Digital content nets 76 percent of EA's quarterly revenue

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.