expense. |
28
|
|
|
Item 7:
|
Management’s
Discussion and Analysis of Financial Condition and Results of
Operations
|
OVERVIEW
The following overview is a top-level discussion of our
operating results as well as some of the trends and drivers that
affect our business. Management believes that an understanding
of these trends and drivers is important in order to understand
our results for the fiscal year ended
March 31, 2008, as
well as our future prospects. This summary is not intended to be
exhaustive, nor is it intended to be a substitute for the
detailed discussion and analysis provided elsewhere in this
Form 10-K,
including in the
“Business” section and the
“Risk
Factors” above, the remainder of
“Management’s
Discussion and Analysis of Financial Condition and Results of
Operations”, or the Consolidated Financial Statements and
related notes.
About
Electronic Arts
We develop, market, publish and distribute video game software
and content that can be played by consumers on a variety of
platforms, including video game consoles (such as the Sony
PlayStation® 2
and
PLAYSTATION® 3,
Microsoft Xbox
360tm
and Nintendo
Wiitm),
personal computers, handheld game players (such as the
PlayStation®
Portable
(“PSPtm”)
and the Nintendo
DStm)
and cellular handsets. Some of our games are based on content
that we license from others (e.g., Madden NFL Football,
Harry Potter and FIFA Soccer), and some of our games are based
on our own wholly-owned intellectual property (e.g., The
Simstm,
Need for
Speedtm
and
POGOtm).
Our goal is to publish titles with global mass-market appeal,
which often means translating and localizing them for sale in
non-English speaking countries. In addition, we also attempt to
create software game “franchises” that allow us to
publish new titles on a recurring basis that are based on the
same property. Examples of this franchise approach are the
annual iterations of our sports-based products (e.g.,
Madden NFL Football,
NCAA®
Football and FIFA Soccer), wholly-owned properties that can be
successfully sequeled (e.g., The Sims, Need for Speed and
Battlefield) and titles based on long-lived literary
and/or movie
properties (e.g., Lord of the Rings and Harry Potter).
Special
Note Regarding Deferred Net Revenue
The ubiquity of high-speed Internet access and the integration
of network connectivity into new generation game consoles are
expected to continue to increase demand for games with
online-enabled features. To address this demand, many of our
software products are developed with the ability to be connected
to, and played via, the Internet. In order for consumers to
participate in online communities and play against one another
via the Internet, we (either directly or through outsourced
arrangements with third parties) maintain servers which support
an online service we offer to consumers for activities such as
matchmaking. In situations where we do not separately sell this
online service, we account for the sale of the software product
as a “bundle” sale, or multiple element arrangement,
in which we sell both the software product and the online
service for one combined price.
Through fiscal 2007, for accounting purposes, vendor-specific
objective evidence of fair value (“VSOE”) existed for
the online service. Accordingly, we allocated the revenue
collected from the sale of the software product between the
online service offered and the software product and recognized
the amounts allocated to each element separately. However,
starting in fiscal 2008, for accounting purposes, the required
vendor-specific objective evidence of fair value did not exist
for the online service related to certain of our online-enabled
software products. This prevented us from allocating and
separately recognizing revenue related to the software product
and the online service. Accordingly, starting in fiscal 2008, we
began to recognize all of the revenue from the sale of our
online-enabled software products for the PC, PlayStation 2,
PLAYSTATION 3, Wii and the PSP on a deferred basis over an
estimated online service period, which we estimate to be six
months beginning in the month after shipment. On a quarterly
basis, the deferral amount will vary significantly depending
upon the number of titles we release, the timing of their
release, sales volume, returns and price protection provided for
these online-enabled software products. In addition, we expense
the cost of goods sold related to these transactions during the
period in which the product is delivered (rather than on a
deferred basis), which inherently creates volatility in our
reported gross margin percentages.
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As of
March 31, 2008, we had an accumulated balance of
$387 million of deferred net revenue related to
online-enabled packaged goods and digital content, substantially
all of which was driven by sales made during the six months
ended
March 31, 2008. As of
March 31, 2007, we had an
accumulated balance of $32 million of deferred net revenue
related to online-enabled packaged goods and digital content.
Financial
Results
Total net revenue for the fiscal year ended
March 31, 2008
was $3.665 billion, up 19 percent as compared to the
fiscal year ended
March 31, 2007. The impact of deferrals
related to packaged goods and digital content for the fiscal
year ended
March 31, 2008 decreased our reported net
revenue and operating income by $355 million. Net revenue
was driven by sales of
Rock Band, Madden NFL 08,
FIFA 08,
Need for Speed ProStreet, and
The
Simpsonstm
Game.
Net loss for the fiscal year ended
March 31, 2008 was
$454 million as compared to net income of $76 million
for the fiscal year ended
March 31, 2007. Diluted loss per
share for the fiscal year ended
March 31, 2008 was $1.45 as
compared to diluted income per share of $0.24 for the fiscal
year ended
March 31, 2007. Net income decreased during
fiscal 2008 as compared to fiscal 2007 primarily due to
(1) an increase in cost of goods sold of $593 million,
(2) an increase in sales of online-enabled titles for which
we were unable to establish VSOE that resulted in the net
deferral of $355 million of net revenue out of fiscal 2008
and into future periods, (3) an increase of
$135 million in acquired in-process technology primarily
due to our acquisition of VG Holding Corp., (4) losses
on strategic investments of $118 million, (5) an
increase of $108 million in personnel-related costs,
(6) an increase of $90 million in marketing,
advertising and promotional expenses primarily to support our
launch of new franchises and incremental spending on recurring
franchises, and (7) an increase of $88 million in
restructuring charges primarily as a result of our fiscal 2008
reorganization. These items were partially offset by (1) an
increase in $574 million in net revenue and
(2) $119 million lower income tax expense.
We generated $338 million of cash from operating activities
during the year ended
March 31, 2008, as compared to
$397 million for fiscal 2007. The decrease in cash provided
by operating activities for fiscal 2008 as compared to fiscal
2007 was primarily due to (1) an increase in operating
expenses paid resulting from an increase in advertising and
marketing costs, external development expenses and
personnel-related expenses, and (2) a $90 million
increase in incentive-based cash compensation paid in fiscal
2008 which were earned with respect to fiscal 2007 performance.
These decreases were significantly offset by higher net revenue
collected during fiscal 2008 as compared to fiscal 2007.
Management’s
Overview of Historical and Prospective Business
Trends
Fiscal 2008 Reorganization. In fiscal 2008, we
reorganized our business into four operating
“labels” — EA Games, EA SPORTS,
The Sims and EA Casual Entertainment — and an
additional group that works closely with the labels —
Global Publishing. Each label is structured to operate globally
and includes several key functions including development
studios, product marketing, and planning for products and
services. Global Publishing operates in three regions, North
America, Europe and Asia, and is responsible for strategic
planning, field marketing, sales, distribution, operations,
product certification, quality assurance, motion capture, art
outsourcing and localization.
In October 2007, our Board of Directors approved a plan of
reorganization (
“fiscal 2008 reorganization plan”).
Since the inception of the fiscal 2008 reorganization plan
through
March 31, 2008, we incurred charges associated with
(1) the closure of our Chertsey, England and Chicago,
Illinois facilities, which included asset impairment and lease
termination costs, (2) employee-related expenses, and
(3) other costs including other
contract terminations as
well as IT and consulting costs to assist in the reorganization
of our business support functions. During the fourth quarter of
fiscal 2008, we completed the closure of our Chertsey facility
and consolidated our local operations and employees into our
Guildford, England facility. Over the next 18 months, we
expect to continue to incur IT and consulting costs to assist in
the reorganization of our business support functions.
30
Including charges incurred through
March 31, 2008, we
expect to incur cash and non-cash charges between
$115 million and $125 million by fiscal 2010 related
to our fiscal 2008 reorganization plan. These charges will
consist primarily of employee-related costs (approximately
$10 million in cash charges), facility exit costs
(approximately $60 million in cash and non-cash charges),
as well as other reorganization costs including other
contract
terminations and IT and consulting costs to assist in the
reorganization of our business support functions (approximately
$50 million in cash and non-cash charges).
Transition to a New Generation of
Consoles. Video game hardware systems have
historically had a life cycle of four to six years, which
causes the video game software market to be cyclical as well.
The current cycle began with Microsoft’s launch of the
Xbox 360 in 2005, and continued in 2006 when Sony and
Nintendo launched their next-generation systems, the
PLAYSTATION 3 and the Wii, respectively. During fiscal
2008, the installed base of each of these systems continued to
expand and, as a result, sales of our products for these systems
have also increased significantly. At the same time, however,
demand for video games for prior-generation systems,
particularly the original Xbox and the Nintendo GameCube, has
declined significantly. Although we expect to continue
developing and marketing new titles for the prior-generation
PlayStation 2 in fiscal 2009, we only expect to release one
title for the original Xbox and no titles for the Nintendo
GameCube. As a result, we expect our sales of video games for
prior-generation systems will continue to decline. The decline
in prior-generation product sales, particularly the
PlayStation 2, may be greater or faster than we anticipate,
and sales of products for the new platforms may be lower or
increase more slowly than we anticipate. Moreover, we expect
development costs for the new video game systems continue to be
greater on a per-title basis than development costs for
prior-generation video game systems.
We have incurred increased costs during this transition as we
have continued to develop and market new titles for certain
prior-generation video game platforms, while also making
significant investments in products for the new generation
platforms. We expect research and development expenses to
increase on an absolute basis in fiscal 2009 as compared to
fiscal 2008 (although not necessarily as a percentage of net
revenue).
Online. Today, we generate net revenue from a
variety of online products and services, including casual games
and downloadable content marketed under our Pogo brand,
persistent state world games such as Ultima
Onlinetm
and Dark Age of
Camelot®,
PC-based downloadable content and online-enabled packaged
goods. In addition, we are anticipating the release of a new
massively multiplayer online role-playing game,
Warhammer®
Online. We intend to make significant investments in online
products, infrastructure and services and believe that online
gameplay will become an increasingly important part of our
business in the long term.
Expansion of Mobile Platforms. Advances in
mobile technology have resulted in a variety of new and evolving
platforms for on-the-go interactive entertainment that appeal to
a broader demographic of consumers. Our efforts to capitalize on
the growth in mobile interactive entertainment are focused in
two broad areas — packaged goods games for handheld
game systems and downloadable games for cellular handsets.
We have developed and published games for a variety of handheld
platforms for several years. More recently, the Sony PSP and the
Nintendo DS, with their enhanced graphics, deeper gameplay, and
online functionality, provide a richer mobile gaming experience
for consumers.
We expect sales of games for handhelds and cellular handsets to
continue to be an important part of our business worldwide.
Acquisitions and Investments. We have engaged
in, evaluated, and expect to continue to engage in and evaluate,
a wide array of potential strategic transactions, including
acquisitions of companies, businesses, intellectual properties,
and other assets. Since the beginning of fiscal 2007, we have
announced
and/or
completed several acquisitions and investments, including:
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In January 2008, we completed our acquisition of VG Holding
Corp. (“VGH”), owner of both BioWare Corp. and
Pandemic Studios, LLC, which create action, adventure, and
role-playing games. VGH was headquartered in Menlo Park,
California. BioWare Corp. and Pandemic Studios are located in
Edmonton, Canada; Los Angeles, California; Austin, Texas; and
Brisbane, Australia.
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In May 2007, we entered into a licensing agreement with and made
a strategic equity investment in The9 Limited, a leading online
game operator in China. The licensing agreement gives The9
exclusive publishing rights for
EA SPORTStmFIFA
Online in mainland China.
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In April 2007, we expanded our commercial agreements with and
made strategic equity investments in Neowiz Corporation and a
related online gaming company, Neowiz Games (we refer to Neowiz
Corporation and Neowiz Games collectively as
“Neowiz”). Based in Korea, Neowiz is an online media
and gaming company with which we partnered in 2006 to launch
EA SPORTS FIFA Online in Korea.
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In October 2006, the remaining outstanding shares of Digital
Illusions C.E. (“DICE”) located in Sweden, were
purchased, thereby completing the acquisition of the remaining
minority interest of DICE.
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In July 2006, we acquired Mythic Entertainment, Inc., located in
Virginia, as part of our efforts to accelerate our growth in the
massively multiplayer online role-playing market.
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In the fourth quarter of fiscal 2008, we announced a proposal to
acquire all of the issued and outstanding shares of common stock
of Take-Two Interactive Software, Inc.(
“Take-Two”),
for a total purchase price of approximately $2.1 billion
(including fees and expenses). Take-Two’s Board of
Directors has stated that our offer undervalues
the company and
is not in the best interests of stockholders. If we were to
acquire Take-Two, we expect the acquisition would have a
material impact on our future financial position and results of
operations and cash flows. Although the offer is not conditional
upon any financing arrangements, our Board of Directors has
authorized us to obtain additional financing, a portion of which
may be used in part to fund the acquisition. There can be no
assurance that we will acquire Take-Two.
International Operations and Foreign Currency Exchange
Impact. International sales are a fundamental
part of our business. Net revenue from international sales
accounted for approximately 47 percent of our total net
revenue during fiscal 2008 and approximately 46 percent of
our total net revenue during fiscal 2007. Our international net
revenue was primarily driven by sales in Europe and, to a much
lesser extent, in Asia. Year-over-year, we estimate that foreign
exchange rates had a favorable impact on our net revenue of
$125 million, or 4 percent, for the year ended
March 31, 2008. We believe that in order to succeed
internationally, it is important to locally develop content that
is specifically directed toward local cultures and consumers.
