Electronic Arts (BUE:EA) Cyclically Adjusted PS Ratio: (As of Sep. 22, 2026)

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What is Electronic Arts Cyclically Adjusted PS Ratio?

Shiller PE for Stocks: The True Measure of Stock Valuation


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

Compared with the regular PS Ratio, which works poorly for cyclical businesses, the Cyclically Adjusted PS Ratio smoothed out the fluctuations of revenue 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 PS Ratio should give similar results to regular PS Ratio.


Electronic Arts Cyclically Adjusted PS Ratio Related Terms


Electronic Arts Cyclically Adjusted PS Ratio Historical Data

* Premium members only.

The historical data trend for Electronic Arts's Cyclically Adjusted PS 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 PS Ratio Chart

Electronic Arts Annual Data
Trend Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24 Mar25 Mar26
Cyclically Adjusted PS Ratio
Get a 7-Day Free Trial Premium Member Only Premium Member Only - 43.97 60.13 36.83 32.27

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 PS 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 32.11 44.05 38.42 31.76 30.04

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

For the Electronic Gaming & Multimedia subindustry, Electronic Arts's Cyclically Adjusted PS Ratio, along with its competitors' market caps and Cyclically Adjusted PS 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 PS Ratio vs Interactive Media Industry

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

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



Electronic Arts Cyclically Adjusted PS Ratio Calculation

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

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

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

Adj_RevenuePerShare=Revenue per Share/CPI of Jun. 2026 (Change)*Current CPI (Jun. 2026)
=793.626/333.9520*333.9520
=793.626

Current CPI (Jun. 2026) = 333.9520.

Electronic Arts Quarterly Data

Revenue per Share CPI Adj_RevenuePerShare
201609 3.108 241.428 4.299
201612 4.071 241.432 5.631
201703 5.409 243.801 7.409
201706 5.030 244.955 6.857
201709 3.737 246.819 5.056
201712 4.659 246.524 6.311
201803 7.262 249.554 9.718
201806 6.087 251.989 8.067
201809 9.308 252.439 12.314
201812 10.907 251.233 14.498
201903 11.302 254.202 14.848
201906 12.526 256.143 16.331
201909 15.774 256.759 20.516
201912 22.250 256.974 28.915
202003 20.701 258.115 26.783
202006 23.935 257.797 31.006
202009 20.530 260.280 26.341
202012 33.182 260.474 42.542
202103 29.837 264.877 37.618
202106 36.483 271.696 44.843
202109 44.617 274.310 54.318
202112 44.770 278.802 53.626
202203 48.841 287.504 56.732
202206 52.387 296.311 59.042
202209 63.978 296.808 71.985
202212 75.542 296.797 84.999
202303 92.318 301.836 102.141
202306 114.592 305.109 125.425
202309 155.862 307.789 169.111
202312 222.428 306.746 242.156
202403 392.083 312.332 419.223
202406 389.941 314.175 414.487
202409 512.160 315.301 542.456
202412 506.964 315.605 536.435
202503 548.154 319.799 572.413
202506 538.839 322.561 557.868
202509 696.283 324.800 715.902
202512 777.383 324.054 801.128
202603 853.374 330.213 863.037
202606 793.626 333.952 793.626

Add all the adjusted revenue per share together and divide 10 will get our Cyclically Adjusted Revenue 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.