Back to GetFilings.com
UNITED STATES
SECURITIES AND
EXCHANGE COMMISSION
WASHINGTON, D.C. 20549
FORM 10-Q
x QUARTERLY REPORT
PURSUANT TO SECTION 13 OR 15 (d) OF THE
SECURITIES EXCHANGE ACT OF 1934
For the Quarterly Period Ended June 30, 2002
OR
¨ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE
SECURITIES EXCHANGE ACT OF 1934
For the Transition Period from
to
Commission File No. 0-17948
ELECTRONIC ARTS INC.
(Exact name of registrant as specified in its charter)
Delaware |
|
94-2838567 |
(State or other jurisdiction of
incorporation or organization) |
|
(I.R.S. Employer Identification No.) |
|
209 Redwood Shores Parkway Redwood City, California (Address of principal executive offices) |
|
94065 (Zip
Code) |
(650) 628-1500
(Registrants telephone number, including area code)
Indicate by check mark
whether the registrant (1) has filed all reports required to be filed by Section 13 or 15 (d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports),
and (2) has been subject to such filing requirements for the past 90 days.
YES
X
NO
Indicate the number of shares outstanding of
each of the issuers classes of common stock, as of the latest practicable date.
Class of Common Stock
|
|
Par Value
|
|
Outstanding at August 6, 2002
|
Class A common stock |
|
$0.01 |
|
139,235,558 |
ELECTRONIC ARTS INC. AND SUBSIDIARIES
INDEX
Part IFinancial Information
|
|
Page
|
|
Item 1. |
|
Unaudited Condensed Consolidated Financial Statements |
|
|
|
|
|
|
|
3 |
|
|
|
|
|
4 |
|
|
|
|
|
5 |
|
|
|
|
|
7 |
|
Item 2. |
|
|
|
18 |
|
Item 3. |
|
|
|
47 |
|
Part IIOther Information
|
|
|
|
Item 1. |
|
|
|
49 |
|
Item 4. |
|
|
|
49 |
|
Item 6. |
|
|
|
49 |
|
|
|
51 |
|
|
|
52 |
2
PART IFINANCIAL INFORMATION
Item 1. Condensed Consolidated Financial Statements
ELECTRONIC ARTS INC. AND SUBSIDIARIES CONDENSED CONSOLIDATED BALANCE SHEETS
(Dollars in thousands)
(unaudited)
|
|
June 30, 2002 |
|
|
March 31, 2002 |
|
|
|
|
|
|
ASSETS |
|
Current assets: |
|
|
|
|
|
|
|
|
Cash, cash equivalents and short-term investments |
|
$ |
826,866 |
|
|
$ |
796,936 |
|
Marketable securities |
|
|
5,403 |
|
|
|
6,869 |
|
Receivables, less allowances of $128,518 and $115,870, respectively |
|
|
118,347 |
|
|
|
190,495 |
|
Inventories, net |
|
|
24,074 |
|
|
|
23,780 |
|
Deferred income taxes |
|
|
37,710 |
|
|
|
38,597 |
|
Other current assets |
|
|
117,872 |
|
|
|
95,866 |
|
|
|
|
|
|
|
|
|
|
Total current assets |
|
|
1,130,272 |
|
|
|
1,152,543 |
|
|
Property and equipment, net |
|
|
309,892 |
|
|
|
308,827 |
|
Investments in affiliates |
|
|
18,999 |
|
|
|
19,077 |
|
Goodwill and other intangibles, net |
|
|
108,213 |
|
|
|
110,512 |
|
Long-term deferred income taxes |
|
|
64,014 |
|
|
|
64,065 |
|
Other assets |
|
|
42,475 |
|
|
|
44,350 |
|
|
|
|
|
|
|
|
|
|
|
|
$ |
1,673,865 |
|
|
$ |
1,699,374 |
|
|
|
|
|
|
|
|
|
|
|
LIABILITIES, MINORITY INTEREST AND STOCKHOLDERS EQUITY |
|
Current liabilities: |
|
|
|
|
|
|
|
|
Accounts payable |
|
$ |
86,326 |
|
|
$ |
88,563 |
|
Accrued and other liabilities |
|
|
298,964 |
|
|
|
364,419 |
|
|
|
|
|
|
|
|
|
|
Total current liabilities |
|
|
385,290 |
|
|
|
452,982 |
|
|
Minority interest in consolidated joint venture |
|
|
2,462 |
|
|
|
3,098 |
|
|
Stockholders equity: |
|
|
|
|
|
|
|
|
Preferred stock, $0.01 par value. Authorized 10,000,000 shares |
|
|
|
|
|
|
|
|
Common stock |
|
|
|
|
|
|
|
|
Class A common stock, $0.01 par value. Authorized 400,000,000 shares; issued and outstanding 139,140,406 and 138,429,269 shares,
respectively |
|
|
1,391 |
|
|
|
1,384 |
|
Class B common stock, $0.01 par value. Authorized 100,000,000 shares; issued and outstanding 6,233,463 and 6,233,413 shares,
respectively |
|
|
62 |
|
|
|
62 |
|
Paid-in capital |
|
|
675,960 |
|
|
|
649,777 |
|
Retained earnings |
|
|
614,199 |
|
|
|
606,795 |
|
Accumulated other comprehensive loss |
|
|
(5,499 |
) |
|
|
(14,724 |
) |
|
|
|
|
|
|
|
|
|
Total stockholders equity |
|
|
1,286,113 |
|
|
|
1,243,294 |
|
|
|
|
|
|
|
|
|
|
|
|
$ |
1,673,865 |
|
|
$ |
1,699,374 |
|
|
|
|
|
|
|
|
|
|
See accompanying Notes to Condensed Consolidated Financial Statements.
3
ELECTRONIC ARTS INC. AND SUBSIDIARIES CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS
(In thousands, except per share data)
(unaudited)
|
|
Three Months Ended June
30, |
|
|
|
2002 |
|
|
2001 |
|
|
|
|
|
|
Net revenues |
|
$ |
331,898 |
|
|
$ |
181,950 |
|
Cost of goods sold |
|
|
141,365 |
|
|
|
89,029 |
|
|
|
|
|
|
|
|
|
|
Gross profit |
|
|
190,533 |
|
|
|
92,921 |
|
|
|
|
|
|
|
|
|
|
Operating expenses: |
|
|
|
|
|
|
|
|
Marketing and sales |
|
|
65,374 |
|
|
|
40,804 |
|
General and administrative |
|
|
25,663 |
|
|
|
23,215 |
|
Research and development |
|
|
90,969 |
|
|
|
90,805 |
|
Amortization of intangibles |
|
|
2,245 |
|
|
|
6,475 |
|
|
|
|
|
|
|
|
|
|
Total operating expenses |
|
|
184,251 |
|
|
|
161,299 |
|
|
|
|
|
|
|
|
|
|
Operating income (loss) |
|
|
6,282 |
|
|
|
(68,378 |
) |
Interest and other income, net |
|
|
3,147 |
|
|
|
2,717 |
|
|
|
|
|
|
|
|
|
|
Income (loss) before provision for (benefit from) income taxes and minority interest |
|
|
9,429 |
|
|
|
(65,661 |
) |
Provision for (benefit from) income taxes |
|
|
2,923 |
|
|
|
(20,355 |
) |
|
|
|
|
|
|
|
|
|
Income (loss) before minority interest |
|
|
6,506 |
|
|
|
(45,306 |
) |
Minority interest in consolidated joint venture |
|
|
898 |
|
|
|
52 |
|
|
|
|
|
|
|
|
|
|
Net income (loss) |
|
$ |
7,404 |
|
|
$ |
(45,254 |
) |
|
|
|
|
|
|
|
|
|
Class A common stock: |
|
|
|
|
|
|
|
|
Net income (loss): |
|
|
|
|
|
|
|
|
Basic |
|
$ |
10,394 |
|
|
$ |
(39,375 |
) |
|
|
|
|
|
|
|
|
|
Diluted |
|
$ |
7,404 |
|
|
$ |
(45,254 |
) |
|
|
|
|
|
|
|
|
|
Net income (loss) per share: |
|
|
|
|
|
|
|
|
Basic |
|
$ |
0.07 |
|
|
$ |
(0.29 |
) |
Diluted |
|
$ |
0.05 |
|
|
$ |
(0.33 |
) |
Number of shares used in computation: |
|
|
|
|
|
|
|
|
Basic |
|
|
138,748 |
|
|
|
135,730 |
|
Diluted |
|
|
145,222 |
|
|
|
136,382 |
|
|
Class B common stock: |
|
|
|
|
|
|
|
|
Net loss, net of retained interest in EA.com |
|
$ |
(2,990 |
) |
|
$ |
(5,879 |
) |
|
|
|
|
|
|
|
|
|
Net loss per share: |
|
|
|
|
|
|
|
|
Basic |
|
$ |
(0.49 |
) |
|
$ |
(0.98 |
) |
Diluted |
|
$ |
(0.49 |
) |
|
$ |
(0.98 |
) |
Number of shares used in computation: |
|
|
|
|
|
|
|
|
Basic |
|
|
6,043 |
|
|
|
6,020 |
|
Diluted |
|
|
6,043 |
|
|
|
6,020 |
|
See accompanying Notes to Condensed Consolidated Financial Statements.
4
ELECTRONIC ARTS INC. AND SUBSIDIARIES CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS
(Dollars in thousands)
(unaudited)
|
|
Three Months Ended June 30, |
|
|
|
2002 |
|
|
2001 |
|
|
|
|
|
|
Operating activities: |
|
|
|
|
|
|
|
|
Net income (loss) |
|
$ |
7,404 |
|
|
$ |
(45,254 |
) |
Adjustments to reconcile net income (loss) to net cash provided by (used in) operating activities: |
|
|
|
|
|
|
|
|
Minority interest in consolidated joint venture |
|
|
(898 |
) |
|
|
(52 |
) |
Equity in net (income) loss of affiliates |
|
|
(239 |
) |
|
|
290 |
|
Gain on sale of affiliate |
|
|
|
|
|
|
(200 |
) |
Depreciation and amortization |
|
|
24,306 |
|
|
|
27,355 |
|
Loss on write-down of affiliate |
|
|
471 |
|
|
|
|
|
Loss on sale of fixed assets |
|
|
95 |
|
|
|
221 |
|
Bad debt expense |
|
|
1,659 |
|
|
|
1,144 |
|
Stock-based compensation |
|
|
1,154 |
|
|
|
698 |
|
Tax benefit from exercise of stock options |
|
|
5,200 |
|
|
|
14,441 |
|
Change in assets and liabilities: |
|
|
|
|
|
|
|
|
Receivables |
|
|
70,489 |
|
|
|
96,314 |
|
Inventories |
|
|
(294 |
) |
|
|
(334 |
) |
Other assets |
|
|
(34,108 |
) |
|
|
(29,275 |
) |
Accounts payable |
|
|
(2,237 |
) |
|
|
(13,893 |
) |
Accrued and other liabilities |
|
|
(66,669 |
) |
|
|
(81,003 |
) |
Deferred income taxes |
|
|
310 |
|
|
|
61 |
|
|
|
|
|
|
|
|
|
|
Net cash provided by (used in) operating activities |
|
|
6,643 |
|
|
|
(29,487 |
) |
|
|
|
|
|
|
|
|
|
|
Investing activities: |
|
|
|
|
|
|
|
|
Proceeds from sale of property and equipment |
|
|
379 |
|
|
|
165 |
|
Proceeds from sale of affiliate |
|
|
|
|
|
|
570 |
|
Capital expenditures |
|
|
(8,409 |
) |
|
|
(15,030 |
) |
Investment in affiliates, net |
|
|
(154 |
) |
|
|
3,021 |
|
Change in short-term investments, net |
|
|
7,787 |
|
|
|
(16,375 |
) |
|
|
|
|
|
|
|
|
|
Net cash used in investing activities |
|
|
(397 |
) |
|
|
(27,649 |
) |
|
|
|
|
|
|
|
|
|
|
Financing activities: |
|
|
|
|
|
|
|
|
Proceeds from sales of Class A shares through employee stock plans and other plans |
|
|
19,893 |
|
|
|
33,262 |
|
Proceeds from sales of Class B shares through employee stock plans and other plans |
|
|
1 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net cash provided by financing activities |
|
|
19,894 |
|
|
|
33,262 |
|
|
|
|
|
|
|
|
|
|
Translation adjustment |
|
|
9,572 |
|
|
|
1,285 |
|
|
|
|
|
|
|
|
|
|
Increase (decrease) in cash and cash equivalents |
|
|
35,712 |
|
|
|
(22,589 |
) |
Beginning cash and cash equivalents |
|
|
552,826 |
|
|
|
419,812 |
|
|
|
|
|
|
|
|
|
|
Ending cash and cash equivalents |
|
|
588,538 |
|
|
|
397,223 |
|
Short-term investments |
|
|
238,328 |
|
|
|
62,971 |
|
|
|
|
|
|
|
|
|
|
Ending cash, cash equivalents and short-term investments |
|
$ |
826,866 |
|
|
$ |
460,194 |
|
|
|
|
|
|
|
|
|
|
5
ELECTRONIC ARTS INC. AND SUBSIDIARIES
CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS (continued)
(Dollars in thousands)
(unaudited)
|
|
Three Months Ended June 30, |
|
|
|
2002
|
|
2001
|
|
Supplemental cash flow information: |
|
|
|
|
|
|
|
Cash paid during the year for income taxes |
|
$ |
2,053 |
|
$ |
2,719 |
|
|
|
|
|
|
|
|
|
Non-cash investing activities: |
|
|
|
|
|
|
|
Change in unrealized appreciation (loss) on investments and marketable securities |
|
$ |
543 |
|
$ |
(1,883 |
) |
|
|
|
|
|
|
|
|
See accompanying Notes to Condensed Consolidated Financial Statements.
6
ELECTRONIC ARTS INC. AND SUBSIDIARIES NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
Note 1. Basis of Presentation
The condensed consolidated financial statements are unaudited and reflect all adjustments (consisting only of normal recurring accruals) that, in the opinion of
management, are necessary for a fair presentation of the results for the interim periods presented. The results of operations for the current interim period are not necessarily indicative of results to be expected for the current year or any other
period. Certain amounts have been reclassified to conform to the fiscal 2003 presentation.
These condensed consolidated financial
statements should be read in conjunction with the consolidated financial statements and notes thereto included in the Electronic Arts Inc. (the Company) Annual Report on Form 10-K for the fiscal year ended March 31, 2002 as filed with
the Securities and Exchange Commission (SEC) on June 28, 2002.
Note 2. Fiscal Year and Fiscal Quarter
The Companys fiscal year is reported on a 52/53-week period that ends on the Saturday nearest to March 31 in each year. The results of
operations for fiscal 2003 and fiscal 2002 contain 52 weeks. The results of operations for the fiscal quarters ended June 30, 2002 and June 30, 2001 contain 13 weeks. For simplicity of presentation, all fiscal periods are treated as ending on a
calendar month end.
Note 3. Common Stock
At the Companys Annual Meeting of Stockholders, held on August 1, 2002, the stockholders elected to amend the 2000 Class A Equity Incentive Plan to increase by 5,500,000 the number of shares of the Companys Class
A common stock reserved for issuance under the Plan.
Note 4. Goodwill and Other Intangible Assets
Effective April 1, 2002, the Company adopted the full provisions of Statement of Financial Accounting Standards (SFAS) No. 141, Business
Combinations, which requires business combinations initiated after June 30, 2001 to be accounted for using the purchase method of accounting and acquired intangible assets meeting certain criteria to be recorded apart from goodwill. The
Company evaluated its goodwill and intangibles acquired prior to June 30, 2001 using the criteria of SFAS No. 141, which resulted in $41,462,000 of other intangibles to be recorded separately from goodwill and $4,000,000 of acquired workforce
intangibles being subsumed into goodwill at April 1, 2002. In addition, effective April 1, 2002, the Company adopted the provisions of SFAS No. 142, Goodwill and Other Intangible Assets. SFAS No. 142 requires that purchased
goodwill and certain indefinite-lived intangibles no longer be amortized; rather, goodwill will be subject to at least an annual assessment for impairment by applying a fair-value-based test. SFAS No. 142 also requires, among other things,
reassessment of the useful lives of existing recognized intangibles and the testing for impairment of existing goodwill and other indefinite-lived intangibles. The Company evaluated the estimated
7
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
useful lives of existing recognized intangibles and determined that the estimated useful
lives of all such assets were appropriate.
