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Electronic Arts vs Epic Games: Revenue, Profit and Business Model

Electronic Arts had $7.5B of annual revenue in FY2026. Epic Games had $5.7B (unaudited) of annual revenue in FY2024.

Latest financial snapshot

Electronic Arts

Latest annual revenue
$7.5B (FY2026)
Net income
Unavailable here
Net margin
—
Revenue growth
+5.0% a year, FY2017–FY2026

Epic Games

Latest annual revenue
$5.7B (unaudited) (FY2024)
Net income
Unavailable here
Net margin
—
Revenue growth
—

Financial summary

Electronic Arts

EA's finances are built on recurring digital spending. Fiscal 2026 net revenue was $7.531B, up from $7.463B in fiscal 2025, with net income of $887M and net bookings of $8.026B. In the first quarter of fiscal 2027 (ended June 30, 2026), net revenue rose about 19% year over year to $1.986B and net income nearly doubled to $397M, helped by Battlefield 6, EA SPORTS FC and American football. The August 2026 buyout loaded the company with significant acquisition debt, and Bloomberg reported that EA told debt investors it plans about $700M in annual cost savings. Electronic Arts Inc. (EA) is a colossal global video game publisher, commanding a market valuation frequently exceeding $35 billion.

Epic Games

Epic is private and does not release audited results, so revenue figures are third-party estimates. Sacra puts revenue at about $6.0 billion in 2022, $5.2 billion in 2023 and $5.7 billion in 2024. Epic's own disclosures are narrower: the Epic Games Store recorded $1.16 billion of PC player spend in 2025, about $400 million of it on third-party games. The last disclosed valuation was $31.5 billion, set in an April 2022 $2 billion round from Sony and Kirkbi; Disney added a $1.5 billion equity investment in 2024. Epic paid a combined $520 million in 2022 to settle FTC privacy and dark-pattern claims, and in March 2026 said spending exceeded income.

Revenue and profit by year

Electronic Arts

Electronic Arts revenue, net income, margin and growth by fiscal year
YearRevenueNet incomeMarginGrowthSource
FY2026$7.5B——+0.9%Source
FY2025$7.5B——-1.3%Source
FY2024$7.6B——+1.8%Source
FY2023$7.4B$802M10.8%+6.2%Source
FY2022$7B$789M11.3%+24.2%Source
FY2021$5.6B$837M14.9%+1.7%Source
FY2020$5.5B$3B54.9%+11.9%Source
FY2019$5B$1B20.6%-3.9%Source
FY2018$5.2B$1B20.3%+6.3%Source
FY2017$4.8B$967M20.0%—Source
Full Electronic Arts financials

Epic Games

Epic Games revenue, net income, margin and growth by fiscal year
YearRevenueNet incomeMarginGrowthSource
FY2024 (unaudited)$5.7B———Source
FY2023 (unaudited)$5.2B———Source
FY2022 (unaudited)$6B———Source
Full Epic Games financials

Where the revenue comes from

Electronic Arts

  • Live Services and Other

    71% of FY2026 net revenue

    Extra content, subscriptions, licensing, advertising, and ongoing monetization for sports, shooters, and other franchises.

  • Full Game Downloads

    Digital full-game revenue

    Digital sales of premium games on console, PC, and online stores.

  • Packaged Goods

    Physical full-game revenue

    Disc and physical retail sales, now smaller than digital and live-services revenue.

Epic Games

  • Fortnite In-Game Purchases

    Major estimated stream

    V-Bucks, passes, cosmetics, IP collaborations, and creator-linked experiences within Fortnite.

  • Unreal Engine Royalties and Licensing

    Significant

    Royalties and licenses from game developers, enterprises, film, simulation, and real-time 3D customers.

  • Epic Games Store and Publishing

    Supporting

    Store commissions, first-party sales, publishing economics, and ecosystem programs.

