1.
Our vision for the future of interactive football with EA SPORTS FC is to create the largest football club in the world, and we believe this is the right opportunity for us so that we can continue delivering innovation and growing to connect more fans on a global scale for years to come.
2.
The global adoption of mobile devices and a business model for those devices that allows consumers to try new games with no up-front cost, and that are monetized through a live service associated with the game, particularly extra content sales, has led to significant sales growth historically in the mobile gaming industry.
3.
Likewise, the consumer acceptance of free-to-play, live service-based, online PC and console games has broadened our consumer base and has begun to expand into the console market.
4.
Through our live services offerings, we offer our players high-quality experiences designed to provide value to players, and extend and enhance gameplay.
5.
We have been able to forecast revenue from these areas of our business with greater relative confidence than for new games, services and business models.
6.
We offer our players high-quality experiences designed to provide value to players and to extend and enhance gameplay.
7.
On a constant currency basis, we estimate that total net revenue would have been $1,957 million, up 9 percent year-over-year.•Live services and other net revenue was $1,259 million, up 7 percent year-over-year.•Gross margin was 69.8 percent, up 5 percentage points year-over-year.
8.
Extra content net revenue has increased as more players engage with our games and services, and purchase additional content designed to provide value to players and extend and enhance gameplay.
9.
During the pandemic, longer-term trends that benefit our business accelerated.
10.
We believe that we can add value to our network by making it easier for players to connect to a world of play by offering choice of business model, distribution channel and device.28Table of ContentsFinancial ResultsOur key financial results for our fiscal quarter ended December 31, 2022 were as follows:•Total net revenue was $1,881 million, up 5 percent year-over-year.
11.
In particular, we have historically derived a significant portion of our net revenue from our global football franchise, the annualized version of which is consistently one of the best-selling games in the marketplace.
12.
This increase was driven by a $238 million increase in net revenue primarily driven by year-over-year growth in both the FIFA franchise and Apex Legends, and the release of Need for Speed Unbound, partially offset by a $146 million decrease in net revenue primarily due to the prior year release of Battlefield 2042 and softness in our mobile portfolio.
13.
We expect them to continue to pursue and strengthen these businesses.
14.
Live services and other net revenue has increased and we have also experienced a significant increase in the percentage of our games purchased digitally over the past two fiscal years.
15.
This increase was driven by a $759 million increase in net revenue primarily driven by sales of extra content for Apex Legends, year-over-year growth in the FIFA franchise, Battlefield 2042, and the addition of Golf Clash, partially offset by a $373 million decrease in net revenue primarily due to the prior year release of Mass Effect Trilogy Remaster and the Star Wars and The Sims franchises.
16.
At our core is a portfolio of intellectual property from which we create innovative games and content that enable us to build on-going and meaningful relationships with a community of players, creators and viewers.
17.
In addition, the gaming, technology/internet, and entertainment industries have converged in recent years and larger, well-funded technology companies have strengthened their interactive entertainment capabilities resulting in more direct competition with us.
18.
As we continue to incorporate new business models and modalities of play into our games, our goal is to continue to look for opportunities to expand the re-occurring portion of our business.
19.
Live services and other net revenue for the nine months ended December 31, 2022 increased $376 million, or 10 percent, as compared to the nine months ended December 31, 2021.
20.
Net revenue for the nine months ended December 31, 2022 increased $386 million as compared to the nine months ended December 31, 2021.
21.
Net revenue for the three months ended December 31, 2022 increased $92 million as compared to the three months ended December 31, 2021.
22.
Live services and other net revenue for the three months ended December 31, 2022 increased $86 million, or 7 percent, as compared to the three months ended December 31, 2021.
23.
Increases in consumer adoption of digital purchase of games combined with increases in our live services revenue generally results in expansion of our gross margin, as costs associated with selling a game digitally is generally less than selling the same game through traditional retail and distribution channels.29Table of ContentsIncreased Competition.
24.
Full game net revenue for the three months ended December 31, 2022 increased $6 million, or 1 percent, as compared to the three months ended December 31, 2021.
25.
Full game net revenue for the nine months ended December 31, 2022 increased $10 million, or 1 percent, as compared to the nine months ended December 31, 2021.
26.
The well-being of our people is our top priority as conditions continue to fluctuate around the world.