In accordance with SFAS No. 142, the Company has ceased to amortize approximately $69,050,000
of goodwill. In lieu of amortization, SFAS No. 142 requires a two-step approach to testing goodwill for impairment for each reporting unit. The first step, required to be completed by September 30, 2002, tests for impairment by applying fair
value-based tests at the Companys reporting unit level. The second step (if necessary), required to be completed by March 31, 2003, measures the amount of impairment by applying fair value-based tests to individual assets and liabilities
within each reporting unit. The Company completed the first step of impairment testing during the current quarter and found no instances of impairment of its recorded goodwill. Accordingly, provided there are no future indicators of impairment, the
second testing step is not necessary during fiscal 2003.
The Company operates in two principal business segments globally, EA Core and
EA.com (see Note 8 of the Notes to Condensed Consolidated Financial Statements). As of March 31, 2002, the Company allocated goodwill in the amount of $39,335,000 to EA Core and $29,715,000 to EA.com. There were no changes to these allocations as of
June 30, 2002.
The following table presents comparative information showing the effects that non-amortization of goodwill would have had
on the Condensed Consolidated Statements of Operations for the three months ended June 30, 2001 (in thousands, except per share amounts):
|
|
|
|
|
|
|
Three Months Ended June
30, |
|
|
|
|
|
|
2002 |
|
2001 |
|
|
|
|
|
|
Reported net income (loss) |
|
$ |
7,404 |
|
$ |
(45,254 |
) |
Goodwill amortization, net of tax |
|
|
|
|
|
2,022 |
|
|
|
|
|
|
Adjusted net income (loss) |
|
$ |
7,404 |
|
$ |
(43,232 |
) |
|
|
|
|
|
|
Reported diluted net earnings (loss) per share |
|
$ |
0.05 |
|
$ |
(0.33 |
) |
Goodwill amortization, net of tax |
|
|
|
|
|
0.01 |
|
|
|
|
|
|
Adjusted diluted net earnings (loss) per share |
|
$ |
0.05 |
|
$ |
(0.32 |
) |
|
|
|
|
|
For the three months ended June 30, 2002, no goodwill or other intangibles were acquired,
impaired or disposed of. Other intangibles consisted of the following (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
June 30, 2002 |
|
|
|
|
|
|
March 31, 2002 |
|
|
|
|
|
|
|
|
|
|
|
Gross Carrying Amount |
|
Accumulated Amortization |
|
|
Other |
|
|
Other Intangibles, Net |
|
|
|
Gross Carrying Amount |
|
Accumulated Amortization |
|
|
Other |
|
|
Other Intangibles, Net |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Developed/Core Technology |
|
$ |
28,263 |
|
$ |
(16,568 |
) |
|
$ |
|
|
|
$ |
11,695 |
|
|
|
$ |
28,263 |
|
$ |
(15,455 |
) |
|
$ |
|
|
|
$ |
12,808 |
Tradename |
|
|
35,169 |
|
|
(10,605 |
) |
|
|
|
|
|
|
24,564 |
|
|
|
|
35,169 |
|
|
(9,854 |
) |
|
|
|
|
|
|
25,315 |
Members (Subscribers) and Other Intangibles |
|
|
8,694 |
|
|
(5,537 |
) |
|
|
(253 |
) |
|
|
2,904 |
|
|
|
|
8,694 |
|
|
(5,156 |
) |
|
|
(199 |
) |
|
|
3,339 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Other Intangibles |
|
$ |
72,126 |
|
$ |
(32,710 |
) |
|
$ |
(253 |
) |
|
$ |
39,163 |
|
|
|
$ |
72,126 |
|
$ |
(30,465 |
) |
|
$ |
(199 |
) |
|
$ |
41,462 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
8
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
As of June 30, 2002, future intangible asset amortization expense is estimated as follows (in thousands):
|
|
|
Fiscal Year Ended March 31, |
|
|
|
|
|
2003 |
|
$ |
6,487 |
2004 |
|
|
7,364 |
2005 |
|
|
5,946 |
2006 |
|
|
5,517 |
2007 |
|
|
2,489 |
Thereafter |
|
|
10,993 |
|
|
|
|
|
$ |
38,796 |
|
|
|
Note 5. Prepaid Royalties
Prepaid royalties consist primarily of prepayments for manufacturing royalties, co-publishing and/or distribution affiliates and license fees paid to celebrities, professional sports
organizations and other organizations for use of their trade name and content. Also included in prepaid royalties are prepayments made to independent software developers under development arrangements that have alternative future uses. Prepaid
royalties are expensed at the contractual or effective royalty rate as cost of goods sold based on actual net product sales. Management evaluates the future realization of prepaid royalties quarterly and charges to research and development expense
any amounts that management deems unlikely to be realized through product sales. Royalty advances are classified as current and non-current assets based upon estimated net product sales for the following year. The current portion of prepaid
royalties, included in other current assets, was $69,020,000 and $65,484,000 at June 30, 2002 and March 31, 2002, respectively. The long-term portion of prepaid royalties, included in other assets, was $1,715,000 and $1,164,000 at June 30, 2002 and
March 31, 2002, respectively.
Note 6. Inventories
Inventories are stated at the lower of cost or market. Inventories at June 30, 2002 and March 31, 2002 consisted of (in thousands):
|
|
|
|
|
|
|
June 30, 2002 |
|
March 31, 2002 |
|
|
|
|
|
Raw materials and work in process |
|
$ |
1,757 |
|
$ |
1,025 |
Finished goods |
|
|
22,317 |
|
|
22,755 |
|
|
|
|
|
|
|
$ |
24,074 |
|
$ |
23,780 |
|
|
|
|
|
9
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Note 7. Accrued and Other Liabilities
Accrued and other liabilities at June 30, 2002 and March 31, 2002 consisted of (in thousands):
|
|
|
|
|
|
|
June 30, 2002 |
|
March 31, 2002 |
|
|
|
|
|
Accrued income taxes |
|
$ |
93,347 |
|
$ |
94,444 |
Accrued expenses |
|
|
78,555 |
|
|
87,104 |
Accrued royalties |
|
|
57,840 |
|
|
77,590 |
Accrued compensation and benefits |
|
|
51,708 |
|
|
87,985 |
Deferred revenue |
|
|
15,053 |
|
|
13,286 |
Warranty reserve |
|
|
2,461 |
|
|
4,010 |
|
|
|
|
|
|
|
$ |
298,964 |
|
$ |
364,419 |
|
|
|
|
|
Note 8. Segment Information
Statement of Financial Accounting Standards No. 131, Disclosures About Segments of An Enterprise And Related Information, establishes standards for the reporting by public
business enterprises of information about operating segments, product lines, geographic areas and major customers. The method for determining what information to report is based on the way that management organizes the operating segments within the
Company for making operational decisions and assessments of financial performance.
The Companys chief operating decision maker is
considered to be the Companys Chief Executive Officer (CEO). The CEO reviews financial information presented on a consolidated basis accompanied by disaggregated information about revenues by geographic region and by product lines
for purposes of making operating decisions and assessing financial performance.
The Company operates in two principal business segments
globally:
§ EA Core business segment: creation,
marketing and distribution of entertainment software.
§ EA.com business segment: creation,
marketing and distribution of entertainment software which can be played or sold online, ongoing management of subscriptions of online games and website advertising.
Please see the discussion regarding segment reporting in the Managements Discussion and Analysis of Financial Condition and Results of Operations.
10
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Information about the Companys business segments is presented below for the three months ended June 30, 2002 and 2001 (in
thousands):
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2002 |
|
|
|
EA Core (excl. EA.com) |
|
EA.com |
|
|
Adjustments and Eliminations |
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
312,119 |
|
$ |
19,779 |
|
|
$ |
|
|
|
$ |
331,898 |
Group sales |
|
|
324 |
|
|
|
|
|
|
(324 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
312,443 |
|
|
19,779 |
|
|
|
(324 |
) |
|
|
331,898 |
|
|
|
|
|
|
|
|
|
Cost of goods sold from unaffiliated customers |
|
|
138,819 |
|
|
2,546 |
|
|
|
|
|
|
|
141,365 |
Group cost of goods sold |
|
|
|
|
|
324 |
|
|
|
(324 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of goods sold |
|
|
138,819 |
|
|
2,870 |
|
|
|
(324 |
) |
|
|
141,365 |
|
|
|
|
|
|
|
|
|
Gross profit |
|
|
173,624 |
|
|
16,909 |
|
|
|
|
|
|
|
190,533 |
Operating expenses: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketing and sales |
|
|
57,442 |
|
|
3,466 |
|
|
|
4,466 |
(c) |
|
|
65,374 |
General and administrative |
|
|
23,515 |
|
|
2,148 |
|
|
|
|
|
|
|
25,663 |
Research and development |
|
|
65,601 |
|
|
11,048 |
|
|
|
14,320 |
(b) |
|
|
90,969 |
Network development and support |
|
|
|
|
|
12,113 |
|
|
|
(12,113 |
)(b) |
|
|
|
Customer relationship management |
|
|
|
|
|
2,207 |
|
|
|
(2,207 |
)(b) |
|
|
|
Carriage fee |
|
|
|
|
|
4,466 |
|
|
|
(4,466 |
)(c) |
|
|
|
Amortization of intangibles |
|
|
926 |
|
|
1,319 |
|
|
|
|
|
|
|
2,245 |
|
|
|
|
|
|
|
|
|
Total operating expenses |
|
|
147,484 |
|
|
36,767 |
|
|
|
|
|
|
|
184,251 |
|
|
|
|
|
|
|
|
|
Operating income (loss) |
|
|
26,140 |
|
|
(19,858 |
) |
|
|
|
|
|
|
6,282 |
Interest and other income (expense), net |
|
|
3,221 |
|
|
(74 |
) |
|
|
|
|
|
|
3,147 |
|
|
|
|
|
|
|
|
|
Income (loss) before provision for income taxes and minority interest |
|
|
29,361 |
|
|
(19,932 |
) |
|
|
|
|
|
|
9,429 |
Provision for income taxes |
|
|
2,923 |
|
|
|
|
|
|
|
|
|
|
2,923 |
|
|
|
|
|
|
|
|
|
Income (loss) before minority interest |
|
|
26,438 |
|
|
(19,932 |
) |
|
|
|
|
|
|
6,506 |
Minority interest in consolidated joint venture |
|
|
898 |
|
|
|
|
|
|
|
|
|
|
898 |
|
|
|
|
|
|
|
|
|
Net income (loss) before retained interest in EA.com |
|
$ |
27,336 |
|
$ |
(19,932 |
) |
|
$ |
|
|
|
$ |
7,404 |
|
|
|
|
|
|
|
|
|
Interest income |
|
$ |
4,631 |
|
$ |
66 |
|
|
$ |
|
|
|
$ |
4,697 |
Depreciation and amortization |
|
|
11,908 |
|
|
12,398 |
|
|
|
|
|
|
|
24,306 |
Identifiable assets |
|
|
1,518,659 |
|
|
155,206 |
|
|
|
|
|
|
|
1,673,865 |
Capital expenditures |
|
|
8,107 |
|
|
302 |
|
|
|
|
|
|
|
8,409 |
11
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2001 |
|
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Adjustments and Eliminations |
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
165,551 |
|
|
$ |
16,399 |
|
|
$ |
|
|
|
$ |
181,950 |
|
Group sales |
|
|
518 |
|
|
|
|
|
|
|
(518 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
166,069 |
|
|
|
16,399 |
|
|
|
(518 |
) |
|
|
181,950 |
|
|
|
|
|
|
|
|
|
|
Cost of goods sold from unaffiliated customers |
|
|
85,937 |
|
|
|
3,092 |
|
|
|
|
|
|
|
89,029 |
|
Group cost of goods sold |
|
|
|
|
|
|
518 |
|
|
|
(518 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of goods sold |
|
|
85,937 |
|
|
|
3,610 |
|
|
|
(518 |
) |
|
|
89,029 |
|
|
|
|
|
|
|
|
|
|
Gross profit |
|
|
80,132 |
|
|
|
12,789 |
|
|
|
|
|
|
|
92,921 |
|
Operating expenses: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketing and sales |
|
|
30,831 |
|
|
|
5,507 |
|
|
|
4,466 |
(c) |
|
|
40,804 |
|
General and administrative |
|
|
20,267 |
|
|
|
2,948 |
|
|
|
|
|
|
|
23,215 |
|
Research and development |
|
|
55,383 |
|
|
|
15,633 |
|
|
|
19,789 |
(b) |
|
|
90,805 |
|
Network development and support |
|
|
|
|
|
|
16,875 |
|
|
|
(16,875 |
)(b) |
|
|
|
|
Customer relationship management |
|
|
|
|
|
|
2,914 |
|
|
|
(2,914 |
)(b) |
|
|
|
|
Carriage fee |
|
|
|
|
|
|
4,466 |
|
|
|
(4,466 |
)(c) |
|
|
|
|
Amortization of intangibles(d) |
|
|
3,205 |
|
|
|
3,270 |
|
|
|
|
|
|
|
6,475 |
|
|
|
|
|
|
|
|
|
|
Total operating expenses |
|
|
109,686 |
|
|
|
51,613 |
|
|
|
|
|
|
|
161,299 |
|
|
|
|
|
|
|
|
|
|
Operating loss |
|
|
(29,554 |
) |
|
|
(38,824 |
) |
|
|
|
|
|
|
(68,378 |
) |
Interest and other income (expense), net |
|
|
3,089 |
|
|
|
(372 |
) |
|
|
|
|
|
|
2,717 |
|
|
|
|
|
|
|
|
|
|
Loss before benefit from income taxes and minority interest |
|
|
(26,465 |
) |
|
|
(39,196 |
) |
|
|
|
|
|
|
(65,661 |
) |
Benefit from income taxes |
|
|
(20,355 |
) |
|
|
|
|
|
|
|
|
|
|
(20,355 |
) |
|
|
|
|
|
|
|
|
|
Loss before minority interest |
|
|
(6,110 |
) |
|
|
(39,196 |
) |
|
|
|
|
|
|
(45,306 |
) |
Minority interest in consolidated joint venture |
|
|
52 |
|
|
|
|
|
|
|
|
|
|
|
52 |
|
|
|
|
|
|
|
|
|
|
Net loss before retained interest in EA.com |
|
$ |
(6,058 |
) |
|
$ |
(39,196 |
) |
|
$ |
|
|
|
$ |
(45,254 |
) |
|
|
|
|
|
|
|
|
|
Interest income |
|
$ |
5,168 |
|
|
$ |
19 |
|
|
$ |
|
|
|
$ |
5,187 |
|
Depreciation and amortization |
|
|
11,463 |
|
|
|
15,892 |
|
|
|
|
|
|
|
27,355 |
|
Identifiable assets |
|
|
1,083,923 |
|
|
|
205,055 |
|
|
|
|
|
|
|
1,288,978 |
|
Capital expenditures |
|
|
7,833 |
|
|
|
7,197 |
|
|
|
|
|
|
|
15,030 |
|
|
(a) |
|
Represents elimination of intercompany sales of Electronic Arts packaged goods products to EA.com, and represents elimination of royalties paid to Electronic
Arts by EA.com for intellectual property rights. |
|
(b) |
|
Represents reclassification of Network Development and Support and Customer Relationship Management to Research and Development.
