Electronic Arts Inc. vs Roblox Corporation: Strategic Comparison
Key Differences at a Glance
| Field | Electronic Arts Inc. | Roblox Corporation |
|---|---|---|
| Founded Year | 1982 | 2004 |
| Revenue | $7.6B | $3.6B |
| Employees | 13,600 | 2,100 |
| Market Cap | $39.0B | $45.0B |
| HQ Country | United States | United States |
| Business Model | Electronic Arts generates revenue through a highly diversified, digitally focused business model that is segmented into two primary categories: Digital and Retail, with the Digital segment overwhelmingly dominating the company's financial profile. | Roblox Corporation generates revenue through a highly specific, multi-layered economic model that functions as a closed-loop digital central bank, capturing approximately 75% of every dollar spent on its platform through a combination of app store fees, developer exchange payouts, infrastructure costs, and trust and safety operations. |
Quick Stats Comparison
| Metric | Electronic Arts Inc. | Roblox Corporation |
|---|---|---|
| Revenue | $7.6B | $3.6B |
| Founded | 1982 | 2004 |
| Headquarters | Redwood City, California | San Mateo, California |
| Market Cap | $39.0B | $45.0B |
| Employees | 13,600 | 2,100 |
Electronic Arts Inc. Revenue vs Roblox Corporation Revenue — Year by Year
| Year | Electronic Arts Inc. | Roblox Corporation | Leader |
|---|---|---|---|
| 2025 | N/A | $4.5B | Roblox Corporation |
| 2024 | $7.6B | $3.6B | Electronic Arts Inc. |
| 2023 | $7.3B | $2.8B | Electronic Arts Inc. |
| 2022 | $7.4B | N/A | Electronic Arts Inc. |
Electronic Arts Inc. Model
- Electronic Arts generates revenue through a highly diversified, digitally focused business model that is segmented into two primary categories: Digital and Retail, with the Digital segment overwhelmingly dominating the company's financial profile
- In fiscal year 2024, Digital net revenue reached $6
- 551 billion, accounting for 87% of total net revenue, while Retail net revenue contributed $1
- 011 billion, representing the remaining 13%
- Within the Digital segment, the company further categorizes its revenue into Live Services, Full Game and Content Downloads, and Mobile, with Live Services serving as the primary engine of growth and profitability
- Live services net revenue totaled $5
Roblox Corporation Model
- Roblox Corporation generates revenue through a highly specific, multi-layered economic model that functions as a closed-loop digital central bank, capturing approximately 75% of every dollar spent on its platform through a combination of app store fees, developer exchange payouts, infrastructure costs, and trust and safety operations
- The exact flow of money begins when a user purchases Robux, the platform's proprietary virtual currency, using real-world fiat currency through various payment processors, including credit cards, PayPal, and digital wallets, as well as through physical Roblox gift cards sold in retail stores
- When a user spends $1
- 00 to purchase Robux, the company records the entire $1
- 00 as deferred revenue on its balance sheet, rather than recognizing it immediately as income, in accordance with ASC 606 revenue recognition standards
- This deferred revenue is then recognized as GAAP revenue over time, specifically as the virtual items are consumed by the user or over the estimated useful life of the user relationship, which the company has determined to be approximately two years for paying users
Company-Specific SWOT Notes
Electronic Arts Inc.
Electronic Arts holds exclusive interactive rights to the NFL, UEFA, Formula 1, and the PGA Tour, creating an insurmountable barrier to entry in the sports simulation genre.
A significant portion of Electronic Arts' revenue and profit is concentrated in a small number of live service titles, primarily EA SPORTS FC, Madden NFL, and Apex Legends.
The global mobile gaming market represents a massive addressable market with billions of potential players.
Governments worldwide are increasingly scrutinizing randomized loot mechanics, with some countries already banning them as a form of unregulated gambling.
Roblox Corporation
Roblox pays approximately 24% of its total bookings to Apple and Google as app store fees, a structural disadvantage that consumes $989 million annually and significantly compresses its gross margins.
The 13+ user base is the fastest-growing segment on the platform, presenting a significant opportunity to increase monetization through immersive advertising formats and brand partnerships.
Epic Games is aggressively investing billions into Fortnite Creative and UEFN, offering developers a 40% revenue share and higher fidelity graphics tools, directly competing for developer mindshare and user engagement.
Head-to-Head Scorecard
| Category | Winner | Why |
|---|---|---|
| Revenue Scale | Electronic Arts Inc. | Electronic Arts Inc. reports the larger revenue base ($7.6B), which serves as a core operational scale signal. |
| Profitability Potential | Comparable | Both organizations prioritize market penetration or are at equivalent reporting tiers. |
| Company Age | Electronic Arts Inc. | Founded in 1982 vs 2004. The earlier pioneer typically commands longer historical institutional legacy. |
| Innovation Moat | Electronic Arts Inc. | Higher aggregate count of major acquisitions and key R&D releases indicates a more active technology absorption velocity. |
| Scale (Employees) | Electronic Arts Inc. | A significantly larger reported workforce supports enhanced global distribution capability. |
| Market Cap | Roblox Corporation | Higher public valuation denotes greater forward-looking investor conviction in earnings potential. |
| Future Outlook | Tied | Strategic auditing assesses that both maintain defensive leadership vectors within their core market clusters. |
Who Wins Each Category?
Electronic Arts Inc. reports the larger revenue base ($7.6B), which serves as a core operational scale signal.
Both organizations prioritize market penetration or are at equivalent reporting tiers.
Founded in 1982 vs 2004. The earlier pioneer typically commands longer historical institutional legacy.
Higher aggregate count of major acquisitions and key R&D releases indicates a more active technology absorption velocity.
A significantly larger reported workforce supports enhanced global distribution capability.
Who Wins: Electronic Arts Inc. or Roblox Corporation?
Reviewed by Swet Parvadiya, May 2026 - Author Profile
Our analysts compile business strategy profiles from public financial filings, press releases, and analyst reports. Each profile is reviewed for accuracy before publication by our editorial desk and updated on a rolling basis.
Frequently Asked Questions: Electronic Arts Inc. vs Roblox Corporation
Who earns more — Electronic Arts Inc. or Roblox Corporation?
Electronic Arts Inc. earns more with $7.6B in annual revenue versus Roblox Corporation's $3.6B. Electronic Arts Inc. leads on total revenue based on latest verified figures.
Which company has higher revenue — Electronic Arts Inc. or Roblox Corporation?
Electronic Arts Inc. reported $7.6B, while Roblox Corporation reported $3.6B. The revenue leader is Electronic Arts Inc. based on latest verified figures.
Electronic Arts Inc. revenue vs Roblox Corporation revenue — which is higher?
Electronic Arts Inc. revenue: $7.6B. Roblox Corporation revenue: $3.6B. Electronic Arts Inc. has the larger revenue base of the two companies.
Sources & References
- SEC EDGAR: Electronic Arts Inc. Annual Filings (10-K, 8-K)
- Electronic Arts Inc. Corporate Website
- Electronic Arts Inc. Annual Report 2024 - Revenue and Financial Data
- SEC EDGAR: Roblox Corporation Annual Filings (10-K, 8-K)
- Roblox Corporation Corporate Website
- Roblox Corporation Annual Report 2025 - Revenue and Financial Data