Stock-Based Compensation. Beginning on
April 1, 2006, we adopted Statement of Financial Accounting
Standard No. 123 (revised 2004)
(
“SFAS No. 123(R)”), “
Share-Based
Payment”, and applied the provisions of Staff
Accounting Bulletin (
“SAB”) No. 107,
“
Share-Based Payment”, to our adoption of
SFAS No. 123(R). During fiscal 2008, we recognized
stock-based compensation of $150 million, pre-tax, and
$123 million, net of tax. During fiscal 2007, we recognized
stock-based compensation of $133 million, pre-tax, and
$107 million, net of tax. Stock-based compensation expense
has been reflected in the respective functional line items on
our Consolidated Statements of Operations.
CRITICAL
ACCOUNTING POLICIES AND ESTIMATES
Our Consolidated 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 periods. 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.
Revenue
Recognition, Sales Returns, Allowances and Bad Debt
Reserves
We derive revenue principally from sales of interactive software
games designed for play on video game consoles (such as the
PlayStation 2, PLAYSTATION 3, Xbox 360 and Wii), PCs and mobile
platforms including handheld game players (such as the PSP and
Nintendo DS), and cellular handsets. We evaluate the
32
recognition of revenue based on the criteria set forth in
Statement of Position (“SOP”)
97-2,
“Software Revenue Recognition”, as amended by
SOP 98-9,
“Modification of
SOP 97-2,
Software Revenue Recognition, With Respect to Certain
Transactions” and SAB No. 104,
“Revenue Recognition”. We evaluate and
recognize revenue when all four of the following criteria are
met:
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Evidence of an arrangement. Evidence of an agreement
with the customer that reflects the terms and conditions to
deliver products that must be present in order to recognize
revenue.
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Delivery. Delivery is considered to occur when a
product is shipped and the risk of loss and rewards of ownership
have been transferred to the customer. For online game services,
delivery is considered to occur as the service is provided. For
digital downloads that do not have an online service component,
delivery is considered to occur generally when the download
occurs.
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Fixed or determinable fee. If a portion of the
arrangement fee is not fixed or determinable, we recognize
revenue as the amount becomes fixed or determinable.
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Collection is deemed probable. We conduct a credit
review of each customer involved in a significant transaction to
determine the creditworthiness of the customer. Collection is
deemed probable if we expect the customer to be able to pay
amounts under the arrangement as those amounts become due. If we
determine that collection is not probable, we recognize revenue
when collection becomes probable (generally upon cash
collection).
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Determining whether and when some of these criteria have been
satisfied often involves assumptions and judgments that can have
a significant impact on the timing and amount of revenue we
report in each period. For example, for multiple element
arrangements, we must make assumptions and judgments in order
to: (1) determine whether and when each element has been
delivered; (2) determine whether undelivered products or
services are essential to the functionality of the delivered
products and services; (3) determine whether VSOE exists
for each undelivered element; and (4) allocate the total
price among the various elements we must deliver. Changes to any
of these assumptions or judgments, or changes to the elements in
a software arrangement, could cause a material increase or
decrease in the amount of revenue that we report in a particular
period. For example, in connection with some of our packaged
goods product sales, we offer an online service without an
additional fee. Prior to fiscal 2008, we were able to determine
VSOE for the online service to be delivered; therefore, we were
able to allocate the total price received from the combined
product and online service sale between these two elements and
recognize the related revenue separately. However, starting in
fiscal 2008, VSOE does not exist for the online service to be
delivered for certain platforms and all revenue from these
transactions are recognized over the estimated online service
period. More specifically, starting in fiscal 2008, we began to
recognize the revenue from sales of certain online-enabled
packaged goods on a straight-line basis over a six month period
beginning in the month after shipment. Accordingly, this
relatively small change (from having VSOE for the online service
to no longer having VSOE) has had a significant effect on our
reported results.
Determining whether a transaction constitutes an online game
service transaction or a download of a product requires judgment
and can be difficult. The accounting for these transactions is
significantly different. Revenue from product downloads is
generally recognized when the download occurs (assuming all
other recognition criteria are met). Revenue from online game
services is recognized as the services are rendered. If the
service period is not defined, we recognize the revenue over the
estimated service period. Determining the estimated service
period is inherently subjective and is subject to regular
revision based on historical online usage.
Product revenue, including sales to resellers and distributors
(“channel partners”), is recognized when the above
criteria are met. We reduce product revenue for estimated future
returns, price protection, and other offerings, which may occur
with our customers and channel partners. Price protection
represents the right to receive a credit allowance in the event
we lower our wholesale price on a particular product. The amount
of the price protection is generally the difference between the
old price and the new price. In certain countries, we have
stock-balancing programs for our PC and video game system
products, which allow for the exchange of these products by
resellers under certain circumstances. It is our general
practice to exchange products or give credits rather than to
give cash refunds.
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In certain countries, from time to time, we decide to provide
price protection for both our PC and video game system products.
When evaluating the adequacy of sales returns and price
protection allowances, we analyze historical returns, current
sell-through of distributor and retailer inventory of our
products, current trends in retail and the video game segment,
changes in customer demand and acceptance of our products, and
other related factors. In addition, we monitor the volume of
sales to our channel partners and their inventories, as
substantial overstocking in the distribution channel could
result in high returns or higher price protection costs in
subsequent periods.
In the future, 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
and/or price
protection for our products may continue to increase as the
PlayStation 2 console moves through its lifecycle. While we
believe we can make reliable estimates regarding these matters,
these estimates are inherently subjective. Accordingly, if our
estimates changed, our returns and price protection reserves
would change, which would impact the total net revenue we
report. For example, if actual returns
and/or price
protection were significantly greater than the reserves we have
established, our actual results would decrease our reported
total net revenue. Conversely, if actual returns
and/or price
protection were significantly less than our reserves, this would
increase our reported total net revenue. In addition, if our
estimates of returns and price protection related to
online-enabled packaged goods products change, the amount of net
deferred revenue we recognize in the future would change.
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 and
historical experience. Depending upon the overall economic
climate and the financial condition of our customers, the amount
and timing of our bad debt expense and cash collection could
change significantly.
Fair
Value Estimates
The preparation of financial statements in conformity with
accounting principles generally accepted in the United States
often requires us to determine the fair value of a particular
item in order to fairly present our financial statements.
Without an independent market or another representative
transaction, determining the fair value of a particular item
requires us to make several assumptions that are inherently
difficult to predict and can have a material impact on the
conclusion on the appropriate accounting.
There are various valuation techniques used to estimate fair
value. These include (1) the market approach where market
transactions for identical or comparable assets or liabilities
are used to determine the fair value, (2) the income
approach which uses valuation techniques to convert future
amounts (for example, future cash flows or future earnings) to a
single present amount, and (3) the cost approach which is
based on the amount that would be required to replace an asset.
For many of our fair value estimates, including our estimates of
the fair value of acquired intangible assets, acquired
in-process technology and equity instruments granted for
services, we use the income approach. Using the income approach
requires the use of financial models which require us to make
various estimates including, but not limited to (1) the
potential future cash flows for the asset, liability or equity
instrument being measured, (2) the timing of receipt or
payment of those future cash flows, (3) the time value of
money associated with the delayed receipt or payment of such
cash flows, and (4) the inherent risk associated with the
cash flows (risk premium). Making these cash flow estimates are
inherently difficult and subjective, and, if any of the
estimates used to determine the fair value using the income
approach turns out to be inaccurate, our financial results may
be negatively impacted. Furthermore, relatively small changes in
many of these estimates can have a significant impact to the
estimated fair value resulting from the financial models or the
related accounting conclusion reached. For example, a relatively
small change in the estimated fair value of an asset may change
a conclusion as to whether an asset is impaired.
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While we are required to make certain fair value assessments
associated with the accounting for several types of
transactions, the following areas are the most sensitive to the
assessments:
Business Combinations. We must estimate the
fair value of assets acquired, liabilities assumed and acquired
in-process technology in a business combination. Our assessment
of the estimated fair value of each of these can have a material
affect on our reported results as intangible assets are
amortized over various lives and acquired in-process technology
is expensed upon consummation. Furthermore, a change in the
estimated fair value of an asset or liability often has a direct
impact on the amount to recognize as goodwill, an asset that is
not amortized. Often determining the fair value of these assets
and liabilities assumed requires an assessment of expected use
of the asset, the expected cost to extinguish the liability or
our expectations related to the timing and the successful
completion of development of an acquired in-process technology.
Such estimates are inherently difficult and subjective and can
have a material impact on our financial statements.
Assessment of Impairment of Assets. Current
accounting standards require that we assess the recoverability
of purchased intangible assets and other long-lived assets
whenever events or changes in circumstances indicate the
remaining value of the assets recorded on our Consolidated
Balance Sheets is potentially impaired. In order to determine if
a potential impairment has occurred, management must make
various assumptions about the estimated fair value of the asset
by evaluating future business prospects and estimated cash
flows. For some assets, our estimated fair value is dependent
upon our predictions of which of our products we develop will be
successful which is dependent upon several things beyond our
control, such as which operating platforms will be successful in
the marketplace. Also, our revenue and earnings are dependent on
our ability to meet our product release schedules.
SFAS No. 142, “Goodwill and Other Intangible
Assets” requires at least an annual assessment for
impairment of goodwill by applying a fair-value-based test.
Application of the goodwill impairment test requires judgment,
including identification of reporting units, assignment of
assets and liabilities to reporting units, assignment of
goodwill to reporting units, and determination of the fair value
of each reporting unit. Determining the estimated fair value for
each reporting unit could be materially affected by changes in
estimates and assumptions which could trigger impairment.
Stock-Based Compensation. We are required to
estimate the fair value of share-based payment awards on the
date of grant. The estimated fair value of stock options and
stock purchase rights granted pursuant to our employee stock
purchase plan is determined using the Black-Scholes valuation
model which requires us to make certain assumptions about the
future. Determining the estimated fair value is affected by our
stock price as well as assumptions regarding subjective and
complex variables such as expected employee exercise behavior
and our expected stock price volatility over the term of the
award. We estimated the following key assumptions for the
Black-Scholes valuation calculation:
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Risk-free interest rate. The risk-free interest rate
is based on U.S. Treasury yields in effect at the time of
grant for the expected term of the option.
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Expected volatility. We use a combination of
historical stock price volatility and implied volatility
computed based on the price of options publicly traded on our
common stock for our expected volatility assumption.
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Expected term. The expected term represents the
weighted-average period the stock options are expected to remain
outstanding. The expected term is determined based on historical
exercise behavior, post-vesting termination patterns, options
outstanding and future expected exercise behavior.
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Expected dividends.
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Changes to our underlying stock price, our assumptions used in
the Black-Scholes option valuation calculation and our
forfeiture rate, which is based on historical data, as well as
future equity granted or assumed through acquisitions could
significantly impact compensation expense to be recognized in
future periods.
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Royalties
and Licenses
Our royalty expenses consist of payments to (1) content
licensors, (2) independent software developers, and
(3) co-publishing and distribution affiliates. License
royalties consist of payments made to celebrities, professional
sports organizations, movie studios and other organizations for
our use of their trademarks, copyrights, personal publicity
rights, content
and/or other
intellectual property. Royalty payments to independent software
developers are payments for the development of intellectual
property related to our games.
Co-publishing
and distribution royalties are payments made to third parties
for the delivery of product.
Royalty-based obligations with content licensors and
distribution affiliates are either paid in advance and
capitalized as prepaid royalties or are accrued as incurred and
subsequently paid. These royalty-based obligations are generally
expensed to cost of goods sold generally at the greater of the
contractual rate or an effective royalty rate based on the total
projected net revenue. Significant judgment is required to
estimate the effective royalty rate for a particular
contract.
Because the computation of effective royalty rates requires us
to project future revenue, it is inherently subjective as our
future revenue projections must anticipate a number of factors,
including (1) the total number of titles subject to the
contract, (2) the timing of the release of these titles,
(3) the number of software units we expect to sell which
can be impacted by a number of variables, including product
quality and competition, and (4) future pricing.
Determining the effective royalty rate for our titles is
particularly challenging due to the inherent difficulty in
predicting the popularity of entertainment products.
Accordingly, if our future revenue projections change, our
effective royalty rates would change, which could impact the
royalty expense we recognize. Prepayments made to thinly
capitalized independent software developers and co-publishing
affiliates are generally made in connection with the development
of a particular product and, therefore, we are generally subject
to development risk prior to the release of the product.
Accordingly, payments that are due prior to completion of a
product are generally expensed to research and development over
the development period as the services are incurred. Payments
due after completion of the product (primarily royalty-based in
nature) are generally expensed as cost of goods sold.
Our
contracts with some licensors include minimum guaranteed
royalty payments which are initially recorded as an asset and as
a liability at the contractual amount when no performance
remains with the licensor. When performance remains with the
licensor, we record guarantee payments as an asset when actually
paid and as a liability when incurred, rather than recording the
asset and liability upon execution of the
contract. Minimum
royalty payment obligations are classified as current
liabilities to the extent such royalty payments are
contractually due within the next twelve months. As of
March 31, 2008 and
2007, approximately $10 million and
$9 million, respectively, of minimum guaranteed royalty
obligations had been recognized.
