Digital content nets 76 percent of EA's quarterly revenue
Nearly half from DLC and microtransactions
More than three quarters of Electronic Art's revenue from April through ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚJune came from digital sources. The publisher opened up its books f♔or investors and others today in its first-quarter statement for its 2014 fiscal year.
That digital revenue helped firm up a quarter with relatively few big launches, but where did it all come from? Nearly half was "extra content," or DLC and in-game microtransac💟tions like those found in FIFA Ultimate Team.
Speaking of FIFA Ultimate Team, EA plans to make it easy for dedicated players to transfer their progress from current-gen consoles to next-gen systems. Assuming you buy FIFA 14 on PS3 or Xbox 360 when it launches, then buy it again whe♕n it launches for PS4 and Xbox One over the holidays, all Ultimate Team account info a༒nd purchased FIFA points can transfer over.
澳洲幸运5开奖号码历史查询:Madden NFL 25's Ultimate Teams will transfer over similarly, though EA said it would ⛎rev🍌eal more about the process soon.
EA's total revenue for the quarter was $949 million, as compared to $955 million in the same period last year. Its net ꩲincome grew to $222 million from $201 million.
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I got a BA in journalism from Central Michigan University - though the best education I received there was from CM Life, its student-run newspaper. Long before that, I started pursuing my degree in video games by bugging my older brother to let me play Zelda on the Super Nintendo. I've previously been a news 💎intern for GameSpot, a news writer for CVG, and now I'm a staff writer here at GamesRadar.