Electronic Arts (BUE:EA) Cyclically Adjusted PS Ratio: (As of Aug. 07, 2026)

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What is Electronic Arts Cyclically Adjusted PS Ratio?

Note: If the price history is too short, we do not calculate current Cyclically Adjusted PS 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 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

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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 6.80 5.83 5.85 5.97 7.80

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 6.49 8.02 8.05 7.80 7.70

BUE:EA vs TTWO, RBLX, NTES: 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)
=827.241/333.9520*333.9520
=827.241

Current CPI (Jun. 2026) = 333.9520.

Electronic Arts Quarterly Data

Revenue per Share CPI Adj_RevenuePerShare
201609 3.179 241.428 4.397
201612 4.294 241.432 5.940
201703 5.355 243.801 7.335
201706 5.452 244.955 7.433
201709 3.885 246.819 5.256
201712 5.137 246.524 6.959
201803 7.298 249.554 9.766
201806 6.534 251.989 8.659
201809 11.011 252.439 14.566
201812 11.420 251.233 15.180
201903 11.408 254.202 14.987
201906 12.904 256.143 16.824
201909 18.192 256.759 23.661
201912 23.134 256.974 30.064
202003 21.059 258.115 27.246
202006 24.433 257.797 31.651
202009 20.831 260.280 26.727
202012 33.304 260.474 42.699
202103 29.659 264.877 37.394
202106 36.314 271.696 44.635
202109 44.437 274.310 54.099
202112 45.281 278.802 54.238
202203 49.284 287.504 57.246
202206 54.048 296.311 60.914
202209 67.732 296.808 76.208
202212 81.025 296.797 91.168
202303 96.158 301.836 106.389
202306 120.375 305.109 131.754
202309 175.894 307.789 190.846
202312 185.067 306.746 201.481
202403 393.594 312.332 420.839
202406 396.197 314.175 421.137
202409 516.853 315.301 547.426
202412 512.623 315.605 542.423
202503 559.286 319.799 584.038
202506 557.893 322.561 577.595
202509 707.876 324.800 727.822
202512 779.018 324.054 802.813
202603 836.894 330.213 846.370
202606 827.241 333.952 827.241

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.