CAUTIONARY NOTE ABOUT FORWARD-LOOKING STATEMENTS
This Quarterly Report on Form 10-Q contains forward-looking statements. We use words such as "anticipate," "believe," "expect," "intend," "estimate", "plan", "predict", "seek", "goal", "will", "may", "likely", "should", "could" (and the negative of any of these terms), "future" and similar expressions to identify forward-looking statements. In addition, any statements that refer to projections of our future financial performance, trends in our business, projections of markets relevant to our business, uncertain events and assumptions and other characterizations of future events or circumstances are forward-looking statements. Forward-looking statements consist of, among other things, statements related to the impact of the COVID-19 pandemic to our business, industry prospects, our future financial performance, and our business plans and objectives, and may include certain assumptions that underlie the forward-looking statements. These forward-looking statements are not guarantees of future performance and reflect management's current expectations. Our actual results could differ materially from those discussed in the forward-looking statements. Factors that might cause or contribute to such differences include those discussed in Part II, Item 1A of this Quarterly Report under the heading "Risk Factors" in, as well as in other documents we have filed with theSecurities and Exchange Commission ("SEC"), including our Annual Report on Form 10-K for the fiscal year endedMarch 31, 2020 . We assume no obligation to revise or update any forward-looking statement for any reason, except as required by law. OVERVIEW The following overview is a high-level discussion of our operating results, as well as some of the trends and drivers that affect our business. Management believes that an understanding of these trends and drivers provides important context for our results for the three months endedDecember 31, 2020 , as well as our future prospects. This summary is not intended to be exhaustive, nor is it intended to be a substitute for the detailed discussion and analysis provided elsewhere in this Form 10-Q, including in the remainder of "Management's Discussion and Analysis of Financial Condition and Results of Operations ("MD&A")," "Risk Factors," and the Condensed Consolidated Financial Statements and related Notes. Additional information can be found in the "Business" section of our Annual Report on Form 10-K for the fiscal year endedMarch 31, 2020 as filed with theSEC onMay 20, 2020 and in other documents we have filed with theSEC . AboutElectronic Arts Electronic Arts is a global leader in digital interactive entertainment. We develop, market, publish and deliver games, content and services that can be played and watched on game consoles, PCs, mobile phones and tablets. We believe that the breadth and depth of our portfolio, live services offerings, and our use of multiple business models and distribution channels provide us with strategic advantages. Our foundation is a collection of intellectual property from which we create innovative games and content that enables us to build on-going and meaningful relationships with a community of players, creators and viewers. Our portfolio includes brands that we either wholly own (such as Battlefield, The Sims, Apex Legends, Need for Speed and Plants v. Zombies) or license from others (such asFIFA , Madden NFL, UFC, NHL and Star Wars). We also offer our players high-quality experiences designed to provide value to players and extend and enhance gameplay. Our live services experiences include extra content, subscription offerings and other revenue generated outside of the sale of our base games. In addition, we are focused on reaching more players whenever and wherever they want to play. We believe that we can add value to our network by making it easier for players to connect to a world of play by offering choice of business model, distribution channel and device. 30 -------------------------------------------------------------------------------- Table of Contents Financial Results Our key financial results for our fiscal quarter endedDecember 31, 2020 were as follows: •Total net revenue was$1,673 million , up 5 percent year-over-year. •Live services and other net revenue was$951 million , up 5 percent year-over-year. •Gross margin was 64.1 percent, down 4 percentage points year-over-year. •Operating expenses were$821 million , up 13 percent year-over-year. •Operating income was$251 million , down 30 percent year-over-year. •Net income was$211 million with diluted earnings per share of$0.72 . •Operating cash flow was$1,124 million , up 2 percent year-over-year. •Total cash, cash equivalents and short-term investments were$6,710 million . •We repurchased 2.5 million shares of our common stock for$326 million . •InNovember 2020 , we initiated and declared a quarterly cash dividend of$0.17 per share of common stock. We paid cash dividends of$49 million during the quarter endedDecember 31, 2020 . •OnFebruary 1, 2021 , we declared a quarterly cash dividend of$0.17 per share of our common stock, payableMarch 