|
|
(c) |
|
Represents reclassification of amortization of the Carriage Fee to Marketing and Sales. |
|
(d) |
|
Includes goodwill amortization of $1,486,000 for EA Core and $1,445,000 for EA.com. |
12
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Information about the Companys operations in the North America and foreign areas for
the three months ended June 30, 2002 and 2001 is presented below (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
North America |
|
|
Europe |
|
|
Asia Pacific (excluding Japan) |
|
Japan |
|
|
Eliminations |
|
|
Total |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three months ended June 30, 2002
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
173,579 |
|
|
$ |
126,530 |
|
|
$ |
15,189 |
|
$ |
16,600 |
|
|
$ |
|
|
|
$ |
331,898 |
|
Intercompany revenues |
|
|
181 |
|
|
|
9,950 |
|
|
|
943 |
|
|
|
|
|
|
(11,074 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
173,760 |
|
|
|
136,480 |
|
|
|
16,132 |
|
|
16,600 |
|
|
|
(11,074 |
) |
|
|
331,898 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss) |
|
|
(10,543 |
) |
|
|
19,152 |
|
|
|
363 |
|
|
(3,168 |
) |
|
|
478 |
|
|
|
6,282 |
|
Interest income |
|
|
4,272 |
|
|
|
372 |
|
|
|
53 |
|
|
|
|
|
|
|
|
|
|
4,697 |
|
Depreciation and amortization |
|
|
20,506 |
|
|
|
3,425 |
|
|
|
233 |
|
|
142 |
|
|
|
|
|
|
|
24,306 |
|
Identifiable assets |
|
|
1,252,382 |
|
|
|
378,248 |
|
|
|
24,416 |
|
|
18,819 |
|
|
|
|
|
|
|
1,673,865 |
|
Capital expenditures |
|
|
6,326 |
|
|
|
1,846 |
|
|
|
160 |
|
|
77 |
|
|
|
|
|
|
|
8,409 |
|
Long-lived assets |
|
|
350,263 |
|
|
|
174,169 |
|
|
|
4,903 |
|
|
4,920 |
|
|
|
|
|
|
|
534,255 |
|
|
Three months ended June 30, 2001
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
103,062 |
|
|
$ |
59,812 |
|
|
$ |
10,051 |
|
$ |
9,025 |
|
|
$ |
|
|
|
$ |
181,950 |
|
Intercompany revenues |
|
|
1,515 |
|
|
|
4,552 |
|
|
|
1,373 |
|
|
(176 |
) |
|
|
(7,264 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
104,577 |
|
|
|
64,364 |
|
|
|
11,424 |
|
|
8,849 |
|
|
|
(7,264 |
) |
|
|
181,950 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating income (loss) |
|
|
(65,718 |
) |
|
|
(3,640 |
) |
|
|
4 |
|
|
160 |
|
|
|
816 |
|
|
|
(68,378 |
) |
Interest income |
|
|
4,583 |
|
|
|
536 |
|
|
|
68 |
|
|
|
|
|
|
|
|
|
|
5,187 |
|
Depreciation and amortization |
|
|
24,281 |
|
|
|
2,760 |
|
|
|
166 |
|
|
148 |
|
|
|
|
|
|
|
27,355 |
|
Identifiable assets |
|
|
971,686 |
|
|
|
277,142 |
|
|
|
20,883 |
|
|
19,267 |
|
|
|
|
|
|
|
1,288,978 |
|
Capital expenditures |
|
|
13,523 |
|
|
|
1,053 |
|
|
|
152 |
|
|
302 |
|
|
|
|
|
|
|
15,030 |
|
Long-lived assets |
|
|
351,942 |
|
|
|
155,718 |
|
|
|
4,094 |
|
|
4,154 |
|
|
|
|
|
|
|
515,908 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
13
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Information about the Companys net revenues by product line for the three months ended June 30, 2002 and 2001 is presented
below (in thousands):
|
|
|
|
|
|
|
Three Months Ended June
30, |
|
|
|
2002 |
|
2001 |
|
|
|
|
|
PlayStation 2 |
|
$ |
134,598 |
|
$ |
50,519 |
PC |
|
|
76,066 |
|
|
70,074 |
Xbox |
|
|
20,103 |
|
|
|
Nintendo Gamecube |
|
|
14,956 |
|
|
|
PlayStation |
|
|
13,223 |
|
|
14,042 |
Advertising |
|
|
10,473 |
|
|
7,661 |
Online Subscriptions |
|
|
8,141 |
|
|
7,956 |
License, OEM and Other |
|
|
3,363 |
|
|
4,290 |
Game Boy Advance |
|
|
2,138 |
|
|
|
Game Boy Color |
|
|
1,392 |
|
|
|
N64 |
|
|
517 |
|
|
2,402 |
Affiliated label |
|
|
46,928 |
|
|
25,006 |
|
|
|
|
|
|
|
$ |
331,898 |
|
$ |
181,950 |
|
|
|
|
|
Note 9. Comprehensive Income (Loss)
The components of comprehensive income (loss), net of tax, for the three months ended June 30, 2002 and 2001 were as follows (in thousands):
|
|
|
|
|
|
|
Three Months Ended June
30, |
|
|
|
|
2002 |
|
|
2001 |
|
|
|
|
|
|
Net income (loss) |
|
$ |
7,404 |
|
|
$ |
(45,254 |
) |
|
|
|
|
|
Other comprehensive income: |
|
|
|
|
|
|
|
|
Change in unrealized loss on investments, net of tax expense (benefit) of $628 and $(584) |
|
|
(85 |
) |
|
|
(1,299 |
) |
Foreign currency translation adjustments |
|
|
9,310 |
|
|
|
1,468 |
|
|
|
|
|
|
Total other comprehensive income |
|
|
9,225 |
|
|
|
169 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total comprehensive income (loss) |
|
$ |
16,629 |
|
|
$ |
(45,085 |
) |
|
|
|
|
|
The currency translation adjustments are not adjusted for income taxes as they relate to
indefinite investments in non-U.S. subsidiaries.
14
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Note 10. Net Earnings (Loss) Per Share
The following summarizes the computations of Basic Earnings Per Share (EPS) and Diluted EPS. Basic EPS is computed as net earnings divided by the
weighted-average number of common shares outstanding for the period. Diluted EPS reflects the potential dilution that could occur from common shares issuable through stock-based compensation plans including stock options, restricted stock awards,
warrants and other convertible securities using the treasury stock method.
Net income (loss) per share is computed individually for
Class A common stock and Class B common stock. Please see the discussion regarding segment reporting in the MD&A.
(in thousands,
except per share amounts):
|
|
|
|
|
|
|
|
|
Three months ended June 30, 2002 |
|
|
|
|
|
|
Class A common stock-Basic |
|
|
Class A common stock-Diluted |
|
Class B common stock |
|
|
|
|
|
|
|
|
Net income (loss) before retained interest in EA.com |
|
$ |
27,336 |
|
|
$ |
7,404 |
|
$ |
(19,932 |
) |
Net loss related to retained interest in EA.com |
|
|
(16,942 |
) |
|
|
|
|
|
16,942 |
|
|
|
|
|
|
|
|
Net income (loss) |
|
$ |
10,394 |
|
|
$ |
7,404 |
|
$ |
(2,990 |
) |
|
|
|
|
|
|
|
|
Shares used to compute net income (loss) per share: |
|
|
|
|
|
|
|
|
|
|
|
Weighted-average common shares |
|
|
138,748 |
|
|
|
138,748 |
|
|
6,043 |
|
Dilutive stock equivalents |
|
|
|
|
|
|
6,474 |
|
|
|
|
|
|
|
|
|
|
|
Dilutive potential common shares |
|
|
138,748 |
|
|
|
145,222 |
|
|
6,043 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss) per share: |
|
|
|
|
|
|
|
|
|
|
|
Basic |
|
$ |
0.07 |
|
|
|
N/A |
|
$ |
(0.49 |
) |
Diluted |
|
|
N/A |
|
|
$ |
0.05 |
|
$ |
(0.49 |
) |
|
|
|
|
|
|
|
15
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
(in thousands, except per share amounts):
|
|
|
|
|
|
|
|
|
Three months ended June 30, 2001 |
|
|
|
|
|
|
Class A common stock-Basic |
|
|
Class A common stock-Diluted |
|
|
Class B common stock |
|
|
|
|
|
|
|
|
Net loss before retained interest in EA.com |
|
$ |
(6,058 |
) |
|
$ |
(45,254 |
) |
|
$ |
(39,196 |
) |
Net loss related to retained interest in EA.com |
|
|
(33,317 |
) |
|
|
|
|
|
|
33,317 |
|
|
|
|
|
|
|
|
Net loss |
|
$ |
(39,375 |
) |
|
$ |
(45,254 |
) |
|
$ |
(5,879 |
) |
|
|
|
|
|
|
|
Shares used to compute net loss per share: |
|
|
|
|
|
|
|
|
|
|
|
|
Weighted-average common shares |
|
|
135,730 |
|
|
|
135,730 |
|
|
|
6,020 |
|
Dilutive stock equivalents |
|
|
|
|
|
|
652 |
|
|
|
|
|
|
|
|
|
|
|
|
Dilutive potential common shares |
|
|
135,730 |
|
|
|
136,382 |
|
|
|
6,020 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss per share: |
|
|
|
|
|
|
|
|
|
|
|
|
Basic |
|
$ |
(0.29 |
) |
|
|
N/A |
|
|
$ |
(0.98 |
) |
Diluted |
|
|
N/A |
|
|
$ |
(0.33 |
) |
|
$ |
(0.98 |
) |
|
|
|
|
|
|
|
The Diluted EPS calculation for Class A common stock, presented above, includes the
potential dilution from the conversion of Class B common stock to Class A common stock in the event that the initial public offering for Class B common stock does not occur. Net income used for the calculation of Diluted EPS for Class A common stock
was $7,404,000 for the three months ended June 30, 2002. Net loss used for the calculation of Diluted EPS for Class A common stock was $45,254,000 for the three months ended June 30, 2001. This net income (loss) includes the remaining 15% interest
in EA.com, which is directly attributable to outstanding Class B shares owned by third parties, which would be included in the Class A common stock EPS calculation in the event that the initial public offering for Class B common stock does not
occur.
Excluded from the above computation of weighted-average shares for Diluted EPS for Class A common stock were options to purchase
217,000 shares of common stock for the three months ended June 30, 2002, as the options exercise price was greater than the average market price of the common shares. The weighted-average exercise price of these respective options was $62.01
per share. Due to the net loss attributable for the three months ended June 30, 2001 on a diluted basis to Class A Stockholders, stock options have been excluded from the Diluted EPS calculation as their inclusion would have been antidilutive. Had
net income been reported for the three months ended June 30, 2001, an additional 6,115,000 shares would have been added to diluted potential common shares for Class A common stock.
16
ELECTRONIC ARTS INC. AND SUBSIDIARIES
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited)
(continued)
Due to the net loss attributable for the three months ended June 30, 2002 and 2001 on a
diluted basis to Class B Stockholders, stock options have been excluded from the Diluted EPS calculation as their inclusion would have been antidilutive. Had net income been reported for the three months ended June 30, 2002, an additional 610,000
shares would have been added to diluted potential common shares for Class B common stock. For the three months ended June 30, 2001, an additional 932,000 shares would have been added to diluted potential common shares for Class B common stock.
Note 11. Restructuring and Asset Impairment Charges
In October 2001, the Company announced a restructuring plan for EA.com. The restructuring initiatives involved strategic decisions to discontinue certain product offerings and focus only on key online
priorities that align with its fiscal 2003 operational objectives. The workforce reduction resulted in the termination of approximately 270 positions.
The following table summarizes the activity in the accrued restructuring account for the three months ended June 30, 2002 (in thousands):
|
|
Workforce |
|
|
Facilities |
|
|
Non-Current Assets |
|
Total |
|
|
|
|
|
|
|
|
|
|
Accrual balance as of March 31, 2002 |
|
$ |
674 |
|
|
$ |
2,214 |
|
|
$ |
|
|
$ |
2,888 |
|
Charges utilized in cash for the three months ended June 30, 2002 |
|
|
(494 |
) |
|
|
(243 |
) |
|
|
|
|
|
(737 |
) |
Charges utilized in non-cash for the three months ended June 30, 2002 |
|
|
|
|
|
|
(36 |
) |
|
|
|
|
|
(36 |
) |
|
|
|
|
|
|
|
|
|
Accrual balance as of June 30, 2002 |
|
$ |
180 |
|
|
$ |
1,935 |
|
|
$ |
|
|
$ |
2,115 |
|
|
|
|
|
|
|
|
|
|
The restructuring accrual is included in accrued expenses in Note 7 of the Notes to
Condensed Consolidated Financial Statements.
17
Item 2. Managements Discussion and Analysis Of Financial Condition and Results Of Operations
This Quarterly Report, on Form 10-Q and, in particular, the following Managements Discussion and Analysis of Financial Condition and Results of Operations contains forward-looking statements about circumstances
that have not yet occurred. All statements, trend analysis and other information contained below relating to markets, our products and trends in revenue, as well as other statements including words such as anticipate, believe
or expect and statements in the future tense are forward-looking statements. These forward-looking statements are subject to business and economic risks and actual events or our actual future results could differ materially from those
set forth in the forward-looking statements due to such risks and uncertainties. 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
and performance include, but are not limited to, those discussed under the heading Risk Factors at pages 38 to 46 as well as in our Annual Report on Form 10-K for the fiscal year ended March 31, 2002 as filed with the
Securities and Exchange Commission on June 28, 2002 and other documents filed with the SEC.
CRITICAL ACCOUNTING POLICIES
Managements Discussion and Analysis of Financial Condition and Results of Operations discusses our consolidated financial
statements, which have been prepared in accordance with accounting principles generally accepted in the United States of America. The preparation of these consolidated financial statements requires management to make estimates and assumptions that
affect the reported amounts of assets and liabilities and the disclosure of contingent assets and liabilities at the date of the consolidated financial statements and the reported amounts of revenues and expenses during the reporting period. The
policies discussed below are considered by management to be critical because they are both important to the portrayal of our financial condition and results of operations and their application places the most significant demands on managements
judgment, with financial reporting results relying on estimates about the effect of matters that are inherently uncertain. Specific risks for these critical accounting policies are described in the following paragraphs. For all of these policies,
management cautions that actual results may differ materially from these estimates under different assumptions or conditions.
Sales allowances and bad debt reserves
We derive revenues from sales of our packaged goods product, subscriptions of online service, sales of
packaged goods through our online store and website advertising. Product revenue is recognized net of an allowance for returns. We also have stock-balancing programs for our personal computer products that, under certain circumstances and up to a
specified amount, allow for the exchange of personal computer products by resellers. We may decide to provide price protection under certain circumstances for our personal computer and video game system products after we analyze: inventory remaining
in the channel, the rate of inventory sell through in the channel, and our remaining inventory on hand. We maintain a policy of exchanging products or giving credits, but do not give cash refunds.
We estimate potential future product returns, price protection and stock-balancing programs related to current period product revenue. We analyze historical
returns, current sell through of
18
distributor and retailer inventory of our products, current trends in the video game market and the overall economy, changes in customer demand
and acceptance of our products and other related factors when evaluating the adequacy of the sales returns and price protection allowances. In addition, management monitors and manages the volume of our sales to retailers and distributors and their
inventories as substantial overstocking in the distribution channel can result in high returns or the requirement for substantial price protection in subsequent periods. In the past, actual returns have not generally exceeded our reserves. However,
actual returns in any future period are inherently uncertain as unsold products in the distribution channels are exposed to rapid changes in consumer preferences, market conditions or technological obsolescence due to new platforms, product updates
or competing products. For example, the risk of product returns for our products on mature platforms may increase as new hardware platforms, such as Xbox, Nintendo GameCube and PlayStation 2, become more popular. While management believes it can
make reliable estimates for these matters, if we changed our assumptions and estimates, our returns reserves would change, which would impact the net revenue we report. In addition, if actual returns were significantly greater than the reserves we
have established, the actual results would decrease our reported revenue. Conversely, if actual returns were significantly less than our reserves, this would increase our reported revenue.
Similarly, management must use significant judgment and make estimates in connection with establishing allowances for doubtful accounts in any accounting period. Management analyzes customer
concentrations, customer credit-worthiness and current economic trends when evaluating the adequacy of the allowance for doubtful accounts. Material differences may result in the amount and timing of our bad debt expense for any period if management
made different judgments or utilized different estimates. If our customers experience financial difficulties and are not able to meet their ongoing financial obligations to us, our results of operations may be adversely impacted. For example, in
January 2002, one of our retail customers, Kmart, declared bankruptcy. We believe we have adequately reserved for our exposure to Kmart.
Our gross accounts receivable balance was $246,865,000 and our allowance for product returns, pricing allowances and doubtful accounts was $128,518,000 as of June 30, 2002. As of March 31, 2002, our gross accounts receivable balance
was $306,365,000 and our allowance for product returns, pricing allowances and doubtful accounts was $115,870,000.
Prepaid
royalties
Prepaid royalties consist primarily of prepayments for manufacturing royalties, co-publishing and/or distribution affiliates and license fees paid to
celebrities, professional sports organizations and other organizations for use of their trade name and content. Also included in prepaid royalties are prepayments made to independent software developers under development arrangements that have
alternative future uses. Prepaid royalties are expensed at the contractual or effective royalty rate as cost of goods sold based on actual net product sales. We evaluate the future realization of prepaid royalties quarterly and charge to research
and development expense any amounts that we deem unlikely to be realized through product sales. We rely on forecasted revenue to evaluate the future realization of prepaid royalties. If actual revenues, or revised forecasted sales, fall below the
initial forecasted sales, the charge to research and development expense may be larger than anticipated in any given quarter. Once the charge has been taken to research and development expense, that amount will not be expensed in future quarters
when the product has shipped. The current portion of prepaid royalties, included in
19
other current assets, was $69,020,000 at June 30, 2002 and $65,484,000 at March 31, 2002. The long-term portion of prepaid royalties, included
in other assets, was $1,715,000 at June 30, 2002 and $1,164,000 at March 31, 2002.