Business model and strategy

Electronic Arts

How it makes money

EA earns money in three ways. Live services and other revenue ($5.383B, or 71% of fiscal 2026 net revenue) comes from Ultimate Team packs and currency, seasonal passes, cosmetic items in Apex Legends, Sims expansion packs, the EA Play subscription, mobile in-app purchases, advertising and licensing.

Growth strategy

EA's growth strategy centers on its biggest franchises: expanding EA SPORTS FC, Madden NFL and College Football as year-round platforms, rebuilding Battlefield as a live service after Battlefield 6's 2025 launch, and broadening The Sims through new creator and multiplayer projects. Mobile remains a pillar after the 2021 Codemasters and Glu Mobile deals.

Competitive advantage

EA's moat is a mix of exclusive and long-term sports rights and the live-service systems built on them. It holds the exclusive NFL simulation license for Madden NFL, college football rights for EA SPORTS College Football, the Formula 1 license through Codemasters, and direct licensing deals with football leagues, clubs and players that let EA SPORTS FC keep authentic rosters after the FIFA name was dropped in 2023.

Electronic Arts business model in full

Epic Games

How it makes money

Epic makes money in three main ways. 1) Fortnite and other first-party games (Rocket League, Fall Guys) are free to play and earn revenue from V-Bucks, Battle Passes, cosmetics, IP collaborations and the Fortnite Crew subscription. Through Creator Economy 2.0, Epic pays 40% of Fortnite's net revenue into an engagement pool for island creators. 2) Unreal Engine is free to download;

Growth strategy

Epic is trying to turn Fortnite into a platform rather than a single game. It added LEGO Fortnite, Rocket Racing and Fortnite Festival in December 2023, opened Unreal Editor for Fortnite (UEFN) to creators in March 2023, and pays creators from a shared engagement pool. Disney's $1.5 billion investment funds a persistent Disney universe connected to Fortnite.

Competitive advantage

Epic controls both content and tools. Unreal Engine is a standard toolchain for high-end console and PC games and for virtual production in film, so developers who learn it rarely switch. Fortnite gives Epic a large cross-platform audience (972 million total accounts by 2025, per Epic) that brands such as Disney, Marvel, LEGO and music artists pay to reach.

Epic Games business model in full

Questions about Electronic Arts vs Epic Games

Which company has higher revenue — Electronic Arts Inc. or Epic Games, Inc.?

Electronic Arts Inc. had $7.5B (FY2026), while Epic Games, Inc. had $5.7B (unaudited) (FY2024). By latest annual revenue, Electronic Arts Inc. is the larger business, with Epic Games, Inc. showing a smaller revenue base. Note: these are from different fiscal years and are not a direct like-for-like comparison.

How does revenue per employee compare for Electronic Arts Inc. and Epic Games, Inc.?

Electronic Arts Inc. has $516k / employee in revenue per employee, while Epic Games, Inc. has $1.43M / employee. Headcounts may use different dates, so the ratio alone does not establish which business operates more efficiently.

How do Electronic Arts Inc. and Epic Games, Inc. make money?

Electronic Arts Inc. and Epic Games, Inc. generate revenue in fundamentally different ways. Electronic Arts Inc.: EA earns money in three ways. Epic Games, Inc.: Epic makes money in three main ways.

Is Electronic Arts Inc. bigger than Epic Games, Inc.?

By last reported revenue, Electronic Arts Inc. ($7.5B (FY2026)) is the larger company compared to Epic Games, Inc. ($5.7B (unaudited) (FY2024)). Revenue scale is one dimension of size — market capitalisation, employee count, and geographic reach are also relevant depending on the context.

Figures come from each company's filings and the sources linked beside them. Amounts reported in another currency are shown in US dollars at an approximate rate and marked with ~. Back to the Electronic Arts vs Epic Games overview

Content is for informational purposes only. Not financial advice. Data sourced from SEC filings, annual reports, and public records. See our full disclaimer and methodology.