Each quarter, we also evaluate the future realization of our
royalty-based assets as well as any unrecognized minimum
commitments not yet paid to determine amounts we deem unlikely
to be realized through product sales. Any impairments or losses
determined before the launch of a product are charged to
research and development expense. Impairments or losses
determined post-launch are charged to cost of goods sold. In
either case, we rely on estimated revenue to evaluate the future
realization of prepaid royalties and commitments. If actual
sales or revised revenue estimates fall below the initial
revenue estimate, then the actual charge taken may be greater in
any given quarter than anticipated. During fiscal 2008 and 2006,
we recognized impairment charges of $4 million and
$16 million, respectively. We had no impairments during
fiscal 2007.
Income
Taxes
We adopted Financial Accounting Standards Board
(“FASB”) Interpretation (“FIN”) No. 48,
“Accounting for Uncertainty in Income Taxes —
An Interpretation of FASB Statement No. 109”, in
the first quarter of fiscal 2008. See Note 10 of the Notes
to Consolidated Financial Statements.
In the ordinary course of our business, there are many
transactions and calculations where the tax law and ultimate tax
determination is uncertain. As part of the process of preparing
our Consolidated Financial Statements, we are required to
estimate our income taxes in each of the jurisdictions in which
we operate prior to the completion and filing of tax returns for
such periods. This process requires estimating both our
geographic mix of income and our uncertain tax positions in each
jurisdiction where we operate. These
36
estimates involve complex issues and require us to make
judgments, such as anticipating the positions that we will take
on tax returns prior to our actually preparing the returns and
the outcomes of disputes with tax authorities. The ultimate
resolution of these issues may take extended periods of time due
to examinations by tax authorities and statutes of limitations.
We are also required to make determinations of the need to
record deferred tax liabilities and the recoverability of
deferred tax assets. A valuation allowance is established to the
extent that it is more likely than not that certain deferred tax
assets will not be realized based on our estimation of future
taxable income in each jurisdiction.
In addition, changes in our business, including acquisitions,
changes in our international corporate structure, changes in the
geographic location of business functions or assets, changes in
the geographic mix and amount of income, as well as changes in
our agreements with tax authorities, valuation allowances,
applicable accounting rules, applicable tax laws and
regulations, rulings and interpretations thereof, developments
in tax audit and other matters, and variations in the estimated
and actual level of annual pre-tax income can affect the overall
effective income tax rate.
The calculation of our tax liabilities involves accounting for
uncertainties in the application of complex tax rules,
regulations and practices. As a result of the implementation of
FIN No. 48, we recognize benefits for uncertain tax
positions based on a two-step process. The first step is to
evaluate the tax position for recognition of a benefit (or the
absence of a liability) by determining if the weight of
available evidence indicates that it is more likely than not
that the position taken will be sustained upon audit, including
resolution of related appeals or litigation processes, if any.
If it is not, in our judgment, “more likely than not”
that the position will be sustained, then we do not recognize
any benefit for the position. If it is more likely than not that
the position will be sustained, a second step in the process is
required to estimate how much of the benefit we will ultimately
receive. This second step requires that we estimate and measure
the tax benefit as the largest amount that is more than
50 percent likely of being realized upon ultimate
settlement. It is inherently difficult and subjective to
estimate such amounts. We reevaluate these uncertain tax
positions on a quarterly basis. This evaluation is based on a
number of factors including, but not limited to, changes in
facts or circumstances, changes in tax law, new facts,
correspondence with tax authorities during the course of an
audit, effective settlement of audit issues, and commencement of
new audit activity. Such a change in recognition or measurement
could result in the recognition of a tax benefit or an
additional charge to the tax provision in the period. As a
result of the adoption of FIN No. 48, we expect our
tax rate to be more volatile.
We historically have considered undistributed earnings of our
foreign
subsidiaries to be indefinitely reinvested outside of
the United States and, accordingly, no U.S. taxes have been
provided thereon. Although we repatriated funds under the
American Jobs Creation Act of 2004 in fiscal 2006, we currently
intend to continue to indefinitely reinvest the undistributed
earnings of our foreign
subsidiaries outside of the United
States.
RESULTS
OF OPERATIONS
Our fiscal year is reported on a 52 or 53-week period that ends
on the Saturday nearest March 31. For simplicity of
disclosure, all fiscal periods are referred to as ending on a
calendar month end. Our results of operations for the fiscal
years ended
March 31, 2008 and
2007 contained 52 weeks
and ended on
March 29, 2008 and
March 31, 2007,
respectively. Our results of operations for the fiscal year
ended
March 31, 2006 contained 53 weeks and ended on
April 1, 2006.
Comparison
of Fiscal 2008 to Fiscal 2007
Net
Revenue
Net revenue consists of sales generated from (1) video
games sold as packaged goods and designed for play on hardware
consoles (such as the PlayStation 2, PLAYSTATION 3,
Xbox 360 and Wii), PCs and handheld game players (such as
the Sony PSP, Nintendo DS and Nintendo Game Boy Advance),
(2) video games for cellular handsets, (3) interactive
online-enabled packaged goods, digital content, and online
services associated with these games, (4) services in
connection with some of our online games, (5) programming
third-party
web sites with our game content, (6) allowing
other companies to manufacture and sell our products in
conjunction with other products, and (7) advertisements on
our online web pages and in our games.
37
During fiscal 2008 and 2007, we recognized total net revenue of
$3,665 million and $3,091 million, respectively. Our
total net revenue during fiscal 2008 includes $831 million
recognized from sales of certain online-enabled packaged goods
and digital content for which we were not able to objectively
determine the fair value (as defined by U.S. Generally
Accepted Accounting Principles for software sales) of a free
online service that we provided in connection with the sale. The
deferral of net revenue related to certain of our packaged goods
and digital content sales, which will be recognized in future
periods, decreased our reported net revenue by $355 million
during fiscal 2008, as compared to the same period a year ago.
From a geographical perspective, our total net revenue for the
fiscal years ended
March 31, 2008 and
2007 was as follows
(in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31,
|
|
|
|
|
|
%
|
|
|
|
|
2008
|
|
|
2007
|
|
|
Increase
|
|
|
Change
|
|
|
|
|
North America
|
|
$
|
1,942
|
|
|
|
53
|
%
|
|
$
|
1,666
|
|
|
|
54
|
%
|
|
$
|
276
|
|
|
|
17
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Europe
|
|
|
1,541
|
|
|
|
42
|
%
|
|
|
1,261
|
|
|
|
41
|
%
|
|
|
280
|
|
|
|
22
|
%
|
|
Asia
|
|
|
182
|
|
|
|
5
|
%
|
|
|
164
|
|
|
|
5
|
%
|
|
|
18
|
|
|
|
11
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
International
|
|
|
1,723
|
|
|
|
47
|
%
|
|
|
1,425
|
|
|
|
46
|
%
|
|
|
298
|
|
|
|
21
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total Net Revenue
|
|
$
|
3,665
|
|
|
|
100
|
%
|
|
$
|
3,091
|
|
|
|
100
|
%
|
|
$
|
574
|
|
|
|
19
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
North
America
For fiscal 2008, net revenue in North America was
$1,942 million, driven by sales of Rock Band, Madden
NFL 08, and NCAA Football 08.
Net revenue for fiscal 2008 increased 17 percent as
compared to fiscal 2007. The deferral of net revenue related to
certain of our packaged goods and digital content sales, which
will be recognized in future periods, decreased our reported net
revenue by $158 million during fiscal 2008. From an
operational perspective, the increase in net revenue was driven
by (1) a $445 million increase in net revenue from
co-publishing and distribution titles (which does not include an
additional $10 million of deferred net revenue that will be
recognized in future periods), and (2) a $118 million
increase in net revenue from sales of titles for the Wii (which
does not include an additional $17 million of deferred net
revenue that will be recognized in future periods). These
increases were partially offset by (1) a $208 million
decrease in net revenue from sales of titles for the
PlayStation 2 (this decrease will be partially offset,
however, by $29 million of deferred net revenue that will
be recognized in future periods), and (2) a
$105 million decrease in net revenue from sales of titles
for the Xbox.
We continue to expect net revenue in North America to increase
during fiscal 2009 as compared to fiscal 2008.
Europe
For fiscal 2008, net revenue in Europe was $1,541 million,
driven by sales of FIFA 08, Need for Speed ProStreet, and
The Simpsons Game. Net revenue for fiscal 2008 increased
22 percent as compared to fiscal 2007. We estimate that
foreign exchange (primarily the Euro and the British pounds
sterling) increased reported net revenue by approximately
$113 million, or 9 percent, for fiscal 2008 as
compared to fiscal 2007. Excluding the effect of foreign
exchange rates, we estimate that net revenue increased by
approximately $167 million, or 13 percent, for fiscal
2008 as compared to fiscal 2007.
The deferral of net revenue related to certain of our packaged
goods and digital content sales, which will be recognized in
future periods, decreased our reported net revenue by
$169 million during fiscal 2008. From an operational
perspective the increase in net revenue was driven by (1) a
$109 million increase in net revenue from sales of titles
for the PLAYSTATION 3 (which does not include an additional
$86 million of deferred net revenue that will be recognized
in future periods), (2) $108 million of net revenue
from sales of titles for the
38
Wii (which does not include an additional $8 million of
deferred net revenue that will be recognized in future periods),
and (3) a $77 million increase in net revenue from
sales of titles for the Nintendo DS.
We continue to expect net revenue in Europe to increase during
fiscal 2009 as compared to fiscal 2008.
Asia
For fiscal 2008, net revenue in Asia was $182 million,
driven by sales of Need for Speed ProStreet, The
Simpsons Game, and FIFA 08. Net revenue for
fiscal 2008 increased 11 percent as compared to fiscal
2007. We estimate that foreign exchange increased reported net
revenue by approximately $12 million, or 7 percent,
for fiscal 2008 as compared to fiscal 2007. Excluding the effect
of foreign exchange rates, we estimate that net revenue
increased by $6 million, or 4 percent during fiscal
2008 as compared to fiscal 2007.
The deferral of net revenue related to certain of our packaged
goods and digital content sales, which will be recognized in
future periods, decreased our reported net revenue by
$28 million during fiscal 2008. From an operational
perspective, the increase in net revenue was driven by
(1) a $12 million increase in sales of titles for the
PLAYSTATION 3 (which does not include an additional
$14 million of deferred net revenue that will be recognized
in future periods), (2) $12 million increase in net
revenue from sales of titles for the Wii (which does not include
an additional $1 million of deferred net revenue that will
be recognized in future periods), and (3) an
$11 million increase in net revenue from sales of titles
for the Nintendo DS. These increases were partially offset by
(1) a $9 million decrease in net revenue from sales of
titles for the PC (this decrease will be offset, however, by
$3 million of deferred net revenue that will be recognized
in future periods), (2) a $6 million decrease in net
revenue from sales of titles for the Xbox, and (3) a
$6 million decrease in net revenue from sales of titles for
the PSP (this decrease will be offset, however, by
$4 million of deferred net revenue that will be recognized
in future periods).
Cost
of Goods Sold
Cost of goods sold for our packaged-goods business consists of
(1) product costs, (2) certain royalty expenses for
celebrities, professional sports and other organizations and
independent software developers, (3) manufacturing
royalties, net of volume discounts and other vendor
reimbursements, (4) expenses for defective products,
(5) write-offs of post-launch prepaid royalty costs,
(6) amortization of certain intangible assets,
(7) personnel-related costs, and (8) distribution
costs. We generally recognize volume discounts when they are
earned from the manufacturer (typically in connection with the
achievement of unit-based milestones), whereas other vendor
reimbursements are generally recognized as the related revenue
is recognized. Cost of goods sold for our online products
consists primarily of data center and bandwidth costs associated
with hosting our
web sites, credit card fees and royalties for
use of third-party properties. Cost of goods sold for our web
site advertising business primarily consists of server costs.
Cost of goods sold for fiscal years 2008 and 2007 were as
follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Change as a
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
% of Net
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
% Change
|
|
Revenue
|
|
|
|
$
|
1,805
|
|
|
|
49.3%
|
|
|
$
|
1,212
|
|
|
|
39.2%
|
|
|
|
48.9%
|
|
|
|
10.1%
|
|
For fiscal 2008, cost of goods sold increased by
10.1 percent as a percentage of total net revenue as
compared to fiscal 2007. This increase was primarily due to:
|
|
|
| |
•
|
Higher co-publishing and distribution royalty costs of
approximately 8 percent as a percentage of total net
revenue primarily driven by sales of Rock Band, and, to a
lesser extend, other co-publishing and distribution titles that
have a lower gross margin, and
|
| |
| |
•
|
The increase in net revenue deferrals of $355 million
related to certain online-enabled packaged goods and digital
content. Overall, we estimate the deferral of net revenue
negatively impacted cost of goods sold as a percent of total net
revenue by 4 percent.
|
As a percentage of total net revenue, the overall increase in
cost of goods sold was partially offset by lower license royalty
rates of approximately 1 percent as a percentage of total
net revenue primarily due to a higher
39
proportion of sales in fiscal 2008 from our owned intellectual
property franchises that have lower royalty rates as compared to
fiscal 2007.