Valuation of long-lived assets, including
goodwill and other intangible assets
Under current accounting standards, we make judgments about the remaining useful lives of purchased intangible assets and other
long-lived assets whenever events or changes in circumstances indicate an other than temporary impairment in the remaining value of the assets recorded on our balance sheet. In order to judge the remaining useful life of an asset, management makes
various assumptions about the value of the asset in the future. This may include assumptions about future prospects for the business that the asset relates to and typically involves computations of the estimated future cash flows to be generated by
these businesses. Please refer to the Operations by Segment discussion of the Managements Discussion and Analysis of Financial Condition and Results of Operations for discussions of EA Core and EA.com. For our EA Core division, our future net
cash flows are primarily dependent on the sale of products for play on proprietary video game platforms. The success of our products is affected by the ability to accurately predict which platforms and which products we develop will be successful.
Also, our revenues and earnings are dependent on our ability to meet our product release schedules. For our EA.com division, the future net cash flows are dependent on the success of online games. Offering games solely for online play is a
substantial departure from our traditional business of selling packaged software games. Because of our inexperience in predicting usage patterns for our games, we may not be effective in achieving success that may otherwise be attainable from
offering our games online. Due to these and other factors described in our Risk Factors, we may not realize the future net cash flows necessary to recover our long-lived assets. For example, our product Majestic and our Platinum offering, which contained certain browser-based entertainment games, were
launched with a monthly subscription pricing model and obtained only limited commercial success. Accordingly, we did not realize our projected cash flows and discontinued these offerings as part of EA.coms restructuring plan in fiscal 2002.
Based on these judgments and assumptions, management determines whether we need to take an impairment charge to reduce the value of the
asset stated on our balance sheet to reflect its estimated fair value. Judgments and assumptions about future values and remaining useful lives are complex and often subjective. They can be affected by a variety of factors, including but not limited
to, significant negative industry or economic trends, significant changes in the manner or use of the acquired assets or the strategy of our overall business and significant underperformance relative to expected historical or projected future
operating results. Although we believe the judgments and assumptions management has made in the past have been reasonable and appropriate, there is nonetheless a high degree of uncertainty and judgment involved. For example, as part of a
restructuring plan to reduce EA.coms workforce and consolidate facilities in the fiscal year ended March 31, 2002, we recorded impairment charges to write down certain of EA.coms depreciable assets and certain intangibles to their
estimated fair value and to write off certain assets which were abandoned. The impairment charges were based on managements projections regarding the assets remaining useful lives and future values. The EA.com business is still in the
growing stages, therefore evaluating its business and prospects is more difficult than would be the case for a more mature business. We continue to encounter the risks and difficulties faced with launching a new business. We continue to look for
ways to streamline the business by consolidating systems and reducing infrastructure costs. Different judgments and assumptions could materially impact our reported financial
20
results. More conservative assumptions of the anticipated future benefits from these businesses would result in greater impairment charges,
which would decrease net income and result in lower asset values on our balance sheet. Conversely, less conservative assumptions would result in smaller impairment charges, higher net income and higher asset values. There were no impairment charges
on long-lived assets for the three months ended June 30, 2002 and 2001.
On April 1, 2002, we adopted Statement of Financial Accounting
Standards (SFAS) No. 142, Goodwill and Other Intangible Assets. As a result of adopting this standard, we will continue to amortize finite-lived intangibles, but will no longer amortize certain other intangible assets,
most notably goodwill and acquired workforce, which had a net book value at March 31, 2002 of $69,050,000. In lieu of amortization, SFAS No. 142 requires a two-step approach to testing goodwill for impairment for each reporting unit. The first step,
required to be completed by September 30, 2002, tests for impairment by applying fair value-based tests at the Companys reporting unit level. The second step (if necessary), required to be completed by March 31, 2003, measures the amount of
impairment by applying fair value-based tests to individual assets and liabilities within each reporting unit. We completed the first step of impairment testing during the current quarter and found no instances of impairment of its recorded
goodwill. Accordingly, provided there are no future indicators of impairment, the second testing step is not necessary during fiscal 2003. Following adoption of SFAS No. 142, we continue to evaluate whether any event has occurred which might
indicate that the carrying value of an intangible asset is not recoverable.
Income taxes
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. This process involves estimating
our current tax exposures in each jurisdiction including the impact, if any, of additional taxes resulting from tax examinations as well as making judgments regarding the recoverability of deferred tax assets. To the extent recovery of deferred tax
assets is not likely based on our estimation of future taxable income in each jurisdiction, a valuation allowance is established. Tax exposures can involve complex issues and may require an extended period to resolve. To determine the quarterly tax
rate, we are required to estimate full-year income and the related income tax expense in each jurisdiction. The estimated effective tax rate is adjusted for the tax related to significant unusual items. Changes in the geographic mix or estimated
level of annual pre-tax income can effect the overall effective tax rate.
RESULTS OF OPERATIONS
Revenues
We derive revenues
primarily from shipments of entertainment software, which includes EA Studio products for dedicated entertainment systems (that we call video game systems or consoles such as PlayStation®, PlayStation® 2, Xbox and Nintendo GameCube, and handheld systems such as Game Boy® Advance), EA Studio personal computer products (or PC), Co-Publishing products that are co-published and distributed by us, and Affiliated Label (or AL) products that are published by third
parties and distributed by us. We also derive revenues from licensing of EA Studio products and AL products through hardware companies (or OEM), selling subscriptions on our online gaming service, selling advertisements on our online web pages and
selling our packaged goods through our online store.
21
Information about our net revenues for North America and foreign areas for the three months ended June
30, 2002 and 2001 is summarized below (in thousands):
|
|
June 30, 2002 |
|
June 30, 2001 |
|
Increase |
|
% change |
|
|
|
|
|
|
|
|
|
|
North America |
|
$ |
173,579 |
|
$ |
103,062 |
|
$ |
70,517 |
|
68.4 |
% |
|
|
|
|
|
|
|
|
|
Europe |
|
|
126,530 |
|
|
59,812 |
|
|
66,718 |
|
111.5 |
% |
Asia Pacific |
|
|
15,189 |
|
|
10,051 |
|
|
5,138 |
|
51.1 |
% |
Japan |
|
|
16,600 |
|
|
9,025 |
|
|
7,575 |
|
83.9 |
% |
|
|
|
|
|
|
|
|
|
International |
|
|
158,319 |
|
|
78,888 |
|
|
79,431 |
|
100.7 |
% |
|
|
|
|
|
|
|
|
|
Consolidated Net Revenues |
|
$ |
331,898 |
|
$ |
181,950 |
|
$ |
149,948 |
|
82.4 |
% |
|
|
|
|
|
|
|
|
|
North America Net Revenues
The increase in North America net revenues for the three months ended June 30, 2002 compared to the three months ended June 30, 2001 was primarily attributable to:
§ |
|
PlayStation 2 revenues increased by 124% for the quarter primarily due to the shipment of key titles Medal of Honor Frontline and 2002 FIFA World Cup, as well as a higher installed base of the PlayStation 2 hardware.
|
§ |
|
AL product sales increased for the current quarter primarily due to new AL distribution deals with LEGO Interactive, Crave Entertainment, Inc. and Fox
Interactive, which included titles such as Football Mania, Freedom Force and The Simpsons Road Rage. |
§ |
|
We generated $10,207,000 in Xbox revenues with 11 skus including titles such as James Bond 007 in...Agent Under Fire and 2002 FIFA World Cup. The Xbox platform was launched in North America in November 2001.
|
§ |
|
We generated $6,731,000 in Nintendo GameCube revenues with 7 skus including titles such as James Bond 007 in...Agent Under Fire and 2002 FIFA World
Cup. The Nintendo GameCube platform was launched in North America in November 2001. |
§ |
|
These increases were partially offset by a slight decrease in PC revenues primarily due to the strong shipment of hit titles including Black & White
in the prior year, as well as the continued expected decreases in Sony PlayStation and Nintendo 64® (N64) revenues due to those declining markets. |
International Net Revenues
The increase in international net revenues for the three months ended June 30, 2002 compared to the three months ended June 30, 2001 was attributable to the following:
§ |
|
Europes increase in net revenue by 112% compared to the same period in the prior year is primarily due to higher PlayStation 2 sales from hit titles
Medal of Honor Frontline and 2002 FIFA World Cup. The increase was also due to a higher installed base of the PlayStation 2 hardware, higher PC sales from key title 2002 FIFA World Cup, new revenues in the current year for the
Xbox and Nintendo Gamecube platforms and higher AL sales. |
§ |
|
Japans net revenues increased 84% compared to the same period in the prior year primarily due to higher revenues on the PlayStation 2 from titles such as
2002 FIFA World Cup and Project FIFA World Cup. |
22
§ |
|
Asia Pacifics net revenues increased by 51% compared to the same period in the prior year primarily due to higher AL revenues from sales of titles such as
Final Fantasy X and Rogue Leader from new AL distribution deals with SquareSoft and LucasArts; as well as higher PlayStation 2 sales from hit titles Medal of Honor Frontline and 2002 FIFA World Cup.
|
Information about our worldwide net revenues by product line for the three months ended June 30, 2002 and 2001 is presented below
(in thousands):
|
|
June 30, 2002 |
|
June 30, 2001 |
|
Increase/ (Decrease) |
|
|
% change |
|
|
|
|
|
|
|
|
|
|
EA Studio: |
|
|
|
|
|
|
|
|
|
|
|
|
|
PlayStation 2 |
|
$ |
134,598 |
|
$ |
50,519 |
|
$ |
84,079 |
|
|
166.4 |
% |
PC |
|
|
76,066 |
|
|
70,074 |
|
|
5,992 |
|
|
8.6 |
% |
Xbox |
|
|
20,103 |
|
|
|
|
|
20,103 |
|
|
N/A |
|
Nintendo Gamecube |
|
|
14,956 |
|
|
|
|
|
14,956 |
|
|
N/A |
|
PlayStation |
|
|
13,223 |
|
|
14,042 |
|
|
(819 |
) |
|
(5.8 |
%) |
Advertising |
|
|
10,473 |
|
|
7,661 |
|
|
2,812 |
|
|
36.7 |
% |
Online Subscriptions |
|
|
8,141 |
|
|
7,956 |
|
|
185 |
|
|
2.3 |
% |
License, OEM and Other |
|
|
3,363 |
|
|
4,290 |
|
|
(927 |
) |
|
(21.6 |
%) |
Game Boy Advance |
|
|
2,138 |
|
|
|
|
|
2,138 |
|
|
N/A |
|
Game Boy Color |
|
|
1,392 |
|
|
|
|
|
1,392 |
|
|
N/A |
|
N64 |
|
|
517 |
|
|
2,402 |
|
|
(1,885 |
) |
|
(78.5 |
%) |
|
|
|
|
|
|
|
|
|
|
|
|
284,970 |
|
|
156,944 |
|
|
128,026 |
|
|
81.6 |
% |
Affiliated Label: |
|
|
46,928 |
|
|
25,006 |
|
|
21,922 |
|
|
87.7 |
% |
|
|
|
|
|
|
|
|
|
Consolidated Net Revenues |
|
$ |
331,898 |
|
$ |
181,950 |
|
$ |
149,948 |
|
|
82.4 |
% |
|
|
|
|
|
|
|
|
|
PlayStation 2 Product Net Revenues
Revenues increased for the three months ended June 30, 2002 primarily due to strong sales of hit titles released in the quarter including Medal of Honor Frontline and 2002 FIFA World Cup. These two titles
accounted for approximately 67% of total PlayStation 2 revenues for the current quarter. The increase was also due to the higher installed base of PlayStation 2 hardware due in part to Sonys price cut of the hardware in North America in May
2002 and in Europe in September 2001. We released four PlayStation 2 titles in the current quarter compared to two in the same period last year. We expect revenues from PlayStation 2 products to continue to grow in fiscal 2003, but as revenues for
these products increase, we do not expect to maintain these growth rates.
Personal Computer Product Net Revenues
The increase in sales of PC products for the three months ended June 30, 2002 compared to the same period last year was due to higher current quarter sales of The Sims franchise titles
including The Sims Vacation Expansion Pack. The increase was also due to sales
in the current quarter of key release titles 2002 FIFA World Cup and catalogue sales of Medal of Honor Allied Assault. These increases were partially offset by strong sales in the prior year for hit titles Black and White and
Emperor: Battle for Dune. We released two PC titles in the three months ended June 30, 2002 compared to one in the same period last year. The Sims and its expansion packs have now sold over 16 million units.
23
Xbox Net Revenues
During
the three months ended June 30, 2002, we released two Xbox titles, 2002 FIFA World Cup and F1 2002. Other significant titles on the platform include James Bond 007 in...Agent Under Fire, Knockout Kings 2002 and SSX
Tricky.
Nintendo GameCube Net Revenues
During the
three months ended June 30, 2002, we released two Nintendo GameCube titles, 2002 FIFA World Cup and F1 2002. Other significant titles on the platform include James Bond 007 in...Agent Under Fire and SSX Tricky.
PlayStation Product Net Revenues
The expected decrease
in PlayStation product sales for the three months ended June 30, 2002 compared to the same period last year was attributable to the transition to next generation console systems. Although our PlayStation products are playable on the PlayStation 2
console, we expect sales of current PlayStation products to continue to decline significantly in fiscal 2003.
Under the terms of a
licensing agreement entered into with Sony Computer Entertainment of America in July 1994 (the Sony Agreement), as amended, we are authorized to develop and distribute CD-based software products compatible with the PlayStation.
Furthermore, under the terms of an additional licensing agreement entered into with Sony Computer Entertainment of America as of April 2000 (the PlayStation 2 Agreement), as amended, we are authorized to develop and distribute DVD-based
software products compatible with the PlayStation 2. Pursuant to these agreements, we engage Sony to supply its PlayStation and PlayStation 2 CDs and DVDs for distribution by us. Accordingly, we have limited ability to control our supply of
PlayStation and PlayStation 2 CD and DVD products or the timing of their delivery.
Advertising Revenues
The increase in advertising revenues for the three months ended June 30, 2002 compared to the same period last year was primarily due to higher advertising revenues generated on our gamesite on the
world wide web and the AOL Games Channel. Due to continuing uncertainties in the advertising market, we may not be able to sustain the same growth rate for the remainder of fiscal 2003.
Online Subscription Net Revenues
The slight increase in online revenues for the three months ended June 30,
2002 as compared to the three months ended June 30, 2001 was primarily attributable to revenues from the launch of Motor City Online in October 2001. This increase was partially offset by a slight decrease in subscription revenues from
Ultima Online due to the release of Ultima Online Third Dawn in March 2001.
License, OEM and Other Revenues
The decrease in license, OEM and other revenues was due to higher licensing and OEM deal activity in Europe in the same quarter last year primarily due to a multi-territory
license deal in the United Kingdom.
Game Boy Color Net Revenues
Game Boy Color net revenues during the three months ended June 30, 2002 were generated primarily from hit title Harry Potter and the Sorcerers Stone in North America and Europe.
24
Game Boy Advance Net Revenues
We released one Game Boy Advance title in the three months ended June 30, 2002, Desert Strike Advance. Revenues were generated primarily in North America and Europe from titles such as Harry Potter and the Sorcerers
Stone and Desert Strike Advance.
Nintendo 64 Product Net Revenues
The expected decrease in N64 revenues for the three months ended June 30, 2002, compared to the prior fiscal year, was primarily due to the declining market for N64 products. We do not intend to release any new N64 products
in fiscal 2003.
Affiliated Label Product Net Revenues
AL
product sales increased during the current quarter compared to the same period last year primarily due to new AL distribution deals with LEGO Interactive, Crave Entertainment, Inc. and LucasArts which included titles such as Football Mania,
Global Ops and The Simpsons Road Rage. The increase was also due to the expansion of ALs in other territories. These increases were partially offset by lower revenues from shipment of Square EA products due to stronger prior year
sales.
Operations by Segment
We operate in two principal business segments globally:
|
§ |
|
Electronic Arts Core business segment: creation, marketing and distribution of entertainment software. |
|
§ |
|
EA.com business segment: creation, marketing and distribution of entertainment software which can be played or sold online,ongoing management of subscriptions
of online games and website advertising. |
EA.com represents Electronic Arts online and e-Commerce businesses.
