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LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

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Page 1: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue
Page 2: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

LONG TERM

VALUE

CREATION

BLAKE JORGENSEN, CFO

Page 3: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

SAFE HARBOR STATEMENT

This presentation contains forward-looking statements that are subject to change. Statements including words such as

“anticipate,” "believe,” “estimate” or “expect” and statements in the future tense are forward-looking statements. These forward-

looking statements are preliminary estimates and expectations based on current information and are subject to business and

economic risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations

set forth in the forward-looking statements.

Some of the factors which could cause the Company’s results to differ materially from its expectations include the following:

sales of the Company’s titles; the Company’s ability to manage expenses; the competition in the interactive entertainment

industry; the effectiveness of the Company’s sales and marketing programs; timely development and release of the Company’s

products; the Company’s ability to realize the anticipated benefits of acquisitions; the consumer demand for, and the availability

of an adequate supply of console hardware units; the Company’s ability to predict consumer preferences among competing

platforms; the Company’s ability to service and support digital product offerings, including managing online security; general

economic conditions; and other factors described in the Company’s Quarterly Report on Form 10-Q for the fiscal quarter ended

December 31, 2015.

These forward-looking statements are valid only as of May 17, 2016. Electronic Arts assumes no obligation to update these

forward-looking statements or information.

3

Page 4: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FY12

Packaged

Mobile

Extra Content

Full Game

Downloads

Subscriptions

BUSINESS MODEL

KEY BUSINESS METRICS

% DIGITAL 29.3%

GROSS MARGIN 63.1%

OPEX $2,245

OPERATING MARGIN 9.5%

EARNINGS $284

FREE CASH FLOW $105

4On a non-GAAP basis. See the Appendix for a presentation of the GAAP metrics and a reconciliation.

($ IN MILLIONS)

Page 5: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FY12 FY16

Packaged

Mobile

Extra Content

Full Game

Downloads

Subscriptions

BUSINESS MODEL

KEY BUSINESS METRICS

% DIGITAL 55.4%

GROSS MARGIN 71.4%

OPEX $1,961

OPERATING MARGIN 28.5%

EARNINGS $1,018

FREE CASH FLOW $1,130

5On a non-GAAP basis. See the Appendix for a presentation of the GAAP metrics and a reconciliation.

($ IN MILLIONS)

Page 6: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FY12 FY16 FY2020-22E

BUSINESS MODEL

6

Packaged

Mobile

Extra Content

Full Game

Downloads

Subscriptions

On a non-GAAP basis.

Page 7: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FUTURE GROWTH

PLATFORM

INDEPENDENCE

GENRE GEOGRAPHY DIGITAL PLAYER

NETWORK

7

Page 8: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

PLATFORM

INDEPENDENCE

LIMIT THE IMPACT OF

PLATFORM CHANGES

• Continue to diversify the product mix

towards live services to reduce or limit the

impact of technology changes

• Minimize the cost of transition to any new

platform with Frostbite

• Invest to stay ahead of the technology curve

8

Page 9: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

DIVERSIFIED REVENUE

-

1,000

2,000

3,000

4,000

5,000

6,000

FY13 FY14 FY15 FY16 FY17E

REVENUE OVER TIME ($ IN MILLIONS)

$3,793

$4,021

$4,319

$4,566

9

$4,900

New Releases

Catalog

Mobile

Live Services

Annual

Sports and

Live Services

On a non-GAAP basis. See the Appendix for a presentation of the GAAP metrics and a reconciliation.

Page 10: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

Note: Market data is based on a calendar year aligned with EA fiscal years for illustrative purposes (e.g., CY2014 = FY2015)

$0B

$5B

$10B

$15B

$20B

FY

96

FY

97

FY

98

FY

99

FY

00

FY

01

FY

02

FY

03

FY

04

FY

05

FY

06

FY

07

FY

08

FY

09

FY

10

FY

11

FY

12

FY

13

FY

14

FY

15

FY

16

HISTORICAL

CONSOLE CYCLES

10

Gen 1

95-'00 Cycle

Co

ns

ole

Ga

min

g M

ark

et

Siz

e

Gen 2

PS2/Xbox/NGC

Gen 3

PS3/X360/Wii

Gen 4

PS4/Xbox One/

Wii U

$27B

$51B

$105B

Source: NPD, GfK, Famitsu and EA internal estimates

Page 11: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

$1.7B

$2.8B

$2.1B

$0.4B

$0.9B$0.1B

$0.4B

$0.1B

$0.5B

FY02 FY07 FY15

$0B

$1B

$2B

$3B

$4B

$5B

$6B

BUSINESS MIX DURING

CONSOLE TRANSITIONS

11

EA

Dig

ita

l a

nd

Pa

ck

ag

ed

Go

od

s R

eve

nu

e

$1.7B

$3.0B

$4.3B

48%

Physical Revenue Digital Extra Content Subs/Ads/OtherFull Game Downloads Mobile

52%

On a non-GAAP basis. See the Appendix for a presentation of the GAAP metrics and a reconciliation.

