Electronic Arts (BUE:EA) Cyclically Adjusted PB Ratio: (As of Aug. 15, 2026)

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What is Electronic Arts Cyclically Adjusted PB Ratio?

Note: If the price history is too short, we do not calculate current Cyclically Adjusted PB Ratio for this stock. All the historical data is shown as the company's primary share's data instead.

Shiller PE for Stocks: The True Measure of Stock Valuation


Electronic Arts  (BUE:EA) Cyclically Adjusted PB Ratio Explanation

Compared with the regular PB Ratio, which works poorly for cyclical businesses, the Cyclically Adjusted PB Ratio smoothed out the fluctuations of book value during business cycles. Therefore it is more accurate in reflecting the valuation of the company.

If a company has consistent business performance, the Cyclically Adjusted PB Ratio should give similar results to regular PB Ratio.


Electronic Arts Cyclically Adjusted PB Ratio Related Terms


Electronic Arts Cyclically Adjusted PB Ratio Historical Data

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The historical data trend for Electronic Arts's Cyclically Adjusted PB Ratio can be seen below:

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

Electronic Arts Cyclically Adjusted PB Ratio Chart

Electronic Arts Annual Data
Trend Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24 Mar25 Mar26
Cyclically Adjusted PB Ratio
Get a 7-Day Free Trial Premium Member Only Premium Member Only 7.09 5.86 5.74 5.73 7.51

Electronic Arts Quarterly Data
Sep21 Dec21 Mar22 Jun22 Sep22 Dec22 Mar23 Jun23 Sep23 Dec23 Mar24 Jun24 Sep24 Dec24 Mar25 Jun25 Sep25 Dec25 Mar26 Jun26
Cyclically Adjusted PB Ratio Get a 7-Day Free Trial Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only 6.21 7.72 7.75 7.51 7.40

BUE:EA vs TTWO, RBLX, NTES: Cyclically Adjusted PB Ratio Comparison

For the Electronic Gaming & Multimedia subindustry, Electronic Arts's Cyclically Adjusted PB Ratio, along with its competitors' market caps and Cyclically Adjusted PB Ratio data, can be viewed below:

* Competitive companies are chosen from companies within the same industry, with headquarter located in same country, with closest market capitalization; x-axis shows the market cap, and y-axis shows the term value; the bigger the dot, the larger the market cap. Note that "N/A" values will not show up in the chart.


Electronic Arts Cyclically Adjusted PB Ratio vs Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Electronic Arts's Cyclically Adjusted PB Ratio distribution charts can be found below:

* The bar in red indicates where Electronic Arts's Cyclically Adjusted PB Ratio falls into.



Electronic Arts Cyclically Adjusted PB Ratio Calculation

Like the Shiller PE Ratio, the Cyclically Adjusted PB Ratio takes the Book Value per Share from the past 10 years, adjusts it for inflation, and then calculates the average. This average is then used for the P/B calculation. Because it considers this 10-year average, it's often referred to as the CAPB Ratio.

The Shiller PE Ratio was first used by professor Robert Shiller to measure the valuation of the overall market. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted PB Ratio.

Electronic Arts's Cyclically Adjusted Book per Share for the quarter that ended in Jun. 2026 is calculated as:

For example, Electronic Arts's adjusted Book Value per Share data for the three months ended in Jun. 2026 was:

Adj_Book=Book Value per Share/CPI of Jun. 2026 (Change)*Current CPI (Jun. 2026)
=2948.66/333.9520*333.9520
=2,948.660

Current CPI (Jun. 2026) = 333.9520.

Electronic Arts Quarterly Data

Book Value per Share CPI Adj_Book
201609 12.814 241.428 17.725
201612 13.090 241.432 18.106
201703 14.516 243.801 19.884
201706 17.098 244.955 23.310
201709 17.832 246.819 24.127
201712 18.153 246.524 24.591
201803 21.612 249.554 28.921
201806 30.722 251.989 40.715
201809 45.973 252.439 60.818
201812 47.816 251.233 63.560
201903 49.949 254.202 65.619
201906 69.919 256.143 91.158
201909 97.591 256.759 126.931
201912 106.181 256.974 137.988
202003 114.856 258.115 148.602
202006 131.629 257.797 170.513
202009 147.657 260.280 189.451
202012 160.721 260.474 206.059
202103 176.380 264.877 222.377
202106 183.477 271.696 225.519
202109 193.199 274.310 235.205
202112 194.843 278.802 233.385
202203 208.855 287.504 242.597
202206 235.392 296.311 265.294
202209 279.405 296.808 314.371
202212 328.812 296.797 369.975
202303 376.958 301.836 417.067
202306 462.656 305.109 506.392
202309 701.705 307.789 761.352
202312 724.271 306.746 788.508
202403 1,697.289 312.332 1,814.777
202406 1,785.276 314.175 1,897.657
202409 1,911.283 315.301 2,024.341
202412 2,044.454 315.605 2,163.304
202503 1,927.215 319.799 2,012.506
202506 2,054.787 322.561 2,127.350
202509 2,334.147 324.800 2,399.917
202512 2,549.773 324.054 2,627.654
202603 2,694.556 330.213 2,725.066
202606 2,948.660 333.952 2,948.660

Add all the adjusted book value per share together and divide the count will get our Cyclically Adjusted Book per Share.

Please note that we use the CPI data of the country/region where the company is headquartered. If the CPI data for that country/region is not available, then we will use the CPI data of the United States as default.


Electronic Arts Business Description

Address 209 Redwood Shores Parkway, Redwood City, CA, USA, 94065
Electronic Arts is one of the largest global developers and publishers of video games. Its most important franchises are the Madden NFL and FC soccer games, which it releases annually. In 2024, it also relaunched its American college football game. Other major franchises include Apex Legends, Battlefield, and The Sims. Typically, about three-quarters of the firm's sales are from in-game spending, with the remainder coming from initial game sales.