EA.coms business includes subscription revenues collected for Internet game play on our websites, website advertising, sales of packaged goods for Internet-only based games and sales of Electronic Arts games sold through the EA.com web store.
The Consolidated Statements of Operations includes all revenues and costs directly attributable to EA.com, including charges for shared facilities, functions and services used by EA.com and provided by EA Core. Certain costs and expenses have been
allocated based on managements estimates of the cost of services provided to EA.com by EA Core.
25
Information about our operations by segment for the three months ended June 30, 2002 and 2001 is
presented below (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2002 |
|
|
|
EA Core (excl. EA.com) |
|
EA.com |
|
|
Adjustments and Eliminations
|
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
312,119 |
|
$ |
19,779 |
|
|
$ |
|
|
|
$ |
331,898 |
Group sales |
|
|
324 |
|
|
|
|
|
|
(324 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
312,443 |
|
|
19,779 |
|
|
|
(324 |
) |
|
|
331,898 |
|
|
|
|
|
|
|
|
|
Cost of goods sold from unaffiliated customers |
|
|
138,819 |
|
|
2,546 |
|
|
|
|
|
|
|
141,365 |
Group cost of goods sold |
|
|
|
|
|
324 |
|
|
|
(324 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of goods sold |
|
|
138,819 |
|
|
2,870 |
|
|
|
(324 |
) |
|
|
141,365 |
|
|
|
|
|
|
|
|
|
Gross profit |
|
|
173,624 |
|
|
16,909 |
|
|
|
|
|
|
|
190,533 |
Operating expenses: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketing and sales |
|
|
57,442 |
|
|
3,466 |
|
|
|
4,466 |
(c) |
|
|
65,374 |
General and administrative |
|
|
23,515 |
|
|
2,148 |
|
|
|
|
|
|
|
25,663 |
Research and development |
|
|
65,601 |
|
|
11,048 |
|
|
|
14,320 |
(b) |
|
|
90,969 |
Network development and support |
|
|
|
|
|
12,113 |
|
|
|
(12,113 |
)(b) |
|
|
|
Customer relationship management |
|
|
|
|
|
2,207 |
|
|
|
(2,207 |
)(b) |
|
|
|
Carriage fee |
|
|
|
|
|
4,466 |
|
|
|
(4,466 |
)(c) |
|
|
|
Amortization of intangibles |
|
|
926 |
|
|
1,319 |
|
|
|
|
|
|
|
2,245 |
|
|
|
|
|
|
|
|
|
Total operating expenses |
|
|
147,484 |
|
|
36,767 |
|
|
|
|
|
|
|
184,251 |
|
|
|
|
|
|
|
|
|
Operating income (loss) |
|
|
26,140 |
|
|
(19,858 |
) |
|
|
|
|
|
|
6,282 |
Interest and other income (expense), net |
|
|
3,221 |
|
|
(74 |
) |
|
|
|
|
|
|
3,147 |
|
|
|
|
|
|
|
|
|
Income (loss) before provision for income taxes and minority interest |
|
|
29,361 |
|
|
(19,932 |
) |
|
|
|
|
|
|
9,429 |
Provision for income taxes |
|
|
2,923 |
|
|
|
|
|
|
|
|
|
|
2,923 |
|
|
|
|
|
|
|
|
|
Income (loss) before minority interest |
|
|
26,438 |
|
|
(19,932 |
) |
|
|
|
|
|
|
6,506 |
Minority interest in consolidated joint venture |
|
|
898 |
|
|
|
|
|
|
|
|
|
|
898 |
|
|
|
|
|
|
|
|
|
Net income (loss) before retained interest in EA.com |
|
$ |
27,336 |
|
$ |
(19,932 |
) |
|
$ |
|
|
|
$ |
7,404 |
|
|
|
|
|
|
|
|
|
Allocation of retained interest (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2002 |
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Adjustments and Eliminations
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
Net income (loss) before retained interest in EA.com |
|
$ |
27,336 |
|
|
$ |
(19,932 |
) |
|
$ |
|
|
$ |
7,404 |
Net income (loss) related to retained interest in EA.com |
|
|
(16,942 |
) |
|
|
16,942 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss) |
|
$ |
10,394 |
|
|
$ |
(2,990 |
) |
|
$ |
|
|
$ |
7,404 |
|
|
|
|
|
|
|
|
|
26
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2001 |
|
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Adjustments and Eliminations
|
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
|
Net revenues from unaffiliated customers |
|
$ |
165,551 |
|
|
$ |
16,399 |
|
|
$ |
|
|
|
$ |
181,950 |
|
Group sales |
|
|
518 |
|
|
|
|
|
|
|
(518 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
|
Total net revenues |
|
|
166,069 |
|
|
|
16,399 |
|
|
|
(518 |
) |
|
|
181,950 |
|
|
|
|
|
|
|
|
|
|
Cost of goods sold from unaffiliated customers |
|
|
85,937 |
|
|
|
3,092 |
|
|
|
|
|
|
|
89,029 |
|
Group cost of goods sold |
|
|
|
|
|
|
518 |
|
|
|
(518 |
)(a) |
|
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of goods sold |
|
|
85,937 |
|
|
|
3,610 |
|
|
|
(518 |
) |
|
|
89,029 |
|
|
|
|
|
|
|
|
|
|
Gross profit |
|
|
80,132 |
|
|
|
12,789 |
|
|
|
|
|
|
|
92,921 |
|
Operating expenses: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Marketing and sales |
|
|
30,831 |
|
|
|
5,507 |
|
|
|
4,466 |
(c) |
|
|
40,804 |
|
General and administrative |
|
|
20,267 |
|
|
|
2,948 |
|
|
|
|
|
|
|
23,215 |
|
Research and development |
|
|
55,383 |
|
|
|
15,633 |
|
|
|
19,789 |
(b) |
|
|
90,805 |
|
Network development and support |
|
|
|
|
|
|
16,875 |
|
|
|
(16,875 |
)(b) |
|
|
|
|
Customer relationship management |
|
|
|
|
|
|
2,914 |
|
|
|
(2,914 |
)(b) |
|
|
|
|
Carriage fee |
|
|
|
|
|
|
4,466 |
|
|
|
(4,466 |
)(c) |
|
|
|
|
Amortization of intangibles(d) |
|
|
3,205 |
|
|
|
3,270 |
|
|
|
|
|
|
|
6,475 |
|
|
|
|
|
|
|
|
|
|
Total operating expenses |
|
|
109,686 |
|
|
|
51,613 |
|
|
|
|
|
|
|
161,299 |
|
|
|
|
|
|
|
|
|
|
Operating loss |
|
|
(29,554 |
) |
|
|
(38,824 |
) |
|
|
|
|
|
|
(68,378 |
) |
Interest and other income (expense), net |
|
|
3,089 |
|
|
|
(372 |
) |
|
|
|
|
|
|
2,717 |
|
|
|
|
|
|
|
|
|
|
Loss before benefit from income taxes and minority interest |
|
|
(26,465 |
) |
|
|
(39,196 |
) |
|
|
|
|
|
|
(65,661 |
) |
Benefit from income taxes |
|
|
(20,355 |
) |
|
|
|
|
|
|
|
|
|
|
(20,355 |
) |
|
|
|
|
|
|
|
|
|
Loss before minority interest |
|
|
(6,110 |
) |
|
|
(39,196 |
) |
|
|
|
|
|
|
(45,306 |
) |
Minority interest in consolidated joint venture |
|
|
52 |
|
|
|
|
|
|
|
|
|
|
|
52 |
|
|
|
|
|
|
|
|
|
|
Net loss before retained interest in EA.com |
|
$ |
(6,058 |
) |
|
$ |
(39,196 |
) |
|
$ |
|
|
|
$ |
(45,254 |
) |
|
|
|
|
|
|
|
|
|
Allocation of retained interest (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended June 30, 2001 |
|
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Adjustments and Eliminations
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
|
Net loss before retained interest in EA.com |
|
$ |
(6,058 |
) |
|
$ |
(39,196 |
) |
|
$ |
|
|
$ |
(45,254 |
) |
Net loss related to retained interest in EA.com |
|
|
(33,317 |
) |
|
|
33,317 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss |
|
$ |
(39,375 |
) |
|
$ |
(5,879 |
) |
|
$ |
|
|
$ |
(45,254 |
) |
|
|
|
|
|
|
|
|
|
(a) |
|
Represents elimination of intercompany sales of Electronic Arts packaged goods products to EA.com, and represents elimination of royalties paid to Electronic
Arts by EA.com for intellectual property rights. |
(b) |
|
Represents reclassification of Network Development and Support and Customer Relationship Management to Research and Development.
|
(c) |
|
Represents reclassification of amortization of the Carriage Fee to Marketing and Sales. |
(d) |
|
Includes goodwill amortization of $1,486,000 for EA Core and $1,445,000 for EA.com. |
27
The following table shows our pro forma results reconciled to the Generally Accepted Accounting
Principles (GAAP) Consolidated Statements of Operations. Our pro forma results do not include unusual events or transactions, such as restructuring and asset impairment costs and charges for acquired in-process technology, and also
excludes amortization of intangibles. In addition, income taxes are allocated to EA Core and EA.com at the consolidated effective tax rate (31%) on a pro rata basis. We believe the disclosure of the pro forma net income (loss) and operating profit
(loss), which excludes the items noted in the table below, helps investors more meaningfully evaluate the results of our ongoing operations. However, we urge investors to carefully review the GAAP financial information included as part of this Form
10-Q and compare GAAP financial information with the pro forma financial results disclosed in this Form 10-Q.
Reconciliation of GAAP to
Pro Forma net income (loss) (in thousands):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended |
|
|
|
|
|
|
|
June 30, 2002 |
|
|
|
|
June 30, 2001 |
|
|
|
|
|
|
|
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Electronic Arts |
|
|
|
|
EA Core (excl. EA.com) |
|
|
EA.com |
|
|
Electronic Arts |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net income (loss)GAAP |
|
$ |
10,394 |
|
|
$ |
(2,990 |
) |
|
$ |
7,404 |
|
|
|
|
$ |
(39,375 |
) |
|
$ |
(5,879 |
) |
|
$ |
(45,254 |
) |
|
Net loss related to retained interest in EA.com (note 1) |
|
|
16,942 |
|
|
|
(16,942 |
) |
|
|
|
|
|
|
|
|
33,317 |
|
|
|
(33,317 |
) |
|
|
|
|
Pro forma allocation of income taxes (note 2) |
|
|
(6,179 |
) |
|
|
6,179 |
|
|
|
|
|
|
|
|
|
(12,151 |
) |
|
|
12,151 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma net income (loss) |
|
|
21,157 |
|
|
|
(13,753 |
) |
|
|
7,404 |
|
|
|
|
|
(18,209 |
) |
|
|
(27,045 |
) |
|
|
(45,254 |
) |
|
Amortization of intangibles |
|
|
926 |
|
|
|
1,319 |
|
|
|
2,245 |
|
|
|
|
|
3,205 |
|
|
|
3,270 |
|
|
|
6,475 |
|
Income tax effect on the above item |
|
|
(287 |
) |
|
|
(409 |
) |
|
|
(696 |
) |
|
|
|
|
(993 |
) |
|
|
(1,014 |
) |
|
|
(2,007 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma net income (loss) excluding the items above |
|
$ |
21,796 |
|
|
$ |
(12,843 |
) |
|
$ |
8,953 |
|
|
|
|
$ |
(15,997 |
) |
|
$ |
(24,789 |
) |
|
$ |
(40,786 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1) |
|
EA Core maintains approximately 85% retained interest in EA.com and is reflected in the Net income (loss)GAAP for EA Core. The pro forma statements
exclude the retained interest allocation. |
(2) |
|
The provision for (benefit from) income taxes was allocated between EA Core and EA.com at the worldwide effective tax rate (31%) based on each segments
pro rata share of income or loss. The sum of tax provision (benefit) for EA Core and EA.com is the same as consolidated tax provision (benefit). |
28
Costs and Expenses, Interest and Other Income, Net, Income Taxes and Net Income (Loss) for both EA
Core and EA.com Segments
Cost of Goods Sold. Cost of goods sold for our packaged goods business
consists of actual product costs, royalties expense for celebrities, professional sports and other organizations and independent software developers, manufacturing royalties, expense for defective products and operations expense. Cost of goods sold
for our subscription business consists primarily of data center and bandwidth costs associated with hosting our websites, credit card fees and royalties for use of EA and third party properties. Cost of goods sold for our advertising business
consists primarily of ad serving costs.
Marketing and Sales. Marketing and sales expenses consist of
personnel-related costs, advertising and marketing and promotional expenses. In addition, marketing and sales includes the amortization of the AOL carriage fee (Carriage Fee), which began with the launch of EA.com in October 2000. The
Carriage Fee is being amortized straight-line over the five-year term of the AOL agreement entered into in November 1999.
General and
Administrative. General and administrative expenses consist of personnel and related expenses of executive and administrative staff, fees for professional services such as legal and accounting and allowances for bad debts.
Research and Development. Research and development expenses consist of personnel-related costs, consulting
and equipment depreciation, and customer relationship management expenses associated with Electronic Arts product and online games and write-offs of prepaid royalties. EA.com has research and development expenses incurred by Electronic
Arts studios consisting of direct development costs and related overhead costs (facilities, network and development management and supervision) in connection with the development and production of EA.com online games. Research and development
expenses also include product development expenses incurred directly by EA.com.
Network Development and
Support. Network development and support costs consist of expenses associated with development of web content, depreciation on server equipment to support online games, network infrastructure direct expenses, software
licenses and maintenance, and network and management overhead.
Cost of Goods Sold
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$141,365,000 |
|
42.6% |
|
$89,029,000 |
|
48.9% |
|
58.8% |
|
|
|
|
|
|
|
|
|
Cost of goods sold as a percentage of revenues decreased to 42.6% for the three months
ended June 30, 2002 as compared to 48.9% for the three months ended June 30, 2001 due to:
§ |
|
An increase, as a percentage of revenues, of higher margin PlayStation 2 products as compared to the prior year. The current quarter includes sales from
Medal of Honor Frontline, a wholly owned intellectual property, developed internally, and on which we pay no royalties. |
§ |
|
New revenues with relatively low cost of goods sold as percentage of revenue for the Nintendo GameCube and Xbox products. |
29
§ |
|
Higher average margins on the PC due to higher sales of products that are wholly owned intellectual properties such as the Sims family of titles compared to
Black & White in the prior year. |
§ |
|
Higher average margins on ALs due to higher sales of co-published titles. |
§ |
|
Offset by lower mix of high margin PC products compared to the prior year. |
Marketing and Sales
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$65,374,000 |
|
19.7% |
|
$40,804,000 |
|
22.4% |
|
60.2% |
|
|
|
|
|
|
|
|
|
Marketing and sales expenses increased in absolute dollars by 60.2% primarily attributed
to:
§ |
|
Higher advertising and marketing due to the increase in titles released in the quarter compared to the prior year. A significant portion of our marketing and
sales expenses in the current quarter related to advertising spending to support key releases in multiple territories including Medal of Honor Frontline and 2002 FIFA World Cup. |
§ |
|
Partially offset by lower EA.com marketing and sales expense due to higher consumer promotions and advertising media placement costs to promote new game
offerings during the three months ended June 30, 2001, particularly Ultima Online Third Dawn, and lower headcount expenses as a result of headcount reductions taken in October 2001. |
General and Administrative
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$25,663,000 |
|
7.7% |
|
$23,215,000 |
|
12.8% |
|
10.5% |
|
|
|
|
|
|
|
|
|
General and administrative expenses increased in absolute dollars by 10.5% primarily due
to:
§ |
|
Increase in payroll and occupancy costs to support the increased growth in North America and Europe. |
§ |
|
An increase in the bad debt provision due to higher accounts receivables in the current quarter compared to the same period last year.
|
Research and Development
|
|
|
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
|
2001 |
|
% of net revenues |
|
|
%change |
|
|
|
|
|
|
|
|
|
|
|
|
Research and development |
|
$ |
76,649,000 |
|
23.1 |
% |
|
$ |
71,016,000 |
|
39.0 |
% |
|
7.9 |
% |
Network development and support |
|
|
12,113,000 |
|
3.6 |
% |
|
|
16,875,000 |
|
9.3 |
% |
|
(28.2 |
%) |
Customer relationship management |
|
|
2,207,000 |
|
0.7 |
% |
|
|
2,914,000 |
|
1.6 |
% |
|
(24.3 |
%) |
|
|
|
|
|
|
|
|
|
|
|
Total research and development |
|
$ |
90,969,000 |
|
27.4 |
% |
|
$ |
90,805,000 |
|
49.9 |
% |
|
0.2 |
% |
|
|
|
|
|
|
|
|
|
|
|
Research and Development (excluding Network Development and Support and Customer
Relationship Management). The increase in absolute dollars by 7.9% for research and development expenses (excluding network development and support and customer relationship management) was due to additional
headcount-related expenses attributable to the
30
increased in-house development capacity, net of co-development arrangements. This was partially offset by lower EA.com spending due to the
headcount reductions in October 2001.