Page 12: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

22%31% 23%

FY02 FY07 FY15

$0B

$1B

$2B

$3B

$4B

$5B

$6B

MANAGING THE COST

OF TRANSITION

EA

Re

ve

nu

e a

nd

R&

D E

xp

en

se

s

12

R&D Expenses as

% of Net Revenue

$1.7B

$3.0B

$4.3B

EA Net Revenue R&D Expenses %

Page 13: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

GENRE GROWTH

13

PC/Console

Software Market

$13.5B

Action Shooter Sports

Casual

& OtherRPG

Strategy

& Sim Fighting

Racing

1. Time periods: CY15 for market sizes, EA share calculated over last four years.”

2. Revenue models: packaged goods and full game downloads 3. Geo: US + Europe (W. EU and E. EU) Source: NPD, GfK, GSD, and EA internal estimates.

Page 14: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

GENRE GROWTH

EA

Segment Share10%

14

PC/Console

Software Market

$13.5B

Action Shooter Sports

Casual

& OtherRPG

Strategy

& Sim Fighting

Racing

33% 22% 3%

1. Time periods: CY15 for market sizes, EA share calculated over last four years.”

2. Revenue models: packaged goods and full game downloads 3. Geo: US + Europe (W. EU and E. EU) Source: NPD, GfK, GSD, and EA internal estimates.

2%1% 67%18%

Page 15: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

EA

Segment Share10%67%18% 33% 22% 3% 2%

GENRE GROWTH

15

PC/Console

Software Market

$13.5B

Action Shooter Sports

Casual

& OtherRPG

Strategy

& Sim Fighting

Racing

$6.2B Opportunity

ACTION SHOOTER

• Motive

• Star Wars

• BioWare

• Battlefield

• Battlefront

• Titanfall

1. Time periods: CY15 for market sizes, EA share calculated over last four years.”

2. Revenue models: packaged goods and full game downloads 3. Geo: US + Europe (W. EU and E. EU) Source: NPD, GfK, GSD, and EA internal estimates.

Page 16: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

GEOGRAPHIC GROWTH

THE LANDSCAPE

Total Market

Revenue

$44.1B

EA

Market

Revenue

12%8%

2%

Asia (excl. ME) LATAM

Eastern Europe

Middle

East

7%

Increased

Broadband

Penetration

Platform Mix

Evolving

China Japan S. KoreaOther

Asia

EA Consumer Revenue Data Source:

1. Mobile: AppAnnie

2. Console: EA net revenue to consumer revenue conversion from local teams

3. PC F2P: EA China & EA S. Korea

Market Size Data Source: NPD, GfK, Famitsu,

AppAnnie, and EA internal estimate 16

Page 17: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

DIGITAL GROWTH

FULL-GAME

DOWNLOADS

EXTRA

CONTENT

SUBSCRIPTIONS MOBILE

17

Page 18: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

DIGITAL GROWTH DRIVES

GM AND REVENUE

18On a non-GAAP basis. See the Appendix for a presentation of the GAAP metrics and a reconciliation.

FY12 FY16 FY2020-22E

Packaged

Mobile

Extra Content

Full Game

Downloads

Subscriptions

63.1%

71.4%

Gross

MarginMid

70s%

Page 19: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

DOWNLOADS DRIVE MARGINS

0% 25% 50% 75% 100%

FY16

FY16

FY15

FY12

SIGNIFICANT GROWTH POTENTIAL

DISKDIGITAL

DOWNLOAD

Low to

mid-60s%

19

Low to

mid-80s%

Gross

Margin

On a non-GAAP basis.