Although there can be no assurance, and our actual results could
differ materially, in the short term we expect our gross margin
as a percentage of total net revenue to increase in fiscal 2009
as compared to fiscal 2008 as a result of (1) a decrease in
the change in deferred net revenue related to certain
online-enabled packaged goods (we expense the cost of goods sold
related to these transactions when delivered) and (2) a
favorable mix of EA Studio revenue.
Marketing
and Sales
Marketing and sales expenses consist of personnel-related costs
and advertising, marketing and promotional expenses, net of
qualified advertising cost reimbursements from third parties.
Marketing and sales expenses for fiscal years 2008 and 2007 were
as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
588
|
|
|
|
16%
|
|
|
$
|
466
|
|
|
|
15%
|
|
|
$
|
122
|
|
|
|
26%
|
|
As a percentage of net revenue, marketing and sales expenses
were adversely impacted by our deferral of net revenue related
to online-enabled packaged goods and digital content during
fiscal 2008.
Marketing and sales expenses increased by $122 million, or
26 percent, in fiscal 2008 as compared to fiscal 2007. The
increase was primarily due to (1) an increase of
$90 million in marketing, advertising and promotional
expenses primarily to support our launch of new franchises and
incremental spending on established franchises, as well as
(2) a $23 million increase in personnel-related costs
primarily resulting from an increase in headcount.
Marketing and sales expenses included vendor reimbursements for
advertising expenses of $54 million and $28 million in
fiscal 2008 and 2007, respectively.
We expect marketing and sales expenses to increase in absolute
dollars in fiscal 2009 as compared to fiscal 2008 primarily due
to higher advertising and marketing activity to support our
titles.
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 doubtful accounts.
General and administrative expenses for fiscal years 2008 and
2007 were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
339
|
|
|
|
9%
|
|
|
$
|
288
|
|
|
|
9%
|
|
|
$
|
51
|
|
|
|
18%
|
|
As a percentage of net revenue, general and administrative
expenses were adversely impacted by our deferral of net revenue
related to online-enabled packaged goods and digital content
during fiscal 2008.
General and administrative expenses increased by
$51 million, or 18 percent, in fiscal 2008 as compared
to fiscal 2007 primarily due to (1) an increase of
$23 million in additional personnel-related costs to help
support our administrative functions worldwide, (2) an
increase in contracted services associated with IT systems
initiatives, professional services and business development of
$21 million to support the growth of the organization, and
(3) an increase in facilities-related expenses of
$12 million in support of our administrative functions
worldwide. These increases were partially offset by a
$7 million reduction in incentive-based compensation
expense.
We expect general and administrative expenses to increase in
absolute dollars in fiscal 2009 as compared to fiscal 2008
primarily due to an increase in personnel-related costs.
40
Research
and Development
Research and development expenses consist of expenses incurred
by our production studios for personnel-related costs,
contracted services, equipment depreciation and any impairment
of prepaid royalties for pre-launch products. Research and
development expenses for our online business include expenses
incurred by our studios consisting of direct development and
related overhead costs in connection with the development and
production of our online games. Research and development
expenses also include expenses associated with the development
of
web site content, software licenses and maintenance, network
infrastructure and management overhead.
Research and development expenses for fiscal years 2008 and 2007
were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
1,145
|
|
|
|
31%
|
|
|
$
|
1,041
|
|
|
|
34%
|
|
|
$
|
104
|
|
|
|
10%
|
|
As a percentage of net revenue, research and development
expenses were adversely impacted by our deferral of net revenue
related to online-enabled packaged goods and digital content
during fiscal 2008.
Research and development expenses increased by
$104 million, or 10 percent, in fiscal 2008 as
compared to fiscal 2007. The increase was primarily due to
(1) an increase of $93 million in additional
personnel-related costs primarily due to an increase in
headcount and partially as a result of our acquisition of VGH,
(2) higher external development costs of $32 million
to support new releases such as our Union of European Football
Association’s EURO soccer franchise and titles from The
Sims franchise, and (3) an increase in depreciation of
$12 million. These increases were partially offset by a
$24 million reduction in incentive-based compensation
expense and $6 million reduction in facilities-related
expenses.
We expect research and development expenses to increase in
absolute dollars in fiscal 2009 as compared to fiscal 2008
primarily due to an increase in personnel-related costs and a
greater number of titles in development.
Amortization
of Intangibles
Amortization of intangibles for fiscal years 2008 and 2007 were
as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
34
|
|
|
|
1%
|
|
|
$
|
27
|
|
|
|
1%
|
|
|
$
|
7
|
|
|
|
26%
|
|
For fiscal 2008, amortization of intangibles resulted from our
acquisitions of JAMDAT, VGH and others. For fiscal 2007,
amortization of intangibles resulted from our acquisitions of
JAMDAT, Mythic and others. Amortization of intangibles increased
by $7 million, or 26 percent, in fiscal 2008 as
compared to fiscal 2007 primarily due to the amortization of
intangibles related to our acquisition of VGH. See Note 4
of the Notes to Consolidated Financial Statements included in
Item 8 of this report.
We expect amortization of intangible expenses to increase in
fiscal 2009 primarily due to the amortization of intangibles
related to our acquisition of VGH, which will be included in our
results for a full year in fiscal 2009.
Acquired
In-Process Technology
Acquired in-process technology charges for fiscal years 2008 and
2007 were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
138
|
|
|
|
4%
|
|
|
$
|
3
|
|
|
|
—
|
|
|
$
|
135
|
|
|
|
4500%
|
|
Acquired in-process technology includes the value of products in
the development stage that are not considered to have reached
technological feasibility or have an alternative future use.
Accordingly, upon consummation of an acquisition, we generally
incur a charge for the related acquired in-process technology,
as reflected in our
41
Consolidated Statement of Operations. See Note 4 of the
Notes to Consolidated Financial Statements included in
Item 8 of this report. In connection with our acquisition
of VGH, we incurred acquired in-process technology charges of
$138 million in relation to game software that had not
reached technical feasibility at the date of acquisition. The
fair values of VGH’s products under development were
determined using the income approach, which discounts expected
future cash flows from the acquired in-process technology to
present value. The discount rates used in the present value
calculations were derived from a weighted average cost of
capital of 17 percent. Should the in-process software not
be successfully completed, completed at a higher cost, or the
development efforts go beyond the timeframe estimated by
management, we will not receive the full benefits anticipated
from the acquisition. Benefits from the development efforts are
expected to commence in fiscal years 2009 through 2011. The
acquired in-process technology charge we incurred in fiscal 2007
resulted from our acquisitions of Mythic and the remaining
minority interest in DICE.
Restructuring
Charges
Restructuring charges for fiscal years 2008 and 2007 were as
follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
103
|
|
|
|
3%
|
|
|
$
|
15
|
|
|
|
—
|
|
|
$
|
88
|
|
|
|
587%
|
|
In connection with our fiscal 2008 reorganization, during fiscal
2008, we incurred approximately $97 million of
reorganization charges, of which $58 million was for
facilities-related expenses, $27 million was for other
expenses including other
contract termination costs as well as
IT and consulting costs to assist in the reorganization of our
business support functions, and $12 million was for
employee-related expenses.
In connection with our fiscal 2006 international publishing
reorganization, during fiscal 2008, we incurred approximately
$6 million of employee-related expenses. During fiscal
2007, restructuring charges related to our fiscal 2006
international publishing reorganization were approximately
$15 million, of which $10 million was for
employee-related expenses.
Losses
on Strategic Investments
Losses on strategic investments for fiscal years 2008 and 2007
was as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
(118
|
)
|
|
|
(3%
|
)
|
|
$
|
—
|
|
|
|
—
|
|
|
$
|
(118
|
)
|
|
|
N/A
|
|
For fiscal 2008, we recognized $118 million of losses on
strategic investments due to (1) an $81 million
impairment with respect to our investment in The9, (2) a
$28 million impairment with respect to our investment in
Neowiz common stock, and (3) a $9 million impairment
with respect to our investment in Neowiz preferred stock.
Interest
and Other Income, Net
Interest and other income, net, for fiscal years 2008 and 2007
was as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
98
|
|
|
|
3%
|
|
|
$
|
99
|
|
|
|
3%
|
|
|
$
|
(1
|
)
|
|
|
(1%
|
)
|
For fiscal 2008, interest and other income, net, decreased by
$1 million, or 1 percent, as compared to fiscal 2007
primarily resulting from (1) an increase of $8 million
in losses recognized due to foreign exchange and (2) a net
decrease of $2 million in interest. These items were
significantly offset by a $9 million gain recognized on
sales of investments.
We expect interest income to decline during fiscal 2009 as
compared to fiscal 2008.
42
Income
Taxes
Income tax expense (benefit) for fiscal years 2008 and 2007 were
as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
Effective
|
|
March 31,
|
|
Effective
|
|
|
|
2008
|
|
Tax Rate
|
|
2007
|
|
Tax Rate
|
|
% Change
|
|
|
|
$
|
(53
|
)
|
|
|
(10.3%
|
)
|
|
$
|
66
|
|
|
|
48.2%
|
|
|
|
(180%
|
)
|
Our effective income tax benefit rate was 10.3 percent for
fiscal 2008. Our income tax expense rate was 48.2 percent
for fiscal 2007. For fiscal 2008, our effective income tax
benefit rate was lower than the U.S. statutory rate of
35.0 percent due to a number of factors, including
non-deductible acquisition-related costs, losses on strategic
investments and certain loss on facility impairment for which
future tax benefit is uncertain and not more likely than not to
be realized, as well as certain non-deductible stock based
compensation expenses. For fiscal 2007, our effective income tax
rate was higher than the U.S. statutory rate of
35.0 percent due to a number of factors, including certain
non-deductible stock based compensation expenses and additional
charges resulting from certain non-deductible
acquisition-related costs.
Our effective income tax rates for fiscal 2009 and future
periods will depend on a variety of factors, including changes
in our business such as acquisitions and intercompany
transactions (for example, we expect to incur significant
intercompany tax charges in connection with our acquisition of
VGH in fiscal 2009), changes in our international structure,
changes in the geographic location of business functions or
assets, changes in the geographic mix of income, as well as
changes in, or termination of, our agreements with tax
authorities, valuation allowances, applicable accounting rules,
applicable tax laws and regulations, rulings and interpretations
thereof, developments in tax audit and other matters, and
variations in the estimated and actual level of annual pre-tax
income or loss. We incur certain tax expenses that do not
decline proportionately with declines in our pre-tax
consolidated income or loss. As a result, in absolute dollar
terms, our tax expense will have a greater influence on our
effective tax rate at lower levels of pre-tax income or loss
than at higher levels. In addition, at lower levels of pre-tax
income or loss, our effective tax rate will be more volatile.
We historically have considered undistributed earnings of our
foreign
subsidiaries to be indefinitely reinvested outside of
the United States and, accordingly, no U.S. taxes have been
provided thereon. Although we repatriated funds under the
American Jobs Creation Act of 2004 in fiscal 2006, we currently
intend to continue to indefinitely reinvest the undistributed
earnings of our foreign
subsidiaries outside of the United
States.
Net
Income (Loss)
Net income (loss) for fiscal years 2008 and 2007 was as follows
(in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2008
|
|
Revenue
|
|
2007
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
(454
|
)
|
|
|
(12%
|
)
|
|
$
|
76
|
|
|
|
2%
|
|
|
$
|
(530
|
)
|
|
|
(697%
|
)
|
Net income decreased by $530 million during fiscal 2008 as
compared to fiscal 2007. The decrease was primarily due to
(1) an increase in cost of goods sold of $593 million,
(2) the net deferral of $355 million of net revenue
out of fiscal 2008 and into future periods, (3) an increase
of $135 million in acquired in-process technology primarily
due to our acquisition of VGH, (4) losses on strategic
investments of $118 million, (5) an increase of
$108 million in personnel-related costs, (6) an
increase of $90 million in marketing, advertising and
promotional expenses primarily to support our launch of new
franchises and incremental spending on recurring franchises, and
(7) an increase of $88 million in restructuring
charges primarily as a result of our fiscal 2008 reorganization.
These items were partially offset by (1) an increase in
$574 million in net revenue (which amount would have been
$355 million higher absent the deferral of net revenue that
will be recognized in future periods) and
(2) $119 million lower income tax expense.
43
Comparison
of Fiscal 2007 to Fiscal 2006
Net
Revenue
From a geographical perspective, our total net revenue for
fiscal years ended
March 31, 2007 and
2006 was as follows
(in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31,
|
|
|
Increase /
|
|
|
%
|
|
|
|
|
2007
|
|
|
2006
|
|
|
(Decrease)
|
|
|
Change
|
|
|
|
|
North America
|
|
$
|
1,666
|
|
|
|
54
|
%
|
|
$
|
1,584
|
|
|
|
54
|
%
|
|
$
|
82
|
|
|
|
5
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Europe
|
|
|
1,261
|
|
|
|
41
|
%
|
|
|
1,174
|
|
|
|
40
|
%
|
|
|
87
|
|
|
|
7
|
%
|
|
Asia
|
|
|
164
|
|
|
|
5
|
%
|
|
|
193
|
|
|
|
6
|
%
|
|
|
(29
|
)
|
|
|
(15
|
%)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
International
|
|
|
1,425
|
|
|
|
46
|
%
|
|
|
1,367
|
|
|
|
46
|
%
|
|
|
58
|
|
|
|
4
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total Net Revenue
|
|
$
|
3,091
|
|
|
|
100
|
%
|
|
$
|
2,951
|
|
|
|
100
|
%
|
|
$
|
140
|
|
|
|
5
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
North
America
For fiscal 2007, net revenue in North America was
$1,666 million, driven by sales of Madden NFL 07,
Need for Speed Carbon, and NCAA Football 07.