Network Development and Support. Network development and
support expenses decreased in absolute dollars by 28.2% due to EA.com headcount reductions in October 2001.
Customer Relationship
Management. Customer relationship management expenses decreased in absolute dollars by 24.3% due to headcount reductions in October 2001.
Amortization of Intangibles
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$2,245,000 |
|
0.7% |
|
$6,475,000 |
|
3.6% |
|
(65.3%) |
|
|
|
|
|
|
|
|
|
For the three months ended June 30, 2002, amortization of intangibles relates to
amortization of definite-lived identifiable intangible assets from acquisitions of Pogo, Westwood, Dreamworks and Kesmai. For the three months ended June 30, 2001, amortization of intangibles relates primarily to amortization of purchased goodwill
and intangibles from acquisitions of Westwood, Pogo, Kesmai, Dreamworks, ABC Software and other acquisitions. The decrease in amortization for the three months ended June 30, 2002 was the result of adopting SFAS No. 142. SFAS No. 142 requires, among
other things, the discontinuance of goodwill amortization. As of April 1, 2002, we have ceased to amortize approximately $69,050,000 of goodwill. For the three months ended June 30, 2001, amortization of goodwill totaled $2,931,000. In addition,
during the three months ended December 31, 2001, we recorded intangible impairment charges of $1,641,000 relating to EA.coms restructuring.
Interest and Other Income, Net
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$3,147,000 |
|
0.9% |
|
$2,717,000 |
|
1.5% |
|
15.8% |
|
|
|
|
|
|
|
|
|
Interest and other income, net, increased in absolute dollars primarily due to a write-off
of an investment in an affiliate in the prior year, offset by an increase in the cost of utilizing foreign exchange hedge contracts in the current quarter.
Income Taxes
|
|
|
|
|
|
|
|
|
|
2002 |
|
Effective tax rate |
|
2001 |
|
Effective tax rate |
|
% change |
|
|
|
|
|
|
|
|
|
$2,923,000 |
|
31.0% |
|
$(20,355,000) |
|
31.0% |
|
114.4% |
|
|
|
|
|
|
|
|
|
Our effective tax rate was 31% for the three months ended June 30, 2002 and 2001.
Net Income (loss)
|
|
|
|
|
|
|
|
|
|
2002 |
|
% of net revenues |
|
2001 |
|
% of net revenues |
|
% change |
|
|
|
|
|
|
|
|
|
$7,404,000 |
|
2.2% |
|
$(45,254,000) |
|
(24.9%) |
|
116.4% |
|
|
|
|
|
|
|
|
|
In absolute dollars, reported net income (loss) increased primarily related to higher
revenues and gross profits, offset by the increase in expenses compared to the same period last year. The
31
increase in expenses was primarily due to the increases in marketing and advertising costs to support a higher number of franchise titles.
We believe the disclosure of pro forma net income (loss) and operating profit (loss), which does not include unusual events or
transactions, such as restructuring and asset impairment costs and charges for acquired in-process technology, and also excludes amortization of intangibles, helps investors more meaningfully evaluate the results of our ongoing operations. However,
we urge investors to carefully review the GAAP financial information included as part of this Form 10-Q and compare GAAP financial information with the pro forma financial results disclosed in this Form 10-Q.
Pro forma net income (loss), excluding the items noted above, was net income of $8,953,000 for the three months ended June 30, 2002 and net loss of $40,786,000
for the three months ended June 30, 2001. The increase in pro forma net income for the three months ended June 30, 2002 was due to higher revenues and gross profits as compared to the same periods last year. This was partially offset by an increase
in marketing and sales expenses to support programs for key titles shipped in the current quarter.
32
LIQUIDITY AND CAPITAL RESOURCES
EA Core and EA.com
As of June 30, 2002, our working capital was
$744,982,000 compared to $699,561,000 at March 31, 2002. Cash, cash equivalents and short-term investments increased by approximately $30,000,000 during the three months ended June 30, 2002. We generated $6,643,000 of cash from operations,
$19,894,000 of cash through the sale of equity securities under our stock plans, offset by $8,409,000 of cash used in capital expenditures during the three months ended June 30, 2002.
Reserves for bad debts and sales returns increased from $115,870,000 at March 31, 2002 to $128,518,000 at June 30, 2002. Reserves have been charged for returns of product and price protection credits
issued for products sold in prior periods. Management believes these reserves are adequate based on historical experience and its current estimate of potential returns and allowances.
Our principal source of liquidity is $826,866,000 in cash, cash equivalents and short-term investments and $5,403,000 in marketable securities. We expect that for the foreseeable future, our operating
expenses will constitute a significant use of our cash balances. Management believes the existing cash, cash equivalents, short-term investments, marketable securities and cash generated from operations will be sufficient to meet cash and investment
requirements for at least the next 12 months. However, our ability to maintain sufficient liquidity could be affected by various risks and uncertainties, including but not limited to, those related to customer demand and acceptance of titles on new
platforms and new title versions on existing platforms, our ability to collect our accounts receivable as they become due, successfully achieving our product release schedules and attaining our forecasted sales objectives, the impact of competition,
the economic conditions in the domestic and international markets, seasonality in operating results, risks of product returns and the other risks listed in the Risk Factors section.
EA.com
Included in the amounts above is the following for the
EA.com business:
§ |
|
With the exception of the proceeds from the sale of stock and warrant to AOL in fiscal 2000 in the amount of $20,000,000, to date, EA.com has been funded solely
by Electronic Arts. This funding has been accounted for as capital contributions from Electronic Arts. Excess cash generated from operations is transferred to Electronic Arts, and has been accounted for as a return of capital. We anticipate these
funding procedures will continue in the near-term. However, Electronic Arts may, at its discretion, provide funds to EA.com under a debt arrangement, instead of treating such funding as a capital contribution. |
§ |
|
During the three months ended June 30, 2002, EA.com used $10,584,000 of cash in operations, $302,000 in capital expenditures for computer equipment, network
infrastructure, internal use software and related third party software, offset by $10,594,000 in capital contributions from Electronic Arts. As a result of the net operating loss generated, we realized a tax benefit of approximately $6,179,000.
|
33
§ |
|
During the three months ended June 30, 2001, EA.com used $28,670,000 of cash in operations, $7,197,000 in capital expenditures for computer equipment, network
infrastructure and related software, offset by $36,349,000 in capital contributions from Electronic Arts. As a result of the net operating loss generated, we realized a tax benefit of approximately $12,151,000. |
Under the AOL agreement entered into in November 1999, EA.com is required to pay $81,000,000 to AOL over the life of the five-year agreement. Of this
amount, $36,000,000 was paid upon signing the agreement with the remainder due in four equal annual installments beginning with the first anniversary of the initial payment. EA.com paid AOL $11,250,000 in both fiscal 2001 and 2002. No payments were
made to AOL in the three months ended June 30, 2002.
Future liquidity needs of EA.com will be met by Electronic Arts as Electronic Arts
intends to continue to fund the cash requirements of EA.com for the foreseeable future.
Other Commitments
Advertising Commitments
We made a commitment to spend $15,000,000 in
offline media advertisements promoting our online games, including those on the AOL service, prior to March 31, 2005. As of June 30, 2002, we have spent approximately $3,500,000 against this commitment.
On February 7, 2000, we acquired Kesmai from News America Corporation (News Corp) in exchange for $22,500,000 in cash and approximately 206,000
shares of our existing common stock valued at $8,650,000. We agreed to spend $12,500,000 through the period ended June 1, 2002 in advertising with News Corp or any of its affiliates. In addition, if certain conditions are met, including that a
qualified public offering of Class B common stock does not occur within twenty-four months of News Corps purchase of such shares and all of the Class B outstanding shares have been converted to Class A common stock, then (1) News Corp has the
right to (i) exchange Class B common stock for approximately 206,000 shares of Class A common stock, and (ii) receive cash from Electronic Arts in the amount of $9,650,000, and (2) we will agree to spend an additional $11,675,000 in advertising with
News Corp and its affiliates.
Lease Commitments
We lease
certain of our current facilities and certain equipment under non-cancelable capital and operating lease agreements. We are required to pay property taxes, insurance and normal maintenance costs for certain of our facilities and will be required to
pay any increases over the base year of these expenses on the remainder of our facilities.
In February of 1995, we entered into a
build-to-suit lease with a financial institution on our headquarters facility in Redwood City, California, which was extended in July of 2001 and runs through July of 2006. We accounted for this arrangement as an operating lease in accordance
with SFAS No. 13, Accounting for Leases, as amended. Existing campus facilities developed in phase one comprise a total of 350,000 square feet and provide space for sales, marketing, administration and research and development
functions. We have an option to purchase the property (land and facilities) for $145,000,000 or, at the end of the lease, to arrange for (1) an additional extension of the lease or (2) sale of the property to a third party
34
with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual value of up to $128,900,000
if the sales price is less than this amount, subject to certain provisions of the lease.
In December 2000, we entered into a second
build-to-suit lease with a financial institution for a five year term from December 2000 to expand our headquarters facilities and develop adjacent property adding approximately 310,000 square feet to our campus. Construction was completed in
June of 2002. We accounted for this arrangement as an operating lease in accordance with SFAS No. 13, as amended. The facilities will provide space for marketing, sales and research and development. We have an option to purchase the property for
$127,000,000 or, at the end of the lease, to arrange for (1) an extension of the lease or (2) sale of the property to a third party with us retaining an obligation to the owner for the difference between the sale price and the guaranteed residual
value of up to $118,800,000 if the sales price is less than this amount, subject to certain provisions of the lease.
Lease rates are
based upon the Commercial Paper Rate. The two lease agreements described above require us to maintain certain financial covenants, all of which we were in compliance with as of June 30, 2002.
Letters of Credit
In connection with our purchases of Nintendo GameCube optical disks for distribution in
North America, Nintendo requires us to provide irrevocable letters of credit prior to Nintendos acceptance of purchase orders from us for purchases of these optical disks. For purchases of Nintendo GameCube optical disks for distribution in
Japan and Europe, Nintendo requires us to make cash deposits.
Development, Celebrity, League and Content Licenses: Payments and
Commitments
The products published by EA Studios are designed and created by our in-house designers and artists and by independent software developers (independent
artists). We typically pay the independent artists royalties based on the sales of the specific products, as defined in the related independent artist agreements. Advance payments on these royalties are paid to independent artists upon meeting
deliverables as detailed in the contractual agreement. In addition, certain celebrity, league and content license contracts contain minimum guarantee payments and marketing commitments that are not dependent on any deliverables. Celebrities and
organizations with whom we have contracts include: FIFA, NASCAR, John Madden, National Basketball Association, PGA TOUR, Tiger Woods, National Hockey League, Warner Bros. (Harry Potter), MGM/Danjaq (James Bond), The Saul Zaentz Company d/b/a Tolkien
Enterprises (The Lord of The Rings) and National Football League. These minimum guarantee payments and marketing commitments are included in the table below.
35
Summary of minimum contractual obligations and commercial commitments as of June 30, 2002 (in
thousands):
|
|
|
Contractual Obligations |
|
|
|
Commercial Commitments |
|
|
|
|
|
|
|
|
|
|
|
Fiscal Year Ended March 31, |
|
Leases |
|
Advertising |
|
Minimum Guarantees |
|
AOL |
|
Marketing |
|
|
|
Bank and Other Guarantees |
|
Letters of Credit |
|
Total |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2003 |
|
$ |
13,716 |
|
$ |
6,100 |
|
$ |
23,654 |
|
$ |
11,250 |
|
$ |
20,316 |
|
|
|
$ |
1,050 |
|
$ |
4,057 |
|
$ |
80,143 |
2004 |
|
|
15,011 |
|
|
3,500 |
|
|
22,062 |
|
|
11,250 |
|
|
16,554 |
|
|
|
|
171 |
|
|
|
|
|
68,548 |
2005 |
|
|
11,354 |
|
|
4,500 |
|
|
15,887 |
|
|
|
|
|
11,159 |
|
|
|
|
171 |
|
|
|
|
|
43,071 |
2006 |
|
|
10,810 |
|
|
|
|
|
16,483 |
|
|
|
|
|
4,572 |
|
|
|
|
171 |
|
|
|
|
|
32,036 |
2007 |
|
|
9,122 |
|
|
|
|
|
2,997 |
|
|
|
|
|
3,571 |
|
|
|
|
170 |
|
|
|
|
|
15,860 |
Thereafter |
|
|
11,609 |
|
|
|
|
|
2,260 |
|
|
|
|
|
3,571 |
|
|
|
|
170 |
|
|
|
|
|
17,610 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
$ |
71,622 |
|
$ |
14,100 |
|
$ |
83,343 |
|
$ |
22,500 |
|
$ |
59,743 |
|
|
|
$ |
1,903 |
|
$ |
4,057 |
|
$ |
257,268 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Transactions with Related Parties
Square EA
In May 1998, we completed the formation of a new joint venture with
Square Co., Ltd. (Square), a leading developer and publisher of entertainment software in Japan. In North America, the companies formed Square Electronic Arts, LLC (Square EA), which has exclusive publishing rights in North
America for future interactive entertainment titles created by Square. Additionally, we have the exclusive right to distribute in North America products published by this joint venture. Either party may terminate the existence of Square EA and the
distribution agreement effective March 31, 2003. We own a 30% minority interest in this joint venture while Square owns 70%. This joint venture is accounted for under the equity method.
We generated $6,286,000 in net revenues from sales of Square EA products during the three months ended June 30, 2002 and $7,411,000 in net revenues from sales of Square EA products during
the three months ended June 30, 2001.
Executive Officer Compensation
On June 24, 2002, the Company hired Warren Jenson, 46, as Executive Vice President of the Company. Mr. Jenson joined the Company from Amazon.com where he was the Chief Financial Officer (CFO). Prior to his tenure at
Amazon.com, Mr Jenson has served as CFO of Delta Airlines and of General Electrics NBC television unit. Mr. Jenson assumed the responsibilities of the office of CFO of the Company as of August 2, 2002. In order to incent Mr. Jenson to join the
Company and to facilitate his relocation to the San Francisco Bay Area, the Company agreed to loan Mr. Jenson $4,000,000, to be forgiven over four years based on his continuing employment. This agreement was made and in effect prior to the
introduction of and enactment of the Sarbanes-Oxley Act of 2002.
Impact of Recently Issued Accounting Standards
In June 2001, the Financial Accounting Standards Board (FASB) issued SFAS No. 143, Accounting for Asset
Retirement Obligations. SFAS No. 143 addresses financial accounting and reporting for obligations associated with the retirement of tangible long-lived assets and the associated asset retirement costs. This statement applies to legal
obligations associated with the retirement of long-lived assets that result from the acquisition, construction, development
36
or normal use of the asset. SFAS No. 143 is effective for fiscal years beginning after June 15, 2002. We do not expect the adoption of SFAS
No.143 to have a material impact on our consolidated financial position or results of operations.
In April 2002, the FASB issued SFAS
No. 145, Rescission of FASB Statements No.4, 44, and 64, Amendment of FASB Statement No. 13, and Technical Corrections. SFAS No. 145 rescinds SFAS No. 4, Reporting Gains and Losses from Extinguishment of
Debt, as amended by SFAS No. 64, Extinguishments of Debt Made to Satisfy Sinking-Fund Requirements regarding early extinguishment of debt and allows extraordinary accounting treatment for early extinguishment only when
the provisions of Accounting Principles Board Opinion No. 30, Reporting the Results of OperationsReporting the Effects of Disposal of a Segment of a Business, and Extraordinary, Unusual and Infrequently Occurring Events and
Transactions are met. SFAS No. 145 also rescinds SFAS No. 44, Accounting for Intangible Assets of Motor Carriers and amends SFAS No. 13, Accounting for Leases, as well as makes various technical
corrections to existing pronouncements. SFAS No. 145 provisions regarding early extinguishment of debt are generally effective for fiscal years beginning after May 15, 2002. We do not expect the adoption of SFAS No. 145 to have a material impact on
our consolidated financial statements.