Page 20: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

199

7

199

8

199

9

200

0

200

1

200

2

200

3

200

4

200

5

200

6

200

7

200

8

200

9

201

0

201

1

201

2

201

3

201

4

201

5

201

6

EXTRA CONTENT ACCELERATES

TOP LINE GROWTH

FY NET REVENUE, NON-GAAP, $MILLIONS

FIFA FIFA + FIFA Ultimate Team

FY16 corrected for approx. $160M FX headwind

Page 21: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

199

7

199

8

199

9

200

0

200

1

200

2

200

3

200

4

200

5

200

6

200

7

200

8

200

9

201

0

201

1

201

2

201

3

201

4

201

5

201

6

EXTRA CONTENT ACCELERATES

TOP LINE GROWTH

FY NET REVENUE, NON-GAAP, $MILLIONS

FIFA FIFA + FIFA Ultimate Team

Addition of

FIFA Ultimate

Team

FY16 corrected for approx. $160M FX headwind

Page 22: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

0% 50% 100% 150% 200% 250% 300% 350% 400%

Subscribers

Non-Subscribers

TIM

E

PLAY FOR LONGER

SUBSCRIPTIONS GROWTH

0% 50% 100% 150% 200% 250% 300% 350% 400%

Subscribers

Non-Subscribers

GA

ME

S

PLAY MORE GAMES

0% 50% 100% 150% 200% 250% 300% 350% 400%

Subscribers

Non-Subscribers

MO

NE

Y

INVEST MORE

22Source: EA, EA estimates

SUBSCRIPTIONS ARE A KEY DRIVER OF PROFITABILITY

Page 23: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

Title 1

Title 2

Title 3

Title 4

Title 5

Title 6

Title 7

Title 8

Title 9

Title 10

Other

Q4 FY16

MOBILE GROWTH

FY16Net Revenue

by Title

DIVERSE…

Q3 FY12

LONG-LIVED…

FY17EFY12A

AND GROWING PROFITABLY.

Mobile

Revenue

19% CAGR

4 years and still growing

23On a non-GAAP basis.

Page 24: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

EA PLAYER NETWORK

EA’s OPPORTUNITY TO DRIVE LONG TERM GROWTH

• A connective tissue for the global gaming

population

• Persistent digital identity across devices

• Highly-relevant, socially connected

• Personalized experiences for players

around the world

24

Page 25: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

GROWTH

25

Organic Growth

Geographic

FY2020-22E

New Genres

Competitive

Gaming

Subscriptions Player

Network

FY16

Page 26: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

INVESTING TO

DRIVE GROWTH

SALES AND

MARKETING

G&APRODUCT

DEVELOPMENT

26

Page 27: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FY12 FY16 FY2020-22E

BUSINESS OPPORTUNITY

FUTURE

OPPORTUNITY

% DIGITAL

GROSS MARGIN

OPEX

OPERATING MARGIN

EARNINGS

FREE CASH FLOW

27

Packaged

Mobile

Extra Content

Full Game

Downloads

Subscriptions

On a non-GAAP basis.

Page 28: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

FY12 FY16 FY2020-22E

STRONG AND GROWING CASH GENERATION

Returned to shareholders Retained

$105

$1,130

FREE CASH FLOW

USES OF CASH

28

• Return to

shareholders

• Fund growth

Page 29: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

CONCLUSION

STRONG GROWTH:

REVENUE, EARNINGS AND

CASH GENERATION

• Engagement-driven strategy

• Leveraging digital to drive

growth and profitability

• Large untapped growth

opportunities

• Potential to leverage

player network

29

Page 30: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

APPENDIX

Page 31: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

NON-GAAP FINANCIAL MEASURES

Electronic Arts uses certain non-GAAP measures of financial performance. The presentation of these non-GAAP financial measures is not intended to beconsidered in isolation from, as a substitute for, or superior to, the financial information prepared and presented in accordance with GAAP, and may bedifferent from non-GAAP financial measures used by other companies. The non-GAAP financial measures used by Electronic Arts include: non-GAAP netrevenue, non-GAAP gross profit, non-GAAP operating income (loss), non-GAAP net income (loss) and non-GAAP diluted earnings (loss) per share andnon-GAAP diluted shares. These non-GAAP financial measures are adjusted for the items referenced below, as applicable in a given reporting period,from the Company’s financial statements. The adjustments to the non-GAAP financial measures exclude the following items (other than shares from theConvertible Bond Hedge, which are included):

• Acquisition-related expenses

• Amortization of debt discount and loss on conversion of notes

• Certain non-recurring litigation expenses

• Change in deferred net revenue (online-enabled games)

• College football settlement expenses

• Income tax adjustments

• Loss (gain) on strategic investments

• Loss on licensed intellectual property commitment (COGS)

• Restructuring

• Shares from convertible bond hedge

• Stock-based compensation

The Company uses a fixed, long-term projected tax rate internally to evaluate its operating performance, to forecast, plan and analyze future periods, andto assess the performance of its management team. Accordingly, the Company applies the same tax rate to its non-GAAP financial results. During fiscalyear 2016, the Company applied a tax rate of 22 percent to its non-GAAP financial results. For fiscal years 2014 and 2015, a 25 percent tax rate wasapplied, and during fiscal year 2013 and 2012, the Company applied a 28 percent tax rate. Based on a re-evaluation of the Company’s fixed, long-termprojected tax rate, beginning in fiscal year 2017, the Company will apply a tax rate of 21 percent to its non-GAAP financial results.