The increase in net revenue for fiscal 2007 as compared to
fiscal 2006 was driven by (1) a $239 million increase
in net revenue from sales of titles for the Xbox 360, (2) a
$95 million increase in cellular handset net revenue, and
(3) $68 million in net revenue from sales of titles
for the PLAYSTATION 3. These increases were partially offset by
(1) a $168 million decrease in net revenue from sales
of titles for the Xbox, and (2) a $127 million
decrease in net revenue from sales of titles for the PlayStation
2.
Europe
For fiscal 2007, net revenue in Europe was $1,261 million,
driven primarily by sales of FIFA 07 and Need for
Speed Carbon. We estimate that foreign exchange rates
(primarily the Euro and the British pounds sterling) increased
reported European net revenue by approximately $57 million,
or 5 percent, for fiscal 2007 as compared to fiscal 2006.
Excluding the effect of foreign exchange rates, we estimate that
European net revenue increased by approximately
$30 million, or 2 percent, for fiscal 2007 as compared
to fiscal 2006.
The increase in net revenue for fiscal 2007 as compared to
fiscal 2006 was driven by (1) a $90 million increase
in net revenue from sales of titles for the Xbox 360, and
(2) a $76 million increase in net revenue from sales
of titles for the PC. These increases were partially offset by a
$101 million decrease in net revenue from sales of titles
for the PlayStation 2.
Asia
For fiscal 2007, net revenue in Asia was $164 million,
driven primarily by sales of Need for Speed Carbon. We
estimate that changes in foreign exchange rates decreased
reported net revenue in Asia by approximately $4 million,
or 2 percent, for fiscal 2007 as compared to fiscal 2006.
Excluding the effect of foreign exchange rates, we estimate that
Asia net revenue decreased by approximately $25 million, or
13 percent, for fiscal 2007 as compared to fiscal 2006.
The decrease in net revenue for fiscal 2007 as compared to
fiscal 2006 was driven primarily by (1) a $21 million
decrease in net revenue from co-publishing and distribution
titles, (2) a $13 million decrease in net revenue from
sales of titles for the PlayStation 2, and (3) an
$11 million decrease in net revenue from sales of titles
for the Xbox. These decreases were partially offset by an
$11 million increase in net revenue from sales of titles
for the Xbox 360.
44
Cost
of Goods Sold
Cost of goods sold for fiscal years 2007 and 2006 were as
follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Change as a
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
% of Net
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
% Change
|
|
Revenue
|
|
|
|
$
|
1,212
|
|
|
|
39.2%
|
|
|
$
|
1,181
|
|
|
|
40.0%
|
|
|
|
2.6%
|
|
|
|
(0.8%
|
)
|
In fiscal 2007, cost of goods sold decreased by
0.8 percentage points as a percentage of total net revenue
as compared to fiscal 2006. This decrease was primarily due to
lower average product costs as a percentage of total net revenue
primarily driven by (1) fewer returns and lower pricing
actions taken, or expected to be taken, in fiscal 2007 as
compared to fiscal 2006 and (2) improved inventory
management. As a result, we estimate average product costs as a
percentage of total net revenue decreased by approximately
2 percent in fiscal 2007 as compared to fiscal 2006.
As a percentage of total net revenue, the decrease in average
product costs was partially offset by an estimated
1 percent increase in license royalties during fiscal 2007
as compared to fiscal 2006 primarily due to (1) license
agreements associated with our EA SPORTS titles and (2) our
acquisition of JAMDAT. This was partially offset by lower
license royalties from movie-based titles in fiscal 2007.
Marketing
and Sales
Marketing and sales expenses for fiscal years 2007 and 2006 were
as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
466
|
|
|
|
15%
|
|
|
$
|
431
|
|
|
|
15%
|
|
|
$
|
35
|
|
|
|
8%
|
|
Marketing and sales expenses increased by $35 million, or
8 percent, in fiscal 2007 as compared to fiscal 2006. The
increase was primarily due to (1) an increase of
$17 million in stock-based compensation expense recognized
as a result of our adoption of SFAS No. 123(R),
(2) an increase of $10 million in our annual bonus
expense, and (3) $10 million in additional
personnel-related costs primarily resulting from an increase in
headcount. These increases were partially offset by a decrease
of $9 million in our marketing, advertising, promotional
and related services as a result of higher advertising in the
prior year to support our product releases, primarily from our
Harry Potter and BLACK franchises.
Marketing and sales expenses included vendor reimbursements for
advertising expenses of $28 million and $41 million in
fiscal 2007 and 2006, respectively.
General
and Administrative
General and administrative expenses for fiscal years 2007 and
2006 were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
288
|
|
|
|
9%
|
|
|
$
|
215
|
|
|
|
7%
|
|
|
$
|
73
|
|
|
|
34%
|
|
General and administrative expenses increased by
$73 million, or 34 percent, in fiscal 2007 as compared
to fiscal 2006 primarily due to (1) an increase of
$36 million in stock-based compensation expense recognized
as a result of our adoption of SFAS No. 123(R),
(2) a $14 million increase in our annual bonus
expense, (3) an $11 million increase in additional
personnel-related costs to help support our administrative
functions worldwide, and (4) an increase of
$11 million in professional and contracted services in
support of our technology infrastructure.
45
Research
and Development
Research and development expenses for fiscal years 2007 and 2006
were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
1,041
|
|
|
|
34%
|
|
|
$
|
758
|
|
|
|
26%
|
|
|
$
|
283
|
|
|
|
37%
|
|
Research and development expenses increased by
$283 million, or 37 percent, in fiscal 2007 as
compared to fiscal 2006. The increase was primarily due to
(1) an increase of $75 million in stock-based
compensation expense recognized as a result of our adoption of
SFAS No. 123(R), (2) a $59 million increase
in our annual bonus expense, (3) $54 million in
additional personnel-related costs, primarily due to a
14 percent increase in headcount related in part to our
acquisitions of JAMDAT and Mythic, and partially to support
development of games for the new generation of consoles,
(4) an increase of $50 million in external development
expenses primarily due to a greater number of projects in
development as compared to the prior year as well as expenses in
our cellular handset business resulting from our acquisition of
JAMDAT, and (5) an increase of $45 million in
facilities-related expenses in support of our research and
development functions worldwide.
Amortization
of Intangibles
Amortization of intangibles for fiscal years 2007 and 2006 were
as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
27
|
|
|
|
1%
|
|
|
$
|
7
|
|
|
|
—
|
|
|
$
|
20
|
|
|
|
286%
|
|
For fiscal 2007, amortization of intangibles resulted from our
acquisitions of JAMDAT, Mythic and others. For fiscal 2006,
amortization of intangibles resulted from our acquisitions of
JAMDAT, Criterion and others. Amortization of intangibles
increased by $20 million, or 286 percent, in fiscal
2007 as compared to fiscal 2006 primarily due to the
amortization of intangibles related to our acquisitions of
JAMDAT and Mythic. See Note 4 of the Notes to Consolidated
Financial Statements included in Item 8 of this report.
Acquired
In-process Technology
Acquired in-process technology charges for fiscal years 2007 and
2006 were as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
3
|
|
|
|
—
|
|
|
$
|
8
|
|
|
|
—
|
|
|
$
|
(5
|
)
|
|
|
(63%
|
)
|
The acquired in-process technology charge we incurred in fiscal
2007 resulted from our acquisitions of Mythic and the remaining
minority interest in DICE. The acquired in-process technology
charge we incurred in fiscal 2006 resulted primarily from our
acquisition of JAMDAT. Acquired in-process technology includes
the value of products in the development stage that are not
considered to have reached technological feasibility or have an
alternative future use. Accordingly, upon consummation of these
acquisitions, we incurred a charge for the acquired in-process
technology, as reflected in our Consolidated Statement of
Operations. See Note 4 of the Notes to Consolidated
Financial Statements included in Item 8 of this report.
Restructuring
Charges
Restructuring charges for fiscal years 2007 and 2006 were as
follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
15
|
|
|
|
—
|
|
|
$
|
26
|
|
|
|
1%
|
|
|
$
|
(11
|
)
|
|
|
(42%
|
)
|
During the fourth quarter of fiscal 2006, we recorded a total
pre-tax restructuring charge of $10 million, consisting
entirely of one-time benefits related to headcount reductions,
which is included in restructuring charges in our Consolidated
Statement of Operations. These headcount reductions related to
our decision in
46
the fourth quarter of fiscal 2006 to realign our resources with
our product plan for fiscal 2007 and strategic opportunities for
the new generation of consoles, online and mobile platforms.
During fiscal 2006, restructuring charges related to the
establishment of our international publishing headquarters in
Geneva, Switzerland were approximately $14 million, of
which $8 million was for the closure of certain United
Kingdom facilities. During fiscal 2007, restructuring charges
related to the establishment of our international publishing
headquarters in Geneva, Switzerland were approximately
$15 million, of which $10 million was for
employee-related expenses.
Interest
and Other Income, Net
Interest and other income, net, for fiscal years 2007 and 2006
was as follows (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
99
|
|
|
|
3%
|
|
|
$
|
64
|
|
|
|
2%
|
|
|
$
|
35
|
|
|
|
55%
|
|
For fiscal 2007, interest and other income, net, increased by
$35 million, or 55 percent, as compared to fiscal 2006
primarily due to an increase of $30 million in interest
income as a result of higher yields on our cash, cash equivalent
and short-term investment balances and a $7 million
decrease in realized net losses recognized on investments.
Income
Taxes
Income taxes for fiscal years 2007 and 2006 were as follows (in
millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
Effective
|
|
March 31,
|
|
Effective
|
|
|
|
2007
|
|
Tax Rate
|
|
2006
|
|
Tax Rate
|
|
% Change
|
|
|
|
$
|
66
|
|
|
|
48.2%
|
|
|
$
|
147
|
|
|
|
37.6%
|
|
|
|
(55%
|
)
|
Our effective income tax rates were 48.2 percent and
37.6 percent for fiscal 2007 and fiscal 2006, respectively.
For fiscal 2007, our effective income tax rate was higher than
the U.S. statutory rate of 35.0 percent due to a
number of factors, including certain non-deductible stock based
compensation expenses related to SFAS No. 123(R) and
additional charges resulting from certain non-deductible
acquisition-related costs during the fourth quarter of fiscal
2007. For fiscal 2006, our effective income tax rate is higher
than the U.S. statutory rate of 35.0 percent for
fiscal 2006 due to a number of factors, including the
repatriation of foreign earnings in connection with the American
Jobs Creation Act of 2004 and additional charges resulting from
certain non-deductible acquisition-related costs during the
second and fourth quarters of fiscal 2006, which were partially
offset by other items.
Net
Income
Net income for fiscal years 2007 and 2006 was as follows (in
millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
|
|
% of Net
|
|
March 31,
|
|
% of Net
|
|
|
|
|
|
2007
|
|
Revenue
|
|
2006
|
|
Revenue
|
|
$ Change
|
|
% Change
|
|
|
|
$
|
76
|
|
|
|
2%
|
|
|
$
|
236
|
|
|
|
8%
|
|
|
$
|
(160
|
)
|
|
|
(68%
|
)
|
Net income decreased by $160 million, or 68 percent,
in fiscal 2007 as compared to fiscal 2006. The decrease was due
to a $395 million increase in our operating expenses
primarily due to (1) an increase of $128 million in
stock-based compensation expense recognized as a result of our
adoption of SFAS No. 123(R), (2) an
$83 million increase in our annual bonus expense, and
(3) a $75 million increase in additional
personnel-related costs due to an increase in headcount (related
in part to our acquisitions and growth in our EA Mobile
business). These increases in operating expenses were mitigated
by (1) a $140 million increase in net revenue and
(2) an $81 million decrease in our income tax
provision.
47
Impact of
Recently Issued Accounting Standards
In September 2006, the FASB issued SFAS No. 157,
“Fair Value Measurements”.
SFAS No. 157 defines fair value, establishes a
framework for measuring fair value in generally accepted
accounting principles and expands disclosures about fair value
measurements. Fair value refers to the price that would be
received to sell an asset or paid to transfer a liability in an
orderly transaction between market participants in the market in
which the reporting entity transacts. SFAS No. 157
establishes a fair value hierarchy that prioritizes the
information used to develop those assumptions. Fair value
measurements would be separately disclosed by level within the
fair value hierarchy. In February 2008, the FASB issued FASB
Staff Position (
“FSP”) Financial Accounting Standard
(
“FAS”)
157-1,
“Application of FASB Statement No. 157 to FASB
Statement No. 13 and Other Accounting Pronouncements That
Address Fair Value Measurements for Purposes of Lease
Classification or Measurement under Statement 13” and
FSP
FAS 157-2,
“Effective Date of FASB Statement
No. 157”. These FSPs (1) defer the effective
date in SFAS No. 157 for one year for certain
nonfinancial assets and nonfinancial liabilities, except those
that are recognized or disclosed at fair value in the financial
statements on a recurring basis (at least annually),
(2) exclude certain leasing transactions accounted for
under SFAS No. 13,
“Accounting for
Leases”, from the scope of Statement 157, and
(3) include several specific examples of items eligible or
not eligible for the one-year deferral. The provisions of
SFAS No. 157 are effective for financial statements
issued for fiscal years beginning after
November 15, 2007,
and interim periods within those fiscal years. FSP
FAS 157-1
is effective upon the initial adoption of
SFAS No. 157. FSP
FAS 157-2
defers the effective date of certain provisions of
SFAS No. 157 to fiscal years beginning after
November 15, 2008, and interim periods within those fiscal
years for items within the scope of the FSP. We do not expect
the adoption of SFAS No. 157, FSP
FAS 157-1
and FSP
FAS 157-2
to have a material impact on our Consolidated Financial
Statements.