24, 2021 to shareholders of record as of the close of business onMarch 3, 2021 . From time to time, we make comparisons of current periods to prior periods with reference to constant currency. For the fiscal quarter endedDecember 31, 2020 , foreign currency exchange rates did not have a material impact on our net revenue and operating expenses. Trends in Our Business COVID-19 Impact. We are closely monitoring the impact of the COVID-19 pandemic to our people and our business. Since the outbreak of COVID-19, we have focused on actions to support our people, our players, and communities around the world that have been affected by the COVID-19 pandemic. Our People: The wellbeing of our people is our top priority, and to keep everyone as safe as possible, the vast majority of our workforce will be working from home at least throughSeptember 2021 . We are offering support and resources to our people, including payments to assist with work from home costs and care needs, a pandemic care leave program, and additional services for mental and physical health. We have developed a detailed protocol for how we will evaluate the readiness to return to work for each of our offices around the world, accounting for guidance from health authorities and government, vaccine availability and effectiveness, the comfort level of our employees, and preparation of our facilities for continued physical distancing. Our Business: With more people staying home, we have seen growth in our business and across the industry. We have continued to execute against our plans, delivering ten new games so far in fiscal 2021, bringing our games to new platforms and adding tens of millions of new players to our network. We have seen a significant increase in digital sales that appears resilient. Live services net bookings for the nine months endedDecember 31, 2020 increased more than 26 percent year-over-year. We have also experienced a significant increase in the percentage of our games purchased digitally, and we believe this step-up is likely a permanent structural change driven by shelter-in-place orders resulting from the COVID-19 pandemic. Future Outlook: The full extent of the impact of the COVID-19 pandemic to our business, operations and financial results will depend on numerous evolving factors that we may not be able to predict. For example, we do not know how our products and services will be impacted as the response to the COVID-19 pandemic evolves. Engagement and net bookings could subside as a result of macroeconomic deterioration or other challenges. Additional factors that could impact our business include: our ability to continue to deliver new games and services in a distributed work environment, impacts to our key business partners, foreign exchange rate fluctuations, and other factors included in Part II, Item 1A of this Quarterly Report under the heading "Risk Factors". 31 -------------------------------------------------------------------------------- Table of Contents Live Services Business. We offer our players high-quality experiences designed to provide value to players and to extend and enhance gameplay. These live services include extra content, subscription offerings and other revenue generated outside of the sale of our base games. Our net revenue attributable to live services and other was$3,951 million ,$3,550 million and$3,133 million for the trailing twelve months endedDecember 31, 2020 , 2019 and 2018, respectively, and we expect that live services net revenue will continue to be material to our business. Within live services and other, net revenue attributable to extra content was$3,073 million ,$2,728 million and$2,268 million for the trailing twelve months endedDecember 31, 2020 , 2019 and 2018, respectively. Extra content net revenue has increased as players engage with our games and services over longer periods of time, and purchase additional content designed to provide value to players and extend and enhance gameplay. Our most popular live service is the extra content purchased for the Ultimate Team mode associated with our sports franchises. Ultimate Team allows players to collect current and former professional players in order to build and compete as a personalized team. Net revenue from extra content sales for Ultimate Team was$1,491 million ,$1,369 million and$1,180 million during fiscal years 2020, 2019 and 2018, respectively, a substantial portion of which was derived fromFIFA Ultimate Team. Digital Delivery of Games. In our industry, players increasingly purchase games digitally as opposed to purchasing physical discs. While this trend, as applied to our business, may not be linear because of product mix during a fiscal year, consumer buying patterns and other factors, over time we expect players to purchase an increasingly higher proportion of our games digitally; therefore we expect net revenue attributable to digital full game downloads to increase over time and net revenue attributable to sales of packaged goods to decrease. Our net revenue attributable to digital full game downloads was$811 million ,$681 million and$714 million during fiscal years 2020, 2019 and 