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Electronic Arts (MEX:EA) Cyclically Adjusted Price-to-FCF : 20.72 (As of Jun. 04, 2025)


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What is Electronic Arts Cyclically Adjusted Price-to-FCF?

As of today (2025-06-04), Electronic Arts's current share price is MXN2850.50. Electronic Arts's Cyclically Adjusted FCF per Share for the quarter that ended in Mar. 2025 was MXN137.58. Electronic Arts's Cyclically Adjusted Price-to-FCF for today is 20.72.

The historical rank and industry rank for Electronic Arts's Cyclically Adjusted Price-to-FCF or its related term are showing as below:

MEX:EA' s Cyclically Adjusted Price-to-FCF Range Over the Past 10 Years
Min: 17.88   Med: 35.19   Max: 78.86
Current: 21.67

During the past years, Electronic Arts's highest Cyclically Adjusted Price-to-FCF was 78.86. The lowest was 17.88. And the median was 35.19.

MEX:EA's Cyclically Adjusted Price-to-FCF is ranked better than
51.77% of 141 companies
in the Interactive Media industry
Industry Median: 23.26 vs MEX:EA: 21.67

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 Price-to-FCF. The Cyclically Adjusted FCF per Share is the average of the inflation adjusted free cash flow per share of a company over the past 10 years.

Electronic Arts's adjusted free cash flow per share data for the three months ended in Mar. 2025 was MXN43.533. Add all the adjusted free cash flow per share for the past 10 years together and divide 10 will get our Cyclically Adjusted FCF per Share, which is MXN137.58 for the trailing ten years ended in Mar. 2025.

Shiller PE for Stocks: The True Measure of Stock Valuation


Electronic Arts Cyclically Adjusted Price-to-FCF Historical Data

The historical data trend for Electronic Arts's Cyclically Adjusted Price-to-FCF 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 Price-to-FCF Chart

Electronic Arts Annual Data
Trend Mar16 Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24 Mar25
Cyclically Adjusted Price-to-FCF
Get a 7-Day Free Trial Premium Member Only Premium Member Only 34.41 26.09 21.96 21.37 21.42

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 Price-to-FCF 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 21.37 22.12 22.61 22.45 21.42

Competitive Comparison of Electronic Arts's Cyclically Adjusted Price-to-FCF

For the Electronic Gaming & Multimedia subindustry, Electronic Arts's Cyclically Adjusted Price-to-FCF, along with its competitors' market caps and Cyclically Adjusted Price-to-FCF 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 Price-to-FCF Distribution in the Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Electronic Arts's Cyclically Adjusted Price-to-FCF distribution charts can be found below:

* The bar in red indicates where Electronic Arts's Cyclically Adjusted Price-to-FCF falls into.


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Electronic Arts Cyclically Adjusted Price-to-FCF Calculation

Like the Shiller PE Ratio, the Cyclically Adjusted Price-to-FCF takes the Free Cash Flow per Share from the past 10 years, adjusts it for inflation, and then calculates the average. This average is then used for the P/FCF calculation. Because it considers this 10-year average, it's often referred to as the CAPFCF 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 Price-to-FCF.

Electronic Arts's Cyclically Adjusted Price-to-FCF for today is calculated as

Cyclically Adjusted Price-to-FCF=Share Price/ Cyclically Adjusted FCF per Share
=2850.50/137.58
=20.72

* 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 FCF per Share for the quarter that ended in Mar. 2025 is calculated as:

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

Adj_FreeCashFlowPerShare=Free Cash Flow per Share/CPI of Mar. 2025 (Change)*Current CPI (Mar. 2025)
=43.533/134.9266*134.9266
=43.533

Current CPI (Mar. 2025) = 134.9266.

Electronic Arts Quarterly Data

Free Cash Flow per Share CPI Adj_FreeCashFlowPerShare
201506 -4.449 100.684 -5.962
201509 -0.487 100.392 -0.655
201512 47.991 99.792 64.887
201603 32.605 100.470 43.787
201606 -9.276 101.688 -12.308
201609 5.974 101.861 7.913
201612 75.664 101.863 100.224
201703 24.466 102.862 32.093
201706 8.258 103.349 10.781
201709 1.292 104.136 1.674
201712 52.606 104.011 68.242
201803 34.647 105.290 44.400
201806 5.578 106.317 7.079
201809 -9.566 106.507 -12.119
201812 60.261 105.998 76.707
201903 36.107 107.251 45.424
201906 7.260 108.070 9.064
201909 0.667 108.329 0.831
201912 69.025 108.420 85.900
202003 36.778 108.902 45.567
202006 26.876 108.767 33.340
202009 2.714 109.815 3.335
202012 74.527 109.897 91.501
202103 23.801 111.754 28.736
202106 -12.880 114.631 -15.160
202109 1.505 115.734 1.755
202112 106.961 117.630 122.689
202203 27.413 121.301 30.492
202206 -9.808 125.017 -10.585
202209 -11.896 125.227 -12.817
202212 75.389 125.222 81.232
202303 37.361 127.348 39.584
202306 19.647 128.729 20.593
202309 3.906 129.860 4.058
202312 75.914 129.419 79.144
202403 32.277 131.776 33.049
202406 8.203 132.554 8.350
202409 17.322 133.029 17.569
202412 92.552 133.157 93.782
202503 43.533 134.927 43.533

Add all the adjusted free cash flow per share together and divide 10 will get our Cyclically Adjusted FCF 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 Price-to-FCF Explanation

Compared with the regular Price-to-Free-Cash-Flow, which works poorly for cyclical businesses, the Cyclically Adjusted Price-to-FCF smoothed out the fluctuations of free cash flow 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 Price-to-FCF should give similar results to regular Price-to-Free-Cash-Flow.


Electronic Arts Cyclically Adjusted Price-to-FCF Related Terms

Thank you for viewing the detailed overview of Electronic Arts's Cyclically Adjusted Price-to-FCF 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.