In February 2007, the FASB issued SFAS No. 159,
“The Fair Value Option for Financial Assets and
Financial Liabilities — Including an amendment of FASB
Statement No. 115”. SFAS No. 159 permits
entities to choose to measure many financial instruments and
certain other items at fair value that are not currently
required to be measured at fair value. It also establishes
presentation and disclosure requirements designed to facilitate
comparisons between entities that choose different measurement
attributes for similar types of assets and liabilities. The
provisions of SFAS No. 159 are effective for financial
statements issued for fiscal years beginning after
November 15, 2007. This Statement should not be applied
retrospectively to fiscal years beginning prior to the effective
date, except as permitted with early adoption. We are evaluating
whether to adopt SFAS No. 159 and what impact the
adoption would have on our Consolidated Financial Statements if
we were to adopt it. If we adopt SFAS No. 159, it
could have a material impact on our Consolidated Financial
Statements.
In June 2007, the FASB ratified the Emerging Issues Task
Force’s (
“EITF”) consensus conclusion on
EITF 07-03,
“Accounting for Advance Payments for Goods or Services
to Be Used in Future Research and Development”.
EITF 07-03
addresses the diversity which exists with respect to the
accounting for the non-refundable portion of a payment made by a
research and development entity for future research and
development activities. Under this conclusion, an entity is
required to defer and capitalize non-refundable advance payments
made for research and development activities until the related
goods are delivered or the related services are performed.
EITF 07-03
is effective for interim or annual reporting periods in fiscal
years beginning after
December 15, 2007 and requires
prospective application for new
contracts entered into after the
effective date. The adoption of
EITF 07-03
will not have a material impact on our Consolidated Financial
Statements.
In December 2007, the FASB issued SFAS No. 141
(Revised 2007) (
“SFAS No. 141(R)”),
“Business Combinations”, which requires the
recognition of assets acquired, liabilities assumed, and any
noncontrolling interest in an acquiree at the acquisition date
fair value with limited exceptions.
SFAS No.
141(R)
will change the accounting treatment for certain
specific items and includes a substantial number of new
disclosure requirements.
SFAS No. 141(R)
applies prospectively to business combinations for which
the acquisition date is on or after the beginning of the first
annual reporting period beginning on or after
December 15,
2008. The adoption of SFAS No. 141(R) will have a
material impact on our Consolidated Financial Statements for
material acquisitions consummated on or after
March 29,
2009.
48
In December 2007, the FASB issued SFAS No. 160,
“Noncontrolling Interests in Consolidated Financial
Statements — An Amendment of ARB
No. 51”, which establishes new accounting and
reporting standards for noncontrolling interest (minority
interest) and for the deconsolidation of a subsidiary.
SFAS No. 160 also includes expanded disclosure
requirements regarding the interests of the parent and its
noncontrolling interest. SFAS No. 160 is effective for
fiscal years, and interim periods within those fiscal years,
beginning on or after
December 15, 2008. We do not expect
the adoption of SFAS No. 160 to have a material impact
on our Consolidated Financial Statements.
In December 2007, the FASB ratified EITF consensus conclusion on
EITF 07-01,
“Accounting for Collaborative Arrangements”.
EITF 07-01
defines collaborative arrangements and establishes reporting
requirements for transactions between participants in a
collaborative arrangement and between participants in the
arrangement and third parties. Under this conclusion, a
participant to a collaborative arrangement should disclose
information about the nature and purpose of its collaborative
arrangements, the rights and obligations under the collaborative
arrangements, the accounting policy for collaborative
arrangements, and the income statement classification and
amounts attributable to transactions arising from the
collaborative arrangement between participants for each period
an income statement is presented.
EITF 07-01
is effective for interim or annual reporting periods in fiscal
years beginning after
December 15, 2008 and requires
retrospective application to all prior periods presented for all
collaborative arrangements existing as of the effective date.
While we have not yet completed our analysis, we do not
anticipate the implementation of
EITF 07-01
to have a material impact on our Consolidated Financial
Statements.
In March 2008, the FASB issued SFAS No. 161,
“Disclosures about Derivative Instruments and Hedging
Activities — An Amendment of
SFAS No. 133”. SFAS 161 requires
enhanced disclosures about an entity’s derivative and
hedging activities, including how an entity uses derivative
instruments, how derivative instruments and related hedged items
are accounted for under SFAS No. 133,
“Accounting for Derivative Instruments and Hedging
Activities”, and how derivative instruments and related
hedged items affect an entity’s financial position,
financial performance, and cash flows. The provisions of
SFAS No. 161 are effective for financial statements
issued for fiscal years beginning after
November 15, 2008,
and interim periods within those fiscal years. We do not expect
the adoption of SFAS No. 161 to have a material impact
on our Consolidated Financial Statements.
LIQUIDITY
AND CAPITAL RESOURCES
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
As of
|
|
|
|
|
|
|
|
March 31,
|
|
|
Increase /
|
|
|
(In millions)
|
|
2008
|
|
|
2007
|
|
|
(Decrease)
|
|
|
|
|
Cash and cash equivalents
|
|
$
|
1,553
|
|
|
$
|
1,371
|
|
|
$
|
182
|
|
|
Short-term investments
|
|
|
734
|
|
|
|
1,264
|
|
|
|
(530
|
)
|
|
Marketable equity securities
|
|
|
729
|
|
|
|
341
|
|
|
|
388
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
$
|
3,016
|
|
|
$
|
2,976
|
|
|
$
|
40
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Percentage of total assets
|
|
|
50
|
%
|
|
|
58
|
%
|
|
|
|
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended March 31,
|
|
|
Increase /
|
|
|
(In millions)
|
|
2008
|
|
|
2007
|
|
|
(Decrease)
|
|
|
|
|
Cash provided by operating activities
|
|
$
|
338
|
|
|
$
|
397
|
|
|
$
|
(59
|
)
|
|
Cash used in investing activities
|
|
|
(429
|
)
|
|
|
(487
|
)
|
|
|
58
|
|
|
Cash provided by financing activities
|
|
|
243
|
|
|
|
190
|
|
|
|
53
|
|
|
Effect of foreign exchange on cash and cash equivalents
|
|
|
30
|
|
|
|
29
|
|
|
|
1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net increase in cash and cash equivalents
|
|
$
|
182
|
|
|
$
|
129
|
|
|
$
|
53
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
49
Changes
in Cash Flow
During fiscal 2008, we generated $338 million of cash from
operating activities as compared to $397 million for fiscal
2007. The decrease in cash provided by operating activities for
fiscal 2008 as compared to fiscal 2007 was primarily due to
(1) an increase in operating expenses paid resulting from
an increase in advertising and marketing costs, external
development expenses and personnel-related expenses and
(2) a $90 million increase in incentive-based cash
compensation paid in fiscal 2008 which were earned with respect
to fiscal 2007 performance. These decreases were significantly
offset by higher net revenue collected during fiscal 2008 as
compared to fiscal 2007.
For fiscal 2008, we generated $2,306 million of cash
proceeds from maturities and sales of short-term investments and
$192 million in proceeds from sales of common stock through
our stock-based compensation plans. Our primary use of cash in
non-operating activities consisted of
(1) $1,739 million used to purchase short-term
investments, (2) $607 million for the acquisition of
VGH, and (3) $277 million used to purchase marketable
equitable securities and other investments.
Short-term
investments and marketable equity securities
Due to our mix of fixed and variable rate securities, our
short-term investment portfolio is susceptible to changes in
short-term interest rates. As of
March 31, 2008, our
short-term investments had gross unrealized gains of
$9 million, or 1 percent of the total in short-term
investments, and gross unrealized losses of less than
$1 million, or less than 1 percent of the total in
short-term investments. From time to time, we may liquidate some
or all of our short-term investments to fund operational needs
or other activities, such as capital expenditures, business
acquisitions or stock repurchase programs. Depending on which
short-term investments we liquidate to fund these activities, we
could recognize a portion, or all, of the gross unrealized gains
or losses.
Marketable equity securities increased to $729 million as
of
March 31, 2008, from $341 million as of
March 31, 2007, primarily due to (1) an increase of
$251 million in the fair value of our investment in Ubisoft
Entertainment, (2) our $167 million investment in
The9, and (3) our $83 million common stock investment
in Neowiz. These increases were partially offset by (1) an
$81 million impairment recognized on The9 investment and
(2) a $28 million impairment recognized on the Neowiz
common stock investment. In addition to the Neowiz common stock
investment noted above, we made a $27 million preferred
stock investment in Neowiz which is classified in other assets
on our Consolidated Balance Sheet. We recognized a
$9 million impairment on our Neowiz preferred stock
investment.
Receivables,
net
Our gross accounts receivable balances were $544 million
and $470 million as of
March 31, 2008 and
2007,
respectively. The increase in our accounts receivable balance
was primarily due to higher sales volumes during the fourth
quarter of fiscal 2008 as compared to the fourth quarter of
fiscal 2007. Reserves for sales returns, pricing allowances and
doubtful accounts increased in absolute dollars from
$214 million as of
March 31, 2007 to $238 million
as of
March 31, 2008. As a percentage of trailing nine
month net revenue, reserves decreased from 8 percent as of
March 31, 2007, to 7 percent as of
March 31,
2008. We believe these reserves are adequate based on historical
experience and our current estimate of potential returns,
pricing allowances and doubtful accounts.
Inventories
Inventories increased to $168 million as of
March 31,
2008 from $62 million as of
March 31, 2007, primarily
as a result of (1) $64 million in
Rock Band
inventory, of which approximately $43 million was
in-transit as of
March 31, 2008, and (2) the overall
growth of our business.
50
Other
current assets
Other current assets increased to $290 million as of
March 31, 2008, from $219 million as of
March 31,
2007, primarily due to the reclassification as an asset held for
sale of our facility in Chertsey, England from property and
equipment, net, to other current assets.
Other
assets
Other assets increased to $157 million as of
March 31,
2008, from $96 million as of
March 31, 2007, primarily
due to (1) $19 million higher prepaid royalties,
(2) higher other investments of $15 million
substantially resulting from our purchase of Neowiz preferred
stock, and (3) $13 million of prepaid taxes
reclassified from current assets.
Accounts
payable
Accounts payable increased to $229 million as of
March 31, 2008, from $180 million as of
March 31,
2007, primarily due to higher inventory purchases related to
Rock Band.
Accrued
and other current liabilities
Our accrued and other liabilities decreased to $683 million
as of
March 31, 2008 from $814 million as of
March 31, 2007. The decrease was primarily due to
(1) $273 million of current income taxes accrued being
reclassified to non-current tax obligations as a result of our
adoption of FIN No. 48 (see Note 10 of the Notes
to Consolidated Financial Statements), and (2) a decrease
of $32 million in accrued incentive-based compensation.
These decreases were partially offset by an increase of
$106 million in royalties payable primarily due to
Rock
Band.
Deferred
income taxes, net
Our net deferred income tax asset position increased by
$197 million as of
March 31, 2008 as compared to
March 31, 2007 primarily due to increases of
(1) $76 million in deferred taxes related to current
year tax provision, (2) $53 million in deferred taxes
related to our acquisition of VGH, (3) $43 million in
deferred tax assets related to our adoption of
FIN No. 48 and current year activities, and
(4) $25 million in deferred tax assets related to
stock-based compensation.
Financial
Condition
We believe that cash, cash equivalents, short-term investments,
marketable equity securities, cash generated from operations and
available financing facilities will be sufficient to meet our
operating requirements for at least the next twelve months,
including working capital requirements, capital expenditures
and, potentially, future acquisitions or strategic investments.
We may choose at any time to raise additional capital to
strengthen our financial position, facilitate expansion, pursue
strategic acquisitions and investments or to take advantage of
business opportunities as they arise. There can be no assurance,
however, that such additional capital will be available to us on
favorable terms, if at all, or that it will not result in
substantial dilution to our existing stockholders.