In June 2002, the FASB issued SFAS No. 146, Accounting for Costs Associated with Exit or
Disposal Activities. SFAS No. 146 addresses financial accounting and reporting for costs associated with exit or disposal activities and nullifies Emerging Issues Task Force (EITF) Issue No. 94-3, Liability Recognition for Certain
Employee Termination Benefits and Other Costs to Exit an Activity (Including Certain Costs Incurred in a Restructuring). This statement requires recognition of a liability for a cost associated with an exit or disposal activity when the
liability is incurred, as opposed to when the entity commits to an exit plan under EITF No. 94-3. The provisions of this statement are effective for exit or disposal activities that are initiated after December 31, 2002. We do not expect the
adoption of SFAS No. 146 to have a material impact on our consolidated financial statements.
37
RISK FACTORS
Electronic Arts business is subject to many risks and uncertainties which may affect our future financial performance. Some of those important risks and
uncertainties which may cause our operating results to vary or which may materially and adversely affect our operating results are as follows:
Risk Factors Relating to Our Core Business
New Video Game Platforms Create Additional Technical and
Business Model Uncertainties
Large portions of our revenues are derived from the sale of products for play on proprietary video game
platforms such as the Sony PlayStation 2. The success of our products is significantly affected by acceptance of the new video game hardware systems and the life span of older hardware platforms and our ability to accurately predict which platforms
will be most successful.
Sometimes we will spend development and marketing resources on products designed for new video game systems
that have not yet achieved large installed bases or will continue product development for older hardware platforms that may have shorter life cycles than we expected. Conversely, if we do not develop for a platform that achieves significant market
acceptance, or discontinue development for a platform that has a longer life cycle than expected, our revenue growth may be adversely affected.
For example, the Sega Dreamcast console launched in Japan in early 1999 and in the United States in September of 1999. We have developed no products for this platform. Had this platform achieved wide market acceptance, our revenue
growth would have been adversely affected. Similarly, we are developing products for the Xbox and Nintendo GameCube. If these platforms do not achieve wide commercial acceptance, our revenue growth will be adversely impacted.
Product Development Schedules Are Frequently Unreliable and Make Predicting Quarterly Results Difficult
Product development schedules, particularly for new hardware platforms and high-end multimedia personal computers, or PCs, are difficult to predict because they
involve creative processes, use of new development tools for new platforms and the learning process, research and experimentation associated with development for new technologies. For example, EMPEROR: Battle for Dune for the PC, which was
expected to ship in fiscal 2001 was not released until the first quarter of fiscal 2002 due to development delays. Also, James Bond 007 in . . . Agent Under Fire for the PS2, which was expected to ship in fiscal 2001, released in October of
fiscal 2002 due to development delays. Additionally, development risks for CD-ROM, DVD and proprietary optical format disk products can cause particular difficulties in predicting quarterly results because brief manufacturing lead times allow
finalizing products and projected release dates late in a quarter. Our revenues and earnings are dependent on our ability to meet our product release schedules, and our failure to meet those schedules could result in revenues and earnings which fall
short of analysts expectations for any individual quarter and the fiscal year.
Our Business Is Both Seasonal and Cyclical
Our business is highly seasonal with a significant percentage of our revenues
occurring in the December quarter. In fiscal 2002, these seasonal trends were magnified by general industry factors, including the platform transition, the fall 2001 launches of the Xbox and Nintendo GameCube in North America and the economic
slowdown in the United States and other territories. Our business is also
38
cyclical; video game platforms have historically had a life cycle of four to six years, and decline as more advanced platforms are being
introduced. As one group of platforms is reaching the end of its cycle and new platforms are emerging, buying patterns may change. Purchases of products for older platforms may slow at a faster rate than sales of new platforms. We have been going
through a platform transition during the last 18 months and are now well into a new platform cycle. Sony shipped its PlayStation 2 console in Japan in March 2000, in North America in October 2000 and in Europe in November 2000. Nintendo launched the
Nintendo GameCube console in Japan in September 2001, North America in November 2001 and in Europe in May 2002. Microsoft launched the Xbox console in North America in November 2001, in Japan in February 2002 and in Europe in March 2002. Sales of
our products for the N64 and Sony PlayStation platforms have already been adversely affected, and we expect this trend to continue.
The Impact of e-Commerce and Online Games on Our Business Is Not Known
While we do not
currently derive significant revenues from online sales of our packaged products, we believe that such form of distribution will become a more significant factor in our business in the future. E-Commerce is becoming an increasingly popular method
for conducting business with consumers. How that form of distribution will affect the more traditional retail distribution, at which we have historically had success, and over what time period, is uncertain. In addition, we expect the number and
popularity of online games to increase and become a significant factor in the interactive games business generally. We do not know how that increase generally, or the emerging business of EA.com specifically, will affect the sales of packaged goods.
Our Business, Our Products, and Our Distribution Are Subject to Increasing Regulation of Content, Consumer Privacy and Online
Delivery in Key Territories
Legislation is increasingly introduced which may affect the content of our
products and their distribution. For example, privacy rules in the United States and Europe impose various restrictions on our web sites. Those rules vary by territory while of course the Internet recognizes no geographical boundaries. Other
countries such as Germany have adopted laws regulating content transmitted over the Internet that are stricter than current United States laws. In the United States, in response to recent events, the federal and several state governments are
considering content restrictions on products such as those made by us as well as restrictions on distribution of such products. Any one or more of these factors could harm our business.
Risk Factors Relating to Our Online Business
Because of
EA.coms Limited Operating History, It Will Be Difficult To Evaluate its Business and Prospects
EA.coms business is still in the developing stages, so evaluating its business and prospects will be more difficult than would be the case for a more mature business. We will continue to encounter the risks and difficulties
faced in launching a new business, and we may not achieve our goals or may be compelled to change the manner in which we seek to develop the business. These uncertainties as to the future operations of EA.com will increase the difficulty we face in
completing and pursuing the essential plans for the development of the business and will also make it more difficult for our stockholders and securities analysts to predict the operating results of this business.
39
EA.com Has a History of Losses and Expects To Continue To Incur Losses and May Never Achieve
Profitability
EA.com has incurred substantial losses to date, including the current fiscal year. We expect
EA.com to continue to incur losses as it builds its business. EA.com will be required to maintain the significant support, service and product enhancement demands of online users, and we cannot be certain that EA.com will produce sufficient revenues
from its operations to support these costs. Even if profitability is achieved, EA.com may not be able to sustain it over a period of time.
Our Agreements with America Online May Not Prove Successful to the Development of EA.coms Business
We have a series of agreements with America Online (AOL) for the offering of our games for online play. These agreements require that we make substantial guaranteed payments to AOL and that we commit our resources to the
pursuit of the online game opportunity. We cannot be assured that the substantial costs associated with the AOL agreements will be justified by the revenues generated from that relationship. In addition, restrictions included in the AOL agreements
limiting other channels we may develop for offering online games may limit our ability to diversify our online distribution strategies. The success for us of the AOL agreements will also be a result of AOLs performance under the agreements, a
factor over which we will have very little control.
We Have Limited Experience with Online Games and May Not Be Able To Operate This
Business Effectively
Offering games solely for online play is a substantial departure from our traditional
business of selling packaged software games. We have employed various revenue models, including subscription fees, pay to play fees and advertising. We have limited experience with developing optimal pricing strategies for online games.
For example, our product Majestic and our Platinum offering, which contained certain browser-based entertainment games, were launched with a monthly subscription pricing model and obtained only limited commercial success. Accordingly,
we did not realize our projected cash flows and discontinued these offerings as part of EA.coms restructuring plan. Similarly, we have limited experience in predicting usage patterns for our games. Because of our inexperience in this area, we
may not be effective in achieving success that may otherwise be attainable from offering our games online.
Online Games Have Risks
That Are Not Associated with Our Traditional Business
Online games, particularly multiplayer games, pose
risks to player enjoyment that do not generally apply to packaged goods games. Players frequently would not be acquainted with other players, which may adversely affect the playing experience. Social issues raised by a players conduct may
impact the experience for other players. It is difficult to monitor player behavior that impairs the game experience. In addition, there are substantial technical challenges to be met both in the introduction of our games online and in maintaining
an effective game playing environment over time. Also, hacking and spamming has become a serious problem for online sites, and significant hacking and spamming could seriously interfere with online game play. If these risks are not successfully
controlled and technical challenges resolved, potential customers for our games may be unwilling to play in sufficient volume to allow us to attain or sustain profitability.
Development of EA.coms Business Will Require Significant Capital, and We Cannot Be Assured That It Will Be Available
EA.com will not be successful if it does not continue to receive substantial financing that is required to continue to build its business. Electronic
Arts has agreed to provide a limited amount of funding to EA.com, but this financing alone may not be sufficient for the development of EA.coms
40
business. Any additional funding that is obtained from Electronic Arts may either be treated as a debt arrangement or would increase Electronic
Arts retained interest in EA.com and correspondingly decrease the interest of the holders of outstanding shares of Class B common stock. The attraction of additional equity or debt financing for EA.com from third parties may not be possible or
may only be possible on terms that result in significant dilution to Class A and Class B common stockholders or incremental interest payments and debt-related restrictions on the operation of the business. To date, nearly all funding (except
warrants and cash from revenues) has been provided by Electronic Arts.
If Use of the Internet Does Not Continue To Develop and
Reliably Support the Demands Placed on It by Electronic Commerce, EA.coms Business Will Be Harmed
EA.coms success
depends upon growth in the use of the Internet as a medium for playing games. The use of the Internet for sophisticated games like ours is relatively new. Our business would be seriously harmed if:
|
§ |
|
use of the Internet does not continue to increase or increases more slowly than expected, |
|
§ |
|
the infrastructure for the Internet does not effectively support online game play, |
|
§ |
|
concerns over the secure transmission of confidential information over public networks inhibit the growth of the Internet as a means of conducting commercial
transactions, or |
|
§ |
|
government regulations regarding Internet content, privacy or other conditions impede the effectiveness of the Internet to users.
|
Capacity Restraints May Restrict the Use of the Internet as a Forum for Game Play, Resulting in Decreased Demand for Our
Products
The Internet infrastructure may not be able to support the demands placed on it by increased usage or the limited capacity
of networks to transmit large amounts of data. Other risks associated with commercial use of the Internet could slow its growth, including:
|
§ |
|
outages and other delays resulting from the inadequate reliability of the network infrastructure, |
|
§ |
|
slow development of enabling technologies and complementary products, and |
|
§ |
|
limited availability and adoption by consumers of cost-effective, high speed access. |
Delays in the development or adoption of new equipment standards or protocols required to handle increased levels of Internet activity, or increased governmental regulation, would cause the
Internet to fail to gain, or lose, viability as a means of game playing. If these or any other factors cause use of the Internet for commerce to slow or decline, the Internet may not prove viable as a commercial marketplace. This, in turn, would
result in decreased demand for EA.coms products and services.
To Become and Remain Competitive, EA.com Must Continually Develop
New Content. This Is Inherently Risky and Expensive.
EA.coms success depends
on our ability to develop new products and services for the EA.com site. Our agreement with AOL requires us to develop new games for the EA.com site. We cannot assure you that products will be developed on time, in a cost effective manner, or that
they will be commercially successful. Currently, the release of several products such as The Sims Online and Earth & Beyond for which we expect to generate subscription revenue, have been delayed due to longer than anticipated
development schedules. Similarly, the online product Majestic achieved only limited
41
commercial success due in part to the length of time it took to download the online software component. Accordingly, we discontinued
Majestic on May 1, 2002.
We May Not Be Able To Respond to Rapid Technological Change
The market for Internet products and services is characterized by rapid technological change and evolving industry standards. We will be required to continually
improve performance, features, reliability and capacity of our network infrastructure. We cannot assure you that we will be successful in responding rapidly or in a cost effective manner to such developments.
Increasing Governmental Regulation of the Internet Could Limit the Market for Our Products
As Internet commerce continues to evolve, we expect that federal, state and foreign governments will adopt laws and regulations covering issues such as user privacy, taxation of goods and
services provided over the Internet, pricing, content and quality of products and services. It is possible that legislation could expose companies involved in electronic commerce to liability, taxation or other increased costs, any of which could
limit the growth of electronic commerce generally. Legislation could dampen the growth in Internet usage and decrease its acceptance as a communications and commercial medium. If enacted, these laws and regulations could limit the market for
EA.coms products.
Our Revenues Have Been Heavily Dependent on a Single Product and Would Be Adversely Affected if That
Products Popularity Were To Decline
In the near term, EA.coms subscription revenues to date have consisted primarily of
revenues from sales of our online product Ultima Online, and we would be adversely affected if revenues from that product were to decline for any reason and not be replaced. We expect the online game market to become increasingly competitive,
and it is possible that competing products could cause revenues from Ultima Online to decline. In addition, popularity of Ultima Online could decline over time simply because of consumer preference for new game experiences.
We Continue to Invest in Research and Development and Network Technology and Operations for EA.com, and We Cannot Be Assured That We
Will Achieve Revenues That Support This Level of Spending
We have invested heavily, and expect to continue to invest, in research
and development and network technology and operations for our website and online games. While we have reduced the overall level of spending for EA.com, we will continue to invest in the technologies, tools and network infrastructure that are
necessary for us to launch and support our key products, The Sims Online and Earth & Beyond. Accordingly, there are no assurances that the revenues from these products will exceed the associated costs in order for EA.com to achieve
profitability. If we cannot increase revenues to profitable levels, the value of EA.com will be impaired. In order to develop the broad game offerings that we envision for our online operations it will continue to be necessary to engage in
significant developmental efforts both to adapt existing Electronic Arts games to the online format and to create new online games. Our agreements with AOL require us to maintain a substantial commitment to online game development and we cannot be
assured that we will realize acceptable returns from this investment.
42
We Derive a Significant Portion Of Our Revenue From Advertisements and Advertising Services, Which
Revenues Tend to be Cyclical and Dependent on the Economic Prospects Of Advertisers and Direct Marketers and the Economy in General. A Continued Decrease in Expenditures By Advertisers and Direct Marketers Or a Continued Downturn in the Economy
Could Cause Our Revenues to Decline Significantly in any Given Period.
We derive, and expect to continue to
derive for the foreseeable future, a large portion of our revenue from products and services we provide to advertisers, direct marketers and agencies, advertising sold through our agreement with AOL and from advertisements we deliver to Web sites.
Expenditures by advertisers tend to be cyclical, reflecting overall economic conditions as well as budgeting and buying patterns. The overall market for advertising, including Internet advertising, has been characterized in recent quarters by
increasing softness of demand, lower prices for advertisements, the reduction or cancellation of advertising contracts, an increased risk of uncollectible receivables from customers and the reduction of marketing and advertising budgets, especially
for online advertising and by Internet-related companies. As a result of these reductions, advertising spending across traditional media, as well as the Internet, has decreased. We cannot assure you that further reductions will not occur.
The advertising revenue outlook for EA.com may be adversely affected by an environment where the supply of
advertising inventory exceeds advertisers demand. Under these circumstances, Web publishers tend to remove ad space from their Web sites in an effort to correct the supply-demand imbalance; other publishers may cut back on their Web presence
or go out of business. Faced with smaller budgets, advertisers and ad agencies purchase less advertising inventory and tend not to experiment with newer advertising media, like the Internet. Consequently, the number of ad impressions delivered by
EA.com may decline or fail to grow, which would adversely affect our revenues.
We cannot assure you that further
reductions in advertising spending will not occur. We also cannot assure you that if economic conditions improve, marketing budgets and advertising spending will increase from current levels. A continued decline in the economic prospects of
advertisers or the economy in general could alter current or prospective advertisers spending priorities or increase the time it takes to close a sale with a customer. As a result, our revenues from advertisements and advertising services may
decline significantly in any given period.
Online Product Development Schedules Are Unreliable and Make Predicting Quarterly Results
Difficult
Online product development schedules, particularly for Internet based games are difficult to
predict because they involve creative processes, use of new development tools, Internet latency issues, a learning process to better understand Internet based game mechanics, and research and experimentation associated with development for new
online technologies. Additionally, development risks for Internet based products can cause particular difficulties in predicting quarterly results because of the challenges associated with game testing, live Beta testing, integration into network
servers and integration on to the Games web site and may impact the release (go live) dates of products during a particular quarter. Several online products currently under development such as The Sims Online and Earth &
Beyond have experienced development delays and will be released later than planned. Our revenues and operating costs are dependent on our ability to meet our product go live schedules, and our failure to meet those schedules could
result in revenues falling short of analysts expectations, resulting in increased operating losses for EA.com.