2018, respectively; while our net revenue attributable to packaged goods sales decreased from$1,542 million in fiscal year 2018 to$1,112 million in fiscal year 2019 and$1,076 million in fiscal year 2020. In addition, as measured based on total units sold on Microsoft's Xbox One and Sony's PlayStation 4 rather than by net revenue, we estimate that 49 percent, 49 percent, and 39 percent of our total units sold during fiscal years 2020, 2019 and 2018 were sold digitally. Digital full game units are based on sales information provided by Microsoft and Sony; packaged goods units sold through are estimated by obtaining data from significant retail partners inNorth America ,Europe andAsia , and applying internal sales estimates with respect to retail partners from which we do not obtain data. We believe that these percentages are reasonable estimates of the proportion of our games that are digitally downloaded in relation to our total number of units sold for the applicable period of measurement. We expect the long-term trends in revenue and in the percentage of games digitally downloaded to continue. During fiscal year 2021, the percentage of our games purchased digitally has increased significantly and we believe this step-up is likely a permanent structural change driven by shelter-in-place orders resulting from the COVID-19 pandemic. Increases in consumer adoption of digital purchase of games combined with increases in our live services revenue generally results in expansion of our gross margin, as costs associated with selling a game digitally is generally less than selling the same game through traditional retail and distribution channels. Free-to-Play Games. The global adoption of mobile devices and a business model for those devices that allows consumers to try new games with no up-front cost, and that are monetized through a live service associated with the game, particularly extra content sales, has led to significant sales growth in the mobile gaming industry. Similarly, sales of extra content are the primary driver of our mobile business. We expect the mobile gaming industry to continue to grow during our 2021 fiscal year. Likewise, the consumer acceptance of free-to-play, live service-based, online PC games has broadened our consumer base and has begun to expand into the console market. For example, within our business, we offer Apex Legends as a free-to-play, live service-based PC and console game. We expect extra content revenue generated from mobile, PC and console free-to-play games to remain an important part of our business. Concentration of Sales Among the Most Popular Games. In all major segments of our industry, we see a large portion of games sales concentrated on the most popular titles. Similarly, a significant portion of our revenue historically has been derived from games based on a few popular franchises, several of which we have released on an annual or bi-annual basis. In particular, we have historically derived a significant portion of our net revenue from our largest and most popular game,FIFA , the annualized version of which is consistently one of the best-selling games in the marketplace. Recurring Revenue Sources. Our business model includes revenue that we deem recurring in nature, such as revenue from our annualized sports franchises (e.g.,FIFA , Madden NFL), our console, PC and mobile catalog titles (i.e., titles that did not launch in the current fiscal year), and our live services. We have been able to forecast revenue from these areas of our business with greater relative confidence than for new games, services and business models. As we continue to incorporate new business models and modalities of play into our games, our goal is to continue to look for opportunities to expand the recurring portion of our business. 32 -------------------------------------------------------------------------------- Table of Contents Net Bookings. In order to improve transparency into our business, we disclose an operating performance metric, net bookings. Net bookings is defined as the net amount of products and services sold digitally or sold-in physically in the period. Net bookings is calculated by adding total net revenue to the change in deferred net revenue for online-enabled games. The following is a calculation of our total net bookings for the periods presented: Three Months Ended Nine Months Ended December 31, December 31, (In millions) 2020 2019 2020 2019 Total net revenue$ 1,673 $ 1,593 $ 4,283 $ 4,150 Change in deferred net revenue (online-enabled games) 727 428 417 (34) Net bookings (a)$ 2,400 $ 2,021 $ 4,700 $ 4,116 (a) At the beginning of fiscal year 2021, we changed the way in which we present net bookings to align with GAAP net revenue measures. Net bookings from mobile platform partners are now presented gross of platform provider fees. Historically, we presented net bookings from these partners net of platform fees. Net bookings for the three and nine months endedDecember 31, 2019 has been recast for comparability. Net bookings were$2,400 million for the three months endedDecember 31, 2020 driven by sales related toFIFA 21, Madden NFL 21, Apex