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Electronic Arts vs Roblox: Revenue, Profit and Business Model

Electronic Arts had $7.5B of annual revenue in FY2026. Roblox had $4.9B of annual revenue in FY2025 and a net loss of $1.1B.

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

Roblox

Latest annual revenue
$4.9B (FY2025)
Net income
-$1.1B
Net margin
-21.8%
Revenue growth
+45.8% a year, FY2019–FY2025

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.

Roblox

Roblox has grown revenue every year since its 2021 listing, from $1.919B in 2021 to $4.891B in 2025, but it has not reported a GAAP annual profit in that period; the FY2025 net loss was $1.065B. Bookings grew faster than revenue in 2025 ($5.971B), helped by viral hits, and Q3 2025 bookings grew about 70%. Growth then slowed sharply: Q2 2026 bookings rose 8% to $1.557B, the net loss narrowed to $183M, free cash flow was $294M, and Roblox withdrew full-year 2026 guidance while forecasting Q3 2026 bookings of $1.576B to $1.653B. Roblox Corporation is a major American video game developer and platform creator, commanding a massive market valuation generally exceeding $20 billion.

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

Roblox

Roblox revenue, net income, margin and growth by fiscal year
YearRevenueNet incomeMarginGrowthSource
FY2025$4.9B-$1.1B-21.8%+35.8%Source
FY2024$3.6B-$935.4M-26.0%+28.7%Source
FY2023$2.8B-$1.2B-41.2%+25.8%Source
FY2022$2.2B-$924.4M-41.5%+15.9%Source
FY2021$1.9B-$491.7M-25.6%+107.7%Source
FY2020$923.9M-$253.3M-27.4%+81.7%Source
FY2019$508.4M-$71M-14.0%—Source
Full Roblox 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.

Roblox

  • Robux Sales

    Not formally reported

    Users buy Robux with real money through app stores, the web and gift cards and spend it on avatar items and inside creator-built experiences. Roblox keeps part of that spending.

  • Roblox Premium

    Not formally reported

    A subscription through which users also buy Robux.

  • Advertising

    Not formally reported

    Immersive and video ads, a smaller and newer revenue line.

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

Roblox

How it makes money

Users buy Robux with real money through app stores, the web, gift cards and the Roblox Premium subscription. They spend Robux on avatar items and inside creator-built experiences. Roblox keeps part of that spending, pays app store and payment processing fees, and lets eligible creators cash out earned Robux through the Developer Exchange (DevEx).

Growth strategy

Roblox is trying to grow beyond its younger core audience, raise spending per user, and diversify revenue. Its main levers are older users (13+ and 18+), international expansion (82% of Q2 2026 DAUs were outside the U.S. and Canada), advertising formats such as rewarded video, higher creator payouts to attract developers, and generative AI tools like its open-sourced Cube 3D model that make building faster.

Competitive advantage

Roblox does not have to fund most of its content. Creators build and update experiences because they can earn real money through DevEx, and those experiences attract users, whose spending in turn attracts more creators. A traditional publisher funds a limited slate of games; Roblox hosts millions of experiences built on one shared avatar, friend graph and currency.

Roblox business model in full

Questions about Electronic Arts vs Roblox

Which company has higher revenue — Electronic Arts Inc. or Roblox Corporation?

Electronic Arts Inc. had $7.5B (FY2026), while Roblox Corporation had $4.9B (FY2025). By latest annual revenue, Electronic Arts Inc. is the larger business, with Roblox Corporation showing a smaller revenue base. Note: these are from different fiscal years and are not a direct like-for-like comparison.

What is the market cap of Electronic Arts Inc. vs Roblox Corporation?

Roblox Corporation has a market capitalisation of $29.4B. A public market cap figure for Electronic Arts Inc. was not available (it may be privately held).

How does revenue per employee compare for Electronic Arts Inc. and Roblox Corporation?

Electronic Arts Inc. has $516k / employee in revenue per employee, while Roblox Corporation has $1.60M / employee. Headcounts may use different dates, so the ratio alone does not establish which business operates more efficiently.

How do Electronic Arts Inc. and Roblox Corporation make money?

Electronic Arts Inc. and Roblox Corporation generate revenue in fundamentally different ways. Electronic Arts Inc.: EA earns money in three ways. Roblox Corporation: Users buy Robux with real money through app stores, the web, gift cards and the Roblox Premium subscription.

Is Electronic Arts Inc. bigger than Roblox Corporation?

By last reported revenue, Electronic Arts Inc. ($7.5B (FY2026)) is the larger company compared to Roblox Corporation ($4.9B (FY2025)). 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 Roblox 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.