Electronic Arts Employee Count
FY2022 – FY2026
Electronic Arts (EA) employed 14,600 people in FY2026 — about $515.8K in revenue per employee and $60.8K in net income per employee.
Electronic Arts Employees by Year
Total employees per fiscal year — labels show year-over-year change
Over 5 years (FY2022–FY2026), Electronic Arts's workforce grew 3.1% a year while revenue grew 1.9% a year — slower than headcount, so output per employee slipped, which can pressure margins.
Understanding Employee Metrics
Employee count is the total headcount Electronic Arts reports in its annual filing, typically as of the fiscal year-end; where a company reports them, the figure includes part-time and seasonal staff, which can make retail and consumer headcounts swing with the calendar. Revenue per employee (revenue ÷ headcount) and net income per employee gauge workforce productivity — the higher and the more steadily they rise, the more output each employee generates. Comparing headcount growth with revenue growth shows operating leverage: revenue outpacing hiring means rising productivity, while headcount outpacing revenue can signal margin pressure. Productivity varies enormously by business model, so it is most meaningful compared with sector peers rather than across industries.
Electronic Arts Workforce Productivity
| Fiscal Year | Employees | YoY | Revenue / Employee | Net Income / Employee |
|---|---|---|---|---|
| FY2026 | 14,600 | +0.7% | $515.8K | $60.8K |
| FY2025 | 14,500 | +5.8% | $514.7K | $77.3K |
| FY2024 | 13,700 | +2.2% | $552.0K | $92.9K |
| FY2023 | 13,400 | +3.9% | $554.2K | $59.9K |
| FY2022 | 12,900 | +17.3% | $541.9K | $61.2K |
Per-employee figures use annual revenue and net income divided by fiscal year-end headcount. Dashes mark years without a matching income statement.
Frequently Asked Questions
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