Electronic Arts believes that these non-GAAP financial measures, when taken together with the corresponding GAAP financial measures, providemeaningful supplemental information regarding the Company’s performance by adjusting for certain items that may not be indicative of the Company’score business, operating results or future outlook.

31

Page 32: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

32

FY17 GUIDANCE RECONCILIATION

The following table provides a reconciliation of the non-GAAP financial measures regarding Electronic Arts’ FY17 guidance to the nearest comparable GAAPfinancial measures. These are preliminary estimates and expectations based on current information as of May 10, 2016 and are subject to business and economicrisks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth herein. The reconciliationprovided below reflects rounding and other approximations.

These forward-looking statements are valid as of May 10, 2016 only. Electronic Arts assumes no obligation to update these forward-looking statements.

In millions, except per share data GAAP Guidance Acquisition-

related expenses

Amortization of

Debt Discount

and Loss on

Conversion of

Notes

Change in

Deferred Net

Revenue (online-

enabled games)

Shares from

Convertible

Bond Hedge

Stock-Based

Compensation

Tax

Adjustments

Non-GAAP

Guidance

Approximate Digital Net Revenue $ 2,800 100 $ 2,900

Approximate Packaged Goods &

Other Net Revenue $ 1,950 50 $ 2,000

Approximate Net Revenue $ 4,750 - - 150 - - - $ 4,900

Approximate Gross Margin % 71.0% 0.7% - 0.8% - - - 72.5%

Approximate Operating Expense $ 2,306 (6) - - - (200) - $ 2,100

Approximate Tax Expense $ 215 - - - - - 82 $ 297

Net Income $ 809 38 2 150 - 200 (82) $ 1,117

Earnings Per Share $ 2.53 $ 3.50

Number of shares used in computation

Diluted 320 - - - (1) - - 319

Page 33: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

33

HISTORICAL GAAP FINANCIALS

($ in millions) FY2012 FY2013 FY2014 FY2015 FY2016

Net Revenue $4,143 $3,797 $3,575 $4,515 $4,396

% Digital 28% 38% 51% 49% 55%

Gross Margin % 61.4% 63.4% 62.3% 68.3% 69.2%

Operating Expenses $2,510 $2,288 $2,195 $2,138 $2,144

Operating Margin % 0.8% 3.2% 0.9% 21.0% 20.4%

Net Income $76 $98 $8 $875 $1,156

Page 34: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

34

HISTORICAL GAAP TO NON-GAAP

REVENUE RECONCILIATION

($ in millions) FY2012 FY2013 FY2014 FY2015 FY2016

PG / Other $2,984 $2,357 $1,742 $2,316 $1,987

Digital 1,159 1,440 1,833 2,199 2,409

GAAP Net Revenue $4,143 $3,797 $3,575 $4,515 $4,396

Change in Deferred Net Revenue (online-enabled games):

PG / Other ($25) ($227) $486 ($227) $48

Digital 68 223 (40) 31 122

Total Change in Deferred Net

Revenue (online-enabled games):$43 ($4) $446 ($196) $170

PG / Other $2,959 $2,130 $2,228 $2,089 $2,035

Digital 1,227 1,663 1,793 2,230 2,531

Non-GAAP Net Revenue $4,186 $3,793 $4,021 $4,319 $4,566

Page 35: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue

35

HISTORICAL GAAP TO NON-GAAP

NET INCOME RECONCILIATION

($ in millions) FY2012 FY2013 FY2014 FY2015 FY2016

GAAP Net Income $76 $98 $8 $875 $1,156

.

Change in Deferred Net Revenue

(online-enabled games)43 (4) 446 (196) 170

Acquisition-Related Expenses 106 59 41 63 54

Stock-Based Compensation 170 164 150 144 178

Loss on Licensed IP Commitment - - - 122 -

College Football Settlement Expenses - - 48 (5) -

Restructuring & Other 16 27 (1) - -

Certain Non-Recurring Litigation Expenses 27 - - - -

Loss (Gain) on Strategic Investments - (39) - - -

Amortization of Debt Discount 14 20 21 22 27

Income Tax Adjustments (168) (61) (179) (219) (567)

Non-GAAP Net Income $284 $264 $534 $806 $1,018

Page 36: LONG TERM...7% Increased Broadband Penetration Platform Mix Evolving China Japan S. Korea Other Asia EA Consumer Revenue Data Source: 1. Mobile: AppAnnie 2. Console: EA net revenue