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Electronic Arts (MEX:EA) Cyclically Adjusted PB Ratio : 5.54 (As of May. 31, 2025)


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What is Electronic Arts Cyclically Adjusted PB Ratio?

As of today (2025-05-31), Electronic Arts's current share price is MXN2850.50. Electronic Arts's Cyclically Adjusted Book per Share for the quarter that ended in Mar. 2025 was MXN514.45. Electronic Arts's Cyclically Adjusted PB Ratio for today is 5.54.

The historical rank and industry rank for Electronic Arts's Cyclically Adjusted PB Ratio or its related term are showing as below:

MEX:EA' s Cyclically Adjusted PB Ratio Range Over the Past 10 Years
Min: 4.74   Med: 7.88   Max: 14.21
Current: 5.7

During the past years, Electronic Arts's highest Cyclically Adjusted PB Ratio was 14.21. The lowest was 4.74. And the median was 7.88.

MEX:EA's Cyclically Adjusted PB Ratio is ranked worse than
85.54% of 325 companies
in the Interactive Media industry
Industry Median: 1.68 vs MEX:EA: 5.70

The Shiller PE Ratio was first used by professor Robert Shiller. He uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings per share of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted PB Ratio. The Cyclically Adjusted Book per Share is the average of the inflation adjusted book value per share of a company over the past 10 years.

Electronic Arts's adjusted book value per share data for the three months ended in Mar. 2025 was MXN517.790. Add all the adjusted book value per share for the past 10 years together and divide the count will get our Cyclically Adjusted Book per Share, which is MXN514.45 for the trailing ten years ended in Mar. 2025.

Shiller PE for Stocks: The True Measure of Stock Valuation


Electronic Arts Cyclically Adjusted PB Ratio Historical Data

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.

* Premium members only.

Electronic Arts Cyclically Adjusted PB Ratio Chart

Electronic Arts Annual Data
Trend Mar16 Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24 Mar25
Cyclically Adjusted PB Ratio
Get a 7-Day Free Trial Premium Member Only Premium Member Only 9.19 7.09 5.86 5.74 5.73

Electronic Arts Quarterly Data
Jun20 Sep20 Dec20 Mar21 Jun21 Sep21 Dec21 Mar22 Jun22 Sep22 Dec22 Mar23 Jun23 Sep23 Dec23 Mar24 Jun24 Sep24 Dec24 Mar25
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 5.74 5.89 5.93 5.94 5.73

Competitive Comparison of Electronic Arts's Cyclically Adjusted PB Ratio

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's Cyclically Adjusted PB Ratio Distribution in the 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.


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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 PB Ratio for today is calculated as

Cyclically Adjusted PB Ratio=Share Price/ Cyclically Adjusted Book per Share
=2850.50/514.45
=5.54

* 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's Cyclically Adjusted Book per Share for the quarter that ended in Mar. 2025 is calculated as:

For example, Electronic Arts's adjusted Book Value per Share data for the three months ended in Mar. 2025 was:

Adj_Book=Book Value per Share/CPI of Mar. 2025 (Change)*Current CPI (Mar. 2025)
=517.79/134.9266*134.9266
=517.790

Current CPI (Mar. 2025) = 134.9266.

Electronic Arts Quarterly Data

Book Value per Share CPI Adj_Book
201506 168.304 100.684 225.544
201509 170.936 100.392 229.739
201512 167.069 99.792 225.889
201603 194.215 100.470 260.821
201606 228.312 101.688 302.940
201609 232.542 101.861 308.029
201612 238.338 101.863 315.701
201703 248.200 102.862 325.569
201706 262.424 103.349 342.606
201709 258.550 104.136 334.999
201712 261.391 104.011 339.085
201803 272.811 105.290 349.602
201806 338.873 106.317 430.064
201809 327.153 106.507 414.449
201812 348.603 105.998 443.743
201903 347.016 107.251 436.564
201906 420.844 108.070 525.431
201909 482.298 108.329 600.713
201912 469.037 108.420 583.707
202003 607.450 108.902 752.617
202006 621.324 108.767 770.757
202009 615.120 109.815 755.781
202012 550.000 109.897 675.267
202103 560.341 111.754 676.527
202106 539.767 114.631 635.331
202109 568.785 115.734 663.107
202112 554.096 117.630 635.574
202203 542.219 121.301 603.126
202206 550.974 125.017 594.648
202209 566.270 125.227 610.134
202212 535.325 125.222 576.813
202303 481.525 127.348 510.182
202306 462.684 128.729 484.961
202309 488.987 129.860 508.067
202312 476.774 129.419 497.062
202403 468.084 131.776 479.275
202406 511.324 132.554 520.477
202409 554.311 133.029 562.218
202412 591.029 133.157 598.883
202503 517.790 134.927 517.790

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  (MEX: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

Thank you for viewing the detailed overview of Electronic Arts's Cyclically Adjusted PB Ratio provided by GuruFocus.com. Please click on the following links to see related term pages.


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.