On
March 13, 2008, we commenced an unsolicited $26.00 per
share cash tender offer for all of the outstanding shares of
Take-Two Interactive Software, Inc., a Delaware corporation
(
“Take-Two”), for a total purchase price of
approximately $2.1 billion. On
April 18, 2008, we
adjusted the purchase price in the cash tender offer to $25.74
per share following the approval by Take-Two stockholders of
amendments to Take-Two’s Incentive Stock Plan, which would
permit the issuance of additional shares of restricted stock to
ZelnickMedia Corporation pursuant to its management agreement
with Take-Two. The total aggregate purchase price for Take-Two
did not change as a result of the adjustment to the per share
purchase price in the tender offer. On
May 9, 2008, we
received a commitment from certain financial institutions to
provide us with up to $1.0 billion of senior unsecured term
loan financing at any time until
January 9, 2009, to be
used to provide a portion of the funds for the offer
and/or
merger. We will be required to repay any funds we borrow under
the term loan
51
facility, plus accrued interest, on the earlier of
(a) 364 days from the date on which we initially
borrow the funds and (b)
August 9, 2009. On
May 19, 2008, we extended the expiration date of the tender
offer until
June 16, 2008. We intend to pay for the
Take-Two shares and related transaction fees and expenses with
internally available cash and borrowings under the term loan
facility or other financing sources, which may be available to
us in the future.
The loan financing arrangements supporting our Redwood City
headquarters leases with Keybank National Association, described
in the “Off-Balance Sheet Commitments” section below,
are scheduled to expire in July 2009. At any time prior to the
expiration of the financing in July 2009, we may re-negotiate
the lease and the related financing arrangement. Upon expiration
of the leases, we may purchase the facilities for
$247 million, or arrange for a sale of the facilities to a
third party. In the event of a sale to a third party, if the
sale price is less than $247 million, we will be obligated
to reimburse the difference between the actual sale price and
$247 million, up to maximum of $222 million, subject
to certain provisions of the leases.
As of
March 31, 2008, approximately $1,357 million of
our cash, cash equivalents, short-term investments and
marketable equity securities that was generated from operations
was domiciled in foreign tax jurisdictions. While we have no
plans to repatriate these funds to the United States in the
short term, if we choose to do so, we would accrue and pay
additional taxes on any portion of the repatriation where no
United States income tax had been previously provided.
We have a “shelf” registration statement on
Form S-3
on file with the SEC. This shelf registration statement, which
includes a base prospectus, allows us at any time to offer any
combination of securities described in the prospectus in one or
more offerings up to a total amount of $2 billion. Unless
otherwise specified in a prospectus supplement accompanying the
base prospectus, we would use the net proceeds from the sale of
any securities offered pursuant to the shelf registration
statement for general corporate purposes, including for working
capital, financing capital expenditures, research and
development, marketing and distribution efforts and, if
opportunities arise, for acquisitions or strategic alliances.
Pending such uses, we may invest the net proceeds in
interest-bearing securities. In addition, we may conduct
concurrent or other financings at any time.
Our ability to maintain sufficient liquidity could be affected
by various risks and uncertainties including, but not limited
to, those related to customer demand and acceptance of our
products on new platforms and new versions of our products 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 acquisitions and other strategic
transactions in which we may engage, the impact of competition,
economic conditions in the United States and abroad, the
seasonal and cyclical nature of our business and operating
results, risks of product returns and the other risks described
in the “Risk Factors” section, included in
Part I, Item 1A of this report.
Contractual
Obligations and Commercial Commitments
Development,
Celebrity, League and Content Licenses: Payments and
Commitments
The products we produce in our studios are designed and created
by our employee designers, artists, software programmers and by
non-employee software developers (“independent
artists” or “third-party developers”). We
typically advance development funds to the independent artists
and third-party developers during development of our games,
usually in installment payments made upon the completion of
specified development milestones. Contractually, these payments
are generally considered advances against subsequent royalties
on the sales of the products. These terms are set forth in
written agreements entered into with the independent artists and
third-party developers.
In addition, we have certain celebrity, league and content
license
contracts that contain minimum guarantee payments and
marketing commitments that may not be dependent on any
deliverables. Celebrities and organizations with whom we have
contracts include: FIFA, FIFPRO Foundation, UEFA and FAPL
(Football Association Premier League Limited) (professional
soccer); NASCAR (stock car racing); National Basketball
Association (professional basketball); PGA TOUR and Tiger Woods
(professional golf); National Hockey League and NHL
Players’ Association (professional hockey); Warner Bros.
(Harry Potter and Batman); New
52
Line Productions and Saul Zaentz Company (The Lord of the
Rings); Red Bear Inc. (John Madden); National Football League
Properties and PLAYERS Inc. (professional football); Collegiate
Licensing Company (collegiate football and basketball); Viacom
Consumer Products (The Godfather); ESPN (content in EA
SPORTStm
games); Twentieth Century Fox Licensing and Merchandising (The
Simpsons); and Hasbro, Inc. (a wide array of Hasbro intellectual
properties). 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 guaranteed payments and advances against
royalties due under royalty-bearing licenses and services
agreements, the majority of which are conditional upon
performance by the counterparty. These minimum guarantee
payments and any related marketing commitments are included in
the table below.
The following table summarizes our minimum contractual
obligations and commercial commitments as of
March 31,
2008, and the effect we expect them to have on our liquidity and
cash flow in future periods (in millions):
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Commercial
|
|
|
|
|
|
|
|
Contractual Obligations
|
|
|
Commitments
|
|
|
|
|
|
|
|
|
|
|
Developer/
|
|
|
|
|
|
Letter of Credit,
|
|
|
|
|
|
|
|
|
|
|
Licensor
|
|
|
|
|
|
Bank and Other
|
|
|
|
|
|
Fiscal Year Ending March 31,
|
|
Leases(1)
|
|
|
Commitments(2)
|
|
|
Marketing
|
|
|
Guarantees
|
|
|
Total
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2009
|
|
$
|
62
|
|
|
$
|
176
|
|
|
$
|
66
|
|
|
$
|
6
|
|
|
$
|
310
|
|
|
2010
|
|
|
50
|
|
|
|
183
|
|
|
|
42
|
|
|
|
—
|
|
|
|
275
|
|
|
2011
|
|
|
40
|
|
|
|
298
|
|
|
|
38
|
|
|
|
—
|
|
|
|
376
|
|
|
2012
|
|
|
33
|
|
|
|
147
|
|
|
|
38
|
|
|
|
—
|
|
|
|
218
|
|
|
2013
|
|
|
26
|
|
|
|
134
|
|
|
|
38
|
|
|
|
—
|
|
|
|
198
|
|
|
Thereafter
|
|
|
53
|
|
|
|
612
|
|
|
|
155
|
|
|
|
—
|
|
|
|
820
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
$
|
264
|
|
|
$
|
1,550
|
|
|
$
|
377
|
|
|
$
|
6
|
|
|
$
|
2,197
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1) |
|
See discussion on operating leases in the “Off-Balance
Sheet Commitments” section below for additional
information. Lease commitments include contractual rental
commitments of $13 million under real estate leases for
unutilized office space resulting from our restructuring
activities. These amounts, net of estimated future sub-lease
income, were expensed in the periods of the related
restructuring and are included in our accrued and other current
liabilities reported on our Consolidated Balance Sheets as of
March 31, 2008. See Note 6 of the Notes to
Consolidated Financial Statements. |
| |
|
(2) |
|
Developer/licensor commitments include $10 million of
commitments to developers or licensors that have been recorded
in current and long-term liabilities and a corresponding amount
in current and long-term assets in our Consolidated Balance
Sheets as of March 31, 2008 because payment is not
contingent upon performance by the developer or licensor. |
The amounts represented in the table above reflect our minimal
cash obligations for the respective fiscal years, but do not
necessarily represent the periods in which they will be expensed
in our Consolidated Financial Statements.
In addition to what is included in the table above, as discussed
in Note 10 of the Notes to Consolidated Financial
Statements, we have adopted the provisions of
FIN No. 48. As of
March 31, 2008, we had a
liability for unrecognized tax benefits and an accrual for the
payment of related interest totaling $360 million, of which
approximately $41 million is offset by prior cash deposits
to tax authorities for issues pending resolution. For the
remaining liability, we are unable to make a reasonably reliable
estimate of when cash settlement with a taxing authority will
occur.
Related
Person Transaction
Prior to becoming Chief Executive Officer of Electronic Arts,
John Riccitiello was a Founder and Managing Director of
Elevation Partners, L.P., and also served as Chief Executive
Officer of VGH, which we acquired in
53
January 2008. At the time of the acquisition,
Mr. Riccitiello held an indirect financial interest in VGH
resulting from his interest in the entity that controlled
Elevation Partners, L.P. and his interest in a limited partner
of Elevation Partners, L.P. Elevation Partners, L.P. was a
significant stockholder of VGH. As a result of the acquisition,
Mr. Riccitiello’s financial returns related to these
interests, including returns of deemed capital contributions,
have been $2.4 million to date (some of which
Mr. Riccitiello could be required to return depending on
the performance of the Elevation entities), and could be up to
an additional $1.6 million plus any interest or other
amounts earned thereon. This amount could be reduced, however,
by a variety of factors, including investment losses of
Elevation, if any, as well as certain expenses of Elevation that
could offset partnership profits. Upon his separation from
Elevation Partners, L.P., Mr. Riccitiello ceased to have
any further control or influence over these factors.
From the commencement of negotiations with VGH, at the direction
of EA’s Board of Directors, EA’s Audit Committee
engaged directly with EA management (independently from
Mr. Riccitiello) to analyze and consider the potential
benefits, risks and material terms of the acquisition. EA’s
Board of Directors approved the acquisition after reviewing with
EA’s management and members of the Audit Committee the
terms of the acquisition and the potential benefits and risks
thereof, as well as Mr. Riccitiello’s personal
financial interest in VGH and the acquisition.
Mr. Riccitiello recused himself from the Board of Directors
meeting during the Board’s deliberation of the acquisition
and he did not vote on the acquisition.
OFF-BALANCE
SHEET COMMITMENTS
We lease certain of our current facilities, furniture and
equipment under non-cancelable operating lease agreements. We
are required to pay property taxes, insurance and normal
maintenance costs for certain of these 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
(“Phase One Lease”) with a third-party lessor for our
headquarters facilities in Redwood City, California (“Phase
One Facilities”). The Phase One Facilities comprise a total
of approximately 350,000 square feet and provide space for
sales, marketing, administration and research and development
functions. In July 2001, the lessor refinanced the Phase One
Lease with Keybank National Association through July 2006. The
Phase One Lease expires in January 2039, subject to early
termination in the event the underlying financing between the
lessor and its lenders is not extended. Subject to certain terms
and conditions, we may purchase the Phase One Facilities or
arrange for the sale of the Phase One Facilities to a third
party.
Pursuant to the terms of the Phase One Lease, we have an option
to purchase the Phase One Facilities at any time for a purchase
price of $132 million. In the event of a sale to a third
party, if the sale price is less than $132 million, we will
be obligated to reimburse the difference between the actual sale
price and $132 million, up to a maximum of
$117 million, subject to certain provisions of the Phase
One Lease, as amended.
On
May 26, 2006, the lessor extended its loan financing
underlying the Phase One Lease with its lenders through July
2007, and on
May 14, 2007, the lenders extended this
financing again for an additional year through July 2008. On
April 14, 2008, the lenders extended the financing for
another year through July 2009. At any time prior to the
expiration of the financing in July 2009, we may re-negotiate
the lease and the related financing arrangement. We account for
the Phase One Lease arrangement as an operating lease in
accordance with SFAS No. 13,
“Accounting for
Leases”, as amended.
In December 2000, we entered into a second build-to-suit lease
(“Phase Two Lease”) with Keybank National Association
for a five and one-half year term beginning in December 2000 to
expand our Redwood City, California headquarters facilities and
develop adjacent property (“Phase Two Facilities”).
Construction of the Phase Two Facilities was completed in June
2002. The Phase Two Facilities comprise a total of approximately
310,000 square feet and provide space for sales, marketing,
administration and research and development functions. Subject
to certain terms and conditions, we may purchase the Phase Two
Facilities or arrange for the sale of the Phase Two Facilities
to a third party.
54
Pursuant to the terms of the Phase Two Lease, we have an option
to purchase the Phase Two Facilities at any time for a purchase
price of $115 million. In the event of a sale to a third
party, if the sale price is less than $115 million, we will
be obligated to reimburse the difference between the actual sale
price and $115 million, up to a maximum of
$105 million, subject to certain provisions of the Phase
Two Lease, as amended.
On
May 26, 2006, the lessor extended the Phase Two Lease
through July 2009 subject to early termination in the event the
underlying loan financing between the lessor and its lenders is
not extended. Concurrently with the extension of the lease, the
lessor extended the loan financing underlying the Phase Two
Lease with its lenders through July 2007. On
May 14, 2007,
the lenders extended this financing again for an additional year
through July 2008. On
April 14, 2008, the lenders extended
the financing for another year through July 2009. At any time
prior to the expiration of the financing in July 2009, we may
re-negotiate the lease and the related financing arrangement. We
account for the Phase Two Lease arrangement as an operating
lease in accordance with SFAS No. 13, as amended.
We believe that, as of
March 31, 2008, the estimated fair
values of both properties under these operating leases exceeded
their respective guaranteed residual values.