43
We Are Heavily Dependent on a Few Internet Infrastructure Service Providers to Host and Manage Our
Servers at Co-Location Facilities and Our Operating Results May Be Adversely Affected if We Must Change Service Providers
We are
dependent on a few third party internet infrastructure service providers to host and manage the majority of our servers that support our online games. The performance of these service providers are outside of our control. Many of the service
providers in the internet infrastructure space require substantial financial resources to build, maintain and manage co-location facilities. Many of these service providers have experienced significant financial difficulties during the recent
economic downturn. To the extent that industry, economic, financial or competitive factors influence the level of performance that we expect from service providers we currently use for co-location space (bandwidth and rack), we may need to re-locate
our servers to another co-location facility which would increase our expenses and may result in delays or reduced shipments of our online products, thereby adversely impact our operating results.
General Risk Factors
Because of the Competition for
Qualified Technical, Creative, Marketing and Other Personnel, We May Not Be Able To Attract and Retain the Personnel Necessary for our Businesses
The market for technical, creative, marketing and other personnel essential to the development of online businesses and management of our online and core businesses continues to be competitive, although current market conditions have
made it less difficult to attract and retain the employees we need. In the last fiscal year, notwithstanding the downturn of the economy generally, competitive recruiting efforts aimed at Electronic Arts employees and executives continued.
Electronic Arts leading position within the interactive entertainment industry makes us a prime target for recruiting of executives and key creative talent to assist in the consolidation that the interactive entertainment industry is
experiencing. In addition, the cost of real estate in the San Francisco Bay area the location of our headquarters and largest studio remains relatively high, and has made recruiting from other areas and relocating employees to our headquarters more
difficult. If we cannot successfully recruit and retain the employees we need, our ability to develop and manage our businesses will be impaired.
Our Platform Licensors Are Our Chief Competitors and Frequently Control the Manufacturing of and/or Access To Our Video Game Products
Our agreements with hardware licensors, which are also our chief competitors, typically give significant control to the licensor over the approval and manufacturing of our products. This fact could, in certain circumstances,
leave us unable to get our products approved, manufactured and shipped to customers. In most events, control of the approval and manufacturing process by the platform licensors increases both our manufacturing lead times and costs as compared to
those we can achieve independently. For example, in prior years, we experienced delays in obtaining approvals for and manufacturing of PlayStation products which caused delays in shipping those products. The potential for additional delay or refusal
to approve or manufacture our products continues with our platform licensors. Such occurrences would harm our business and adversely affect our financial performance. Additionally, we have not negotiated a final publishing agreement with Nintendo
for the Nintendo GameCube platform and although we are currently operating under an understanding with Nintendo, we cannot be assured that the final terms of the formal agreement will be favorable.
In addition, as online capabilities for videogame platforms emerge, our platform licensors will control our
ability to provide online game capabilities for our console platform products. Currently, both Microsoft and Sony provide, or have announced plans to provide, online capabilities for Xbox and PlayStation 2 products respectively. In each case,
compatibility code and the consent of the licensor are required for us to include online capabilities in our products. In addition, the business model for
44
Microsofts and Sonys online businesses for their videogame products may compete with our EA.com business. As these capabilities
become more significant, the failure or refusal of our licensors to approve our products, or the successful deployment by these licensors of services competitive to EA.com, may harm our business.
Proliferation and Assertion of Patents Poses Serious Risks to our Business
Many patents have been issued that may apply to widely used game technologies. Additionally, many recently issued patents are now being asserted against Internet implementations of existing games. Several such patents have been
asserted against us. Such claims can harm our business. For example, in June of 2002 we were sued for alleged infringement of a patent which the plaintiff claims generally describes the distribution of a software program on CD-ROMs to users
containing a link capability (e.g., hyperlinks) to additional information stored on a remote server. We will incur substantial expenses in evaluating and defending against such claims, regardless of the merits of the claims. In the event that there
is a determination that we have infringed a third party patent, we could incur significant monetary liability and be prevented from using the rights in the future.
Foreign Sales and Currency Fluctuations
For the three months ended June 30, 2002,
international net revenues comprised 48% of total consolidated net revenues. For the fiscal year ended March 31, 2002, international net revenues comprised 37% of total consolidated net revenues. We expect foreign sales to continue to account for a
significant and growing portion of our revenues. Such sales are subject to unexpected regulatory requirements, tariffs and other barriers. Additionally, foreign sales are primarily made in local currencies which may fluctuate. While we hedge against
foreign currency fluctuations, we cannot control translation issues. For example, our revenues in Japan in the first quarter of fiscal 2003 were adversely impacted by a devaluation of the Yen as compared to the prior year. The devaluation had an
adverse effect for the quarter on our net revenues and net income. Any of these factors may significantly harm our business.
Increased Difficulties in Forecasting Results
During platform transition periods, where the success of our
products is significantly impacted by the changing market for our products, forecasting our revenues and earnings is more difficult than in more stable or rising product markets. The demand for our products may decline during a transition faster
than we anticipate, negatively impacting both revenues and earnings. At launch, Sony shipped only half of the number of PlayStation 2 units to retail in North America than it had originally planned, and it shipped significantly fewer units than
planned at launch in Europe as well. Shortages were announced as being caused by shortages of components for manufacturing. Due to these shortages, our results of operations for fiscal 2001 were adversely affected. Consequently, if Microsoft or
Nintendo do not ship the number of units planned for the Xbox and Nintendo GameCube, our sales of these products may be adversely affected in fiscal 2003.
The Current Legislative and Regulatory Environment Affecting Accounting Principles Generally Accepted in the United States of America is Uncertain and Volatile, and Significant Changes in Current Principles Could Affect
Our Financial Statements Going Forward.
Recent actions and public comments from the
SEC have focused on the integrity of financial reporting generally. Similarly, Congress has considered a variety of bills that could affect certain accounting principles. In addition, the FASB and other regulatory accounting agencies have recently
introduced several new or proposed accounting standards, such as accounting for stock options, some of which represent a significant change from current industry practices. While we believe that our financial statements have been prepared in
accordance with accounting principles generally accepted in
45
the United States of America, we cannot predict the impact of the adoption of any such proposals on our financial statements going forward.
Fluctuations in Stock Price
Due to analysts expectations of continued growth and other factors, any shortfall in earnings could have an immediate and significant adverse effect on the trading price of our common stock in any given period. As a result of
the factors discussed in this report and other factors that may arise in the future, the market price of our common stock historically has been, and we expect will continue to be, subject to significant fluctuations over a short period of time.
These fluctuations may be due to factors specific to us, to changes in analysts earnings estimates, or to factors affecting the computer, software, Internet, entertainment, media or electronics businesses. In addition, fluctuations may be due
to uncertainties in the securities markets in general. For example, during the fiscal year ended March 31, 2002, the price per share of our Class A common stock ranged from $42.40 to $66.01 and $53.98 to $66.88 during the three months ended June 30,
2002.
World Events
The terrorist attacks of September 11, 2001 in the United States, the subsequent US military action, and the continuing concerns over potential additional terrorist attacks against US interests and citizens pose serious uncertainties
in our business. Consumer spending, consumer preferences in entertainment, and the securities markets generally may be affected on an ongoing and unpredictable basis by these events, all of which may make prediction of our results more difficult.
Because of these and other factors affecting our operating results and financial condition, past financial performance should not be
considered a reliable indicator of future performance, and investors should not use historical trends to anticipate results or trends in future periods.
46
Item 3. Quantitative and Qualitative Disclosures About Market Risk
MARKET
RISK
We are exposed to various market risks, including the changes in foreign currency exchange rates and interest rates. Market
risk is the potential loss arising from changes in market rates and prices. Foreign exchange contracts used to hedge foreign currency exposures and short-term investments are subject to market risk. We do not consider our cash and cash equivalents
to be subject to interest rate risk due to their short maturities. We do not enter into derivatives or other financial instruments for trading or speculative purposes.
Foreign Currency Exchange Rate Risk
We utilize foreign exchange contracts to
hedge foreign currency exposures of underlying assets and liabilities, primarily certain intercompany receivables that are denominated in foreign currencies, thereby, limiting our risk. Gains and losses on foreign exchange contracts are reflected in
the Condensed Consolidated Statements of Operations. At June 30, 2002, we had foreign exchange contracts, all with maturities of less than one month to purchase and sell approximately $137,125,000 in foreign currencies, primarily British Pounds,
European Currency Units (Euros), Japanese Yen and other currencies.
Fair value represents the difference in value of the
contracts at the spot rate and the forward rate. The counterparties to these contracts are substantial and creditworthy multinational commercial banks. The risks of counterparty nonperformance associated with these contracts are not considered to be
material. Notwithstanding our efforts to manage foreign exchange risks, there can be no assurances that our hedging activities will adequately protect us against the risks associated with foreign currency fluctuations.
The following table provides information about our foreign currency forward exchange contracts at June 30, 2002. The information is provided in U.S. dollar
equivalents and presents the notional amount (forward amount), the weighted average contractual foreign currency exchange rates and fair value.
|
|
|
|
|
|
|
|
|
Contract Amount |
|
Weighted-Average Contract Rate |
|
Fair Value Gain/(Loss)
|
|
|
|
|
|
|
|
|
|
|
(In thousands) |
|
|
|
(In thousands) |
|
Foreign currency to be sold under contract: |
|
|
|
|
|
|
|
|
|
British Pound |
|
$ |
78,011 |
|
1.4554 |
|
$ |
(4,056 |
) |
Euro |
|
|
18,642 |
|
0.9321 |
|
|
(1,178 |
) |
Japanese Yen |
|
|
6,151 |
|
123.5500 |
|
|
(220 |
) |
Swedish Krona |
|
|
5,172 |
|
9.0880 |
|
|
55 |
|
Norwegian Krone |
|
|
3,370 |
|
7.4187 |
|
|
47 |
|
South African Rand |
|
|
2,842 |
|
10.2051 |
|
|
66 |
|
Australian Dollar |
|
|
2,760 |
|
0.5521 |
|
|
(55 |
) |
Danish Krone |
|
|
2,408 |
|
7.4764 |
|
|
9 |
|
|
|
|
|
|
|
|
Total |
|
$ |
119,356 |
|
|
|
$ |
(5,332 |
) |
|
|
|
|
|
|
|
Foreign currency to be purchased under contract: |
|
|
|
|
|
|
|
|
|
British Pound |
|
$ |
17,769 |
|
1.5335 |
|
$ |
186 |
|
|
|
|
|
|
|
|
Total |
|
$ |
17,769 |
|
|
|
$ |
186 |
|
|
|
|
|
|
|
|
Grand total |
|
$ |
137,125 |
|
|
|
$ |
(5,146 |
) |
|
|
|
|
|
|
|
47
While the contract amounts provide one measurement of the volume of these transactions, they do not
represent the amount of our exposure to credit risk. The amounts (arising from the possible inabilities of counterparties to meet the terms of their contracts) are generally limited to the amounts, if any, by which the counterparties
obligations exceed our obligations as these contracts can be settled on a net basis at our option. We control credit risk through credit approvals, limits and monitoring procedures.
Interest Rate Risk
Our exposure to market rate risk for changes in interest rates
relates primarily to our investment portfolio. We do not use derivative financial instruments in our investment portfolio. We manage our interest rate risk by maintaining an investment portfolio primarily consisting of debt instruments of high
credit quality and relatively short average maturities. We also manage our interest rate risk by maintaining sufficient cash and cash equivalent balances such that we are typically able to hold our investments to maturity. At June 30, 2002, our cash
equivalents and short-term investments included debt securities of $669,090,000. Notwithstanding our efforts to manage interest rate risks, there can be no assurances that we will be adequately protected against the risks associated with interest
rate fluctuations.
The table below presents the amounts and related weighted average interest rates of our investment portfolio at June
30, 2002 (dollars in thousands):
|
|
Average Interest Rate |
|
Cost |
|
Fair Value |
|
|
|
|
|
|
|
Cash equivalents |
|
|
|
|
|
|
Fixed rate |
|
3.79% |
|
$ 30,204 |
|
$ 30,204 |
Variable rate |
|
1.98% |
|
$400,558 |
|
$400,558 |
Short-term investments |
|
|
|
|
|
|
Fixed rate |
|
3.69% |
|
$226,998 |
|
$229,928 |
Variable rate |
|
6.35% |
|
$ 8,400 |
|
$ 8,649 |
|
|
|
|
|
|
|
Maturity dates for short-term investments range from 11 months to 30 months with call
dates ranging from 0 months to 12 months.
48
PART IIOTHER INFORMATION
Item 1. Legal Proceedings
The Company is subject to pending
claims and litigation. Management, after review and consultation with counsel, considers that any liability from the disposition of such lawsuits in the aggregate would not have a material adverse effect upon the consolidated financial position or
results of operations of the Company.
Item 4. Submission of Matters to a Vote of Security Holders
At
the Companys Annual Meeting of Stockholders, held on August 1, 2002, the stockholders elected the following individuals for one-year terms to the Board of Directors: M. Richard Asher, William J. Byron, Leonard S. Coleman, Gary M. Kusin,
Timothy Mott, Lawrence F. Probst III and Linda J. Srere. These individuals have received a plurality of the votes eligible to vote, voting either in person or by proxy.
In addition, the following matters were voted upon by the Stockholders:
To amend the 2000 Class A Equity Incentive Plan to increase by 5,500,000 the number of shares of the Companys Class A common stock reserved for issuance under the Plan.
Votes
|
For |
|
Against |
|
Abstain |
|
|
|
|
|
102,882,200 |
|
24,127,424 |
|
122,426 |
To ratify the appointment of KPMG LLP as our independent auditors
for the current fiscal year.
Votes
|
For |
|
Against |
|
Abstain |
|
|
|
|
|
121,957,885 |
|
5,135,814 |
|
38,351 |
Item 6. Exhibits and Reports on Form 8-K
|
(a) |
|
Exhibits: The following exhibits are filed as part of this report: |
Exhibit Number
|
|
Title
|
10.54 |
|
Amendment No. 1 to Lease Agreement by and between Registrant and California Plaza of Walnut Creek, Inc., dated May
20, 2002. |
49
Exhibit Number
|
|
Title
|
10.55 |
|
Offer Letter for Employment at Electronic Arts Inc. to Warren Jenson, dated June 21, 2002. |
10.56 |
|
Full Recourse Promissory Note between Electronic Arts Inc. and Warren Jenson, dated July 19, 2002. |
10.57 |
|
Full Recourse Promissory Note between Electronic Arts Inc. and Warren Jenson, dated July 19, 2002. |
On July 2, 2002, the Company filed an 8-K under Item 5 announcing that due to the untimely death of Daniel H. Case III, who had been nominated for re-election to the Board of Directors of Electronic Arts at the Annual Meeting of
Stockholders held on August 1, 2002, the Board of Directors had reduced the size of the Board from eight (8) to seven (7) members as of July 1, 2002. In addition, the Company announced that it did not intend to propose a substitute nominee for
election to the Board of Directors at the Annual Meeting of Stockholders.
On August 2, 2002, the Company filed an
8-K under Item 5 attaching its Sworn Statement under Oath of Principal Executive Officer and Principal Financial Officer pursuant to Section 21(a)(1) of the Securities Exchange Act of 1934 as submitted to the Securities and Exchange Commission on
August 1, 2002.
50
Pursuant to the requirements of the Securities Exchange Act of 1934, the Registrant has duly
caused this report to be signed on its behalf by the undersigned thereunto duly authorized.
|
|
|
|
ELECTRONIC ARTS INC. (Registrant) |
|
DATED: August 13, 2002 |
|
|
|
/s/ WARREN C. JENSON
|
|
|
|
|
|
|
WARREN C. JENSON Executive Vice President and Chief Financial Officer |
51
ELECTRONIC ARTS INC. AND SUBSIDIARIES
FORM 10-Q QUARTERLY REPORT
FOR THE QUARTERLY PERIOD ENDED JUNE 30, 2002
EXHIBIT NUMBER
|
|
EXHIBIT TITLE
|
|
|
10.54 |
|
Amendment No. 1 to Lease Agreement by and between Registrant and California Plaza of Walnut Creek, Inc., dated May 20, 2002. |
|
|
10.55 |
|
Offer Letter for Employment at Electronic Arts Inc. to Warren Jenson, dated June 21, 2002. |
|
|
10.56 |
|
Full Recourse Promissory Note between Electronic Arts Inc. and Warren Jenson, dated July 19, 2002. |
|
|
10.57 |
|
Full Recourse Promissory Note between Electronic Arts Inc. and Warren Jenson, dated July 19, 2002. |
|
|
52