The two lease agreements with Keybank National Association
described above require us to maintain certain financial
covenants as shown below, all of which we were in compliance
with as of
March 31, 2008.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Actual as of
|
|
|
Financial Covenants
|
|
Requirement
|
|
|
March 31, 2008
|
|
|
|
|
Consolidated Net Worth (in millions)
|
|
|
equal to or greater than
|
|
|
$
|
2,430
|
|
|
$
|
4,339
|
|
|
Fixed Charge Coverage Ratio
|
|
|
equal to or greater than
|
|
|
|
3.00
|
|
|
|
3.88
|
|
|
Total Consolidated Debt to Capital
|
|
|
equal to or less than
|
|
|
|
60
|
%
|
|
|
5.4
|
%
|
|
Quick Ratio — Q1 & Q2
|
|
|
equal to or greater than
|
|
|
|
1.00
|
|
|
|
N/A
|
|
|
Q3 & Q4
|
|
|
equal to or greater than
|
|
|
|
1.75
|
|
|
|
7.71
|
|
In February 2006, we entered into an agreement with an
independent third party to lease a facility in Guildford,
Surrey, United Kingdom, which commenced in June 2006 and will
expire in May 2016. The facility comprises a total of
approximately 95,000 square feet, which we use for
administrative, sales and development functions. Our rental
obligation under this agreement is approximately
$33 million over the initial ten-year term of the lease.
In June 2004, we entered into a lease agreement, amended in
December 2005, with an independent third party for a studio
facility in Orlando, Florida. The lease commenced in January
2005 and expires in June 2010, with one five-year option to
extend the lease term. The campus facilities comprise a total of
140,000 square feet and provide space for research and
development functions. Our rental obligation over the initial
five-and-a-half
year term of the lease is $15 million.
In July 2003, we entered into a lease agreement with an
independent third party (the “Landlord”) for a studio
facility in Los Angeles, California, which commenced in October
2003 and expires in September 2013 with two five-year options to
extend the lease term. Additionally, we have options to purchase
the property after five and ten years based on the fair market
value of the property at the date of sale, a right of first
offer to purchase the property upon terms offered by the
Landlord, and a right to share in the profits from a sale of the
property. Existing campus facilities comprise a total of
243,000 square feet and provide space for research and
development functions. Our rental obligation under this
agreement is $50 million over the initial ten-year term of
the lease. This commitment is offset by expected sublease income
of $6 million for a sublease to an affiliate of the
Landlord of 18,000 square feet of the Los Angeles facility,
which commenced in October 2003 and expires in September 2013,
with options of early termination by either party after October
2008.
In October 2002, we entered into a lease agreement, with an
independent third party for a studio facility in Vancouver,
British Columbia, Canada, which commenced in May 2003 and
expires in April 2013. We amended the lease in October 2003. The
facility comprises a total of approximately 65,000 square
feet and provides space for research and development functions.
Our rental obligation under this agreement is approximately
$16 million over the initial ten-year term of the lease.
55
Director
Indemnity Agreements
We entered into indemnification agreements with each of the
members of our Board of Directors at the time they joined the
Board to indemnify them 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 or charged as a
result of their service as members of our Board of Directors.
INFLATION
We believe the impact of inflation on our results of operations
has not been significant in any of the past three fiscal years.
|
|
|
Item 7A:
|
Quantitative
and Qualitative Disclosures About Market Risk
|
Market
Risk
We are exposed to various market risks, including changes in
foreign currency exchange rates, interest rates and market
prices. Market risk is the potential loss arising from changes
in market rates and market prices. We employ established
policies and practices to manage these risks. Foreign exchange
option and forward
contracts are used to hedge anticipated
exposures or mitigate some existing exposures subject to foreign
exchange risk as discussed below. We have not historically, nor
do we currently, hedge our short-term investment portfolio. We
do not consider our cash and cash equivalents to be exposed to
significant interest rate risk because our cash and cash
equivalent portfolio consists of highly liquid investments with
original maturities of three months or less (see Note 2 to
the Consolidated Financial Statements included in Item 8 of
this report). We also do not currently hedge our market price
risk relating to our equity investments. Further, we do not
enter into derivatives or other financial instruments for
trading or speculative purposes (see Note 3 to the
Consolidated Financial Statements included in Item 8 of
this report).
Foreign
Currency Exchange Rate Risk
Cash Flow Hedging Activities. From time to
time, we hedge a portion of our foreign currency risk related to
forecasted foreign-currency-denominated sales and expense
transactions by purchasing option
contracts that generally have
maturities of 15 months or less. These transactions are
designated and qualify as cash flow hedges. The derivative
assets associated with our hedging activities are recorded at
fair value in other current assets in our Consolidated Balance
Sheets. The effective portion of gains or losses resulting from
changes in fair value of these hedges is initially reported, net
of tax, as a component of accumulated other comprehensive income
in stockholders’ equity and subsequently reclassified into
net revenue or operating expenses, as appropriate in the period
when the forecasted transaction is recorded. The ineffective
portion of gains or losses resulting from changes in fair value,
if any, is reported in each period in interest and other income,
net, in our Consolidated Statements of Operations. Our hedging
programs are designed to reduce, but do not entirely eliminate,
the impact of currency exchange rate movements in revenue and
operating expenses. As of
March 31, 2008, we had foreign
currency option
contracts to purchase approximately
$48 million in foreign currencies and to sell approximately
$254 million of foreign currencies. As of
March 31,
2008, these foreign currency option
contracts outstanding had a
total fair value of $5 million, included in other current
assets. As of
March 31, 2007, we had foreign currency
option
contracts to purchase approximately $28 million in
foreign currencies and to sell approximately $72 million of
foreign currencies. As of
March 31, 2007, these foreign
currency option
contracts outstanding had a total fair value of
less than $1 million, included in other current assets.
Balance Sheet Hedging Activities. We use
foreign exchange forward
contracts to mitigate foreign currency
risk associated with foreign-currency-denominated assets and
liabilities, primarily intercompany receivables and payables.
The forward
contracts generally have a contractual term of three
months or less and are transacted near month-end. Our foreign
exchange forward
contracts are not designated as hedging
instruments under SFAS No. 133 and are accounted for
as derivatives whereby the fair value of the
contracts are
reported as other current assets or other current liabilities in
our Consolidated Balance Sheets, and gains and losses
56
from changes in fair value are reported in interest and other
income, net. The gains and losses on these forward
contracts
generally offset the gains and losses on the underlying
foreign-currency-denominated assets and liabilities, which are
also reported in interest and other income, net, in our
Consolidated Statements of Operations. In certain cases, the
amount of such gains and losses will significantly differ from
the amount of gains and losses recognized on the underlying
foreign currency denominated asset or liability, in which case
our results will be impacted. As of
March 31, 2008, we had
forward foreign exchange
contracts to purchase and sell
approximately $540 million in foreign currencies. Of this
amount, $479 million represented
contracts to sell foreign
currencies in exchange for U.S. dollars, $13 million
to sell foreign currencies in exchange for British pounds
sterling and $48 million to purchase foreign currencies in
exchange for U.S. dollars. As of
March 31, 2007, we
had forward foreign exchange
contracts to purchase and sell
approximately $104 million in foreign currencies. Of this
amount, $73 million represented
contracts to sell foreign
currencies in exchange for U.S. dollars, $8 million to
sell foreign currencies in exchange for British pounds sterling
and $23 million to purchase foreign currencies in exchange
for U.S. dollars. The fair value of our forward
contracts
was immaterial as of
March 31, 2008 and
March 31, 2007.
The counterparties to these forward and option
contracts are
creditworthy multinational commercial banks; therefore, the risk
of counterparty nonperformance is not considered to be material.
Notwithstanding our efforts to mitigate some foreign currency
exchange rate risks, there can be no assurance that our hedging
activities will adequately protect us against the risks
associated with foreign currency fluctuations. As of
March 31, 2008, a hypothetical adverse foreign currency
exchange rate movement of 10 percent or 15 percent
would have resulted in a potential loss in fair value of our
option
contracts used in cash flow hedging of $4 million in
both scenarios. As of
March 31, 2007, a hypothetical
adverse foreign currency exchange rate movement would have
resulted in a potential loss in fair value of our option
contracts used in cash flow hedging of $1 million in both
scenarios. A hypothetical adverse foreign currency exchange rate
movement of 10 percent or 15 percent would have
resulted in potential losses on our forward
contracts used in
balance sheet hedging of $56 million and $82 million,
respectively, as of
March 31, 2008, and $9 million and
$14 million, respectively, as of
March 31, 2007. This
sensitivity analysis assumes a parallel adverse shift in foreign
currency exchange rates against the U.S. dollar. Exchange
rates do not always move in the same direction. Actual results
may differ materially.
Interest
Rate Risk
Our exposure to market risk for changes in interest rates
relates primarily to our short-term investment portfolio. We
manage our interest rate risk by maintaining an investment
portfolio generally consisting of debt instruments of high
credit quality and relatively short maturities. However, because
short-term securities mature relatively quickly and are required
to be reinvested at the then current market rates, interest
income on a portfolio consisting of short-term securities is
more subject to market fluctuations than a portfolio of longer
term securities. Additionally, the contractual terms of the
securities do not permit the issuer to call, prepay or otherwise
settle the securities at prices less than the stated par value
of the securities. Our investments are held for purposes other
than trading. Also, we do not use derivative financial
instruments in our short-term investment portfolio.
As of
March 31, 2008 and
2007, our short-term investments
were classified as available-for-sale and, consequently,
recorded at fair market value with unrealized gains or losses
resulting from changes in fair value reported as a separate
component of accumulated other comprehensive income, net of any
tax effects, in
57
stockholders’ equity. Our portfolio of short-term
investments consisted of the following investment categories,
summarized by fair value as of
March 31, 2008 and
2007 (in
millions):
| |
|
|
|
|
|
|
|
|
|
|
|
As of March 31,
|
|
|
|
|
2008
|
|
|
2007
|
|
|
|
|
U.S. agency securities
|
|
$
|
266
|
|
|
$
|
264
|
|
|
Corporate bonds
|
|
|
231
|
|
|
|
226
|
|
|
U.S. Treasury securities
|
|
|
161
|
|
|
|
92
|
|
|
Asset-backed securities
|
|
|
64
|
|
|
|
108
|
|
|
Commercial paper
|
|
|
12
|
|
|
|
574
|
|
|
|
|
|
|
|
|
|
|
|
|
Total short-term investments
|
|
$
|
734
|
|
|
$
|
1,264
|
|
|
|
|
|
|
|
|
|
|
|
Notwithstanding our efforts to manage interest rate risks, there
can be no assurance that we will be adequately protected against
risks associated with interest rate fluctuations. At any time, a
sharp change in interest rates could have a significant impact
on the fair value of our investment portfolio. The following
table presents the hypothetical changes in fair value in our
short-term investment portfolio as of
March 31, 2008,
arising from potential changes in interest rates. The modeling
technique estimates the change in fair value from immediate
hypothetical parallel shifts in the yield curve of plus or minus
50 basis points (
“BPS”), 100 BPS, and 150 BPS.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Valuation of Securities
|
|
|
Fair Value
|
|
|
Valuation of Securities
|
|
|
|
|
Given an Interest Rate
|
|
|
as of
|
|
|
Given an Interest Rate
|
|
|
|
|
Decrease of X Basis Points
|
|
|
March 31,
|
|
|
Increase of X Basis Points
|
|
(In millions)
|
|
(150 BPS)
|
|
|
(100 BPS)
|
|
|
(50 BPS)
|
|
|
2008
|
|
|
50 BPS
|
|
|
100 BPS
|
|
|
150 BPS
|
|
|
|
|
U.S. agency securities
|
|
$
|
273
|
|
|
$
|
270
|
|
|
$
|
268
|
|
|
$
|
266
|
|
|
$
|
263
|
|
|
$
|
261
|
|
|
$
|
258
|
|
|
Corporate bonds
|
|
|
235
|
|
|
|
234
|
|
|
|
233
|
|
|
|
231
|
|
|
|
230
|
|
|
|
229
|
|
|
|
227
|
|
|
U.S. Treasury securities
|
|
|
166
|
|
|
|
164
|
|
|
|
163
|
|
|
|
161
|
|
|
|
160
|
|
|
|
158
|
|
|
|
156
|
|
|
Asset-backed securities
|
|
|
64
|
|
|
|
64
|
|
|
|
64
|
|
|
|
64
|
|
|
|
64
|
|
|
|
63
|
|
|
|
63
|
|
|
Commercial paper
|
|
|
12
|
|
|
|
12
|
|
|
|
12
|
|
|
|
12
|
|
|
|
12
|
|
|
|
12
|
|
|
|
12
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total short-term
investments
|
|
$
|
750
|
|
|
$
|
744
|
|
|
$
|
740
|
|
|
$
|
734
|
|
|
$
|
729
|
|
|
$
|
723
|
|
|
$
|
716
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The following table presents the hypothetical changes in fair
value in our short-term investment portfolio as of
March 31, 2007, arising from selected potential changes in
interest rates.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Valuation of Securities
|
|
|
Fair Value
|
|
|
Valuation of Securities
|
|
|
|
|
Given an Interest Rate
|
|
|
as of
|
|
|
Given an Interest Rate
|
|
|
|
|
Decrease of X Basis Points
|
|
|
March 31,
|
|
|
Increase of X Basis Points
|
|
(In millions)
|
|
(150 BPS)
|
|
|
(100 BPS)
|
|
|
(50 BPS)
|
|
|
2007
|
|
|
50 BPS
|
|
|
100 BPS
|
|
|
150 BPS
|
|
|
|
|
Commercial paper
|
|
$
|
575
|
|
|
$
|
575
|
|
|
$
|
574
|
|
|
$
|
574
|
|
|
$
|
573
|
|
|
$
|
573
|
|
|
$
|
572
|
|
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