Legends, and The Sims 4. Net bookings increased$379 million or 19 percent as compared to the three months endedDecember 31, 2019 primarily driven by theFIFA franchise due to year-over-year change in the launch date of ourFIFA console title from the second quarter in fiscal year 2020 to the third quarter in fiscal year 2021, Apex Legends, Star Wars: Squadrons, and the Madden franchise, partially offset by Star Wars Jedi: Fallen Order and Need for Speed Heat. Live services and other net bookings were$1,542 million for the three months endedDecember 31, 2020 , and increased$301 million or 24 percent as compared to the three months endedDecember 31, 2019 . The increase in live services and other net bookings was due primarily to an increase in sales of extra content for Ultimate Team and Apex Legends. Full game net bookings were$858 million for the three months endedDecember 31, 2020 , and increased$78 million or 10 percent as compared to the three months endedDecember 31, 2019 due toFIFA 21, Star Wars: Squadrons, and NHL 21, partially offset by Star Wars Jedi: Fallen Order and Need for Speed Heat. Recent Developments Acquisition of Codemasters. OnDecember 14, 2020 , we issued an announcement pursuant to Rule 2.7 of the United Kingdom City Code on Takeovers and Mergers disclosing the terms of an all-cash offer to acquire the entire issued and to be issued ordinary shares of Codemasters. Under the terms of the offer, Codemasters' shareholders will receive604 pence in cash for each ordinary share of Codemasters (implying an equity value of approximately £945 million, or$1.3 billion using the latest practicable exchange rate). OnFebruary 3, 2021 , the requisite majority of Codemasters' shareholders voted to approve the Codemasters acquisition. The transaction remains subject to, among other things, satisfaction or waiver of customary closing conditions. The acquisition is anticipated to close inFebruary 2021 . We intend to fund this acquisition with existing cash on hand. Codemasters is aUK -based game developer and publisher of high-quality racing games across console, PC and mobile. Its franchises include DiRT®, GRID®, Project CARS and the official F1® series of videogames. Acquisition of Glu Mobile. OnFebruary 8, 2021 , we announced that we entered into a definitive merger agreement to acquire Glu Mobile Inc., a leading global developer and publisher of mobile games ("Glu"), (the "Glu acquisition"). Under the terms of the merger agreement, Glu shareholders will receive$12.50 in cash for each outstanding share of Glu common stock, representing an equity value of approximately$2.4 billion , and a total enterprise value of approximately$2.1 billion including Glu's net cash of$364 million . The merger agreement also provides that we will assume all outstanding unvested equity awards held by Glu employees. The consummation of the Glu acquisition is subject to certain customary closing conditions, including antitrust clearances. The Glu acquisition is expected to close in the first quarter of fiscal 2022. We intend to fund this acquisition with existing cash on hand and any financing we may do from time to time. 33
-------------------------------------------------------------------------------- Table of Contents CRITICAL ACCOUNTING POLICIES AND ESTIMATES Our Consolidated Financial Statements have been prepared in accordance with accounting principles generally accepted inthe United States ("U.S. GAAP"). The preparation of these Consolidated Financial Statements requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities, contingent assets and liabilities, and revenue and expenses during the reporting periods. The policies discussed below are considered by management to be critical because they are not only important to the portrayal of our financial condition and results of operations, but also because application and interpretation of these policies requires both management judgment and estimates of matters that are inherently uncertain and unknown, including uncertainty in the current economic environment due to the COVID-19 pandemic. As a result, actual results may differ materially from our estimates. Revenue Recognition We derive revenue principally from sales of our games, and related extra content and services that can be played on game consoles, PCs, mobile phones and tablets. Our product and service offerings include, but are not limited to, the following: •full games with both online and offline functionality ("Games with Services"), which generally includes (1) the initial game delivered digitally or via physical disc at the time of sale and typically provide access to offline core game content ("software license"); (2) updates on a when-and-if-available basis, such as software patches or updates, and/or additional free content to be delivered in the future ("future update rights"); and (3) a hosted connection for online playability ("online hosting"); •full games with online-only functionality which require an Internet connection to access all gameplay and functionality ("Online-Hosted Service Games"); •extra content related to Games with Services and Online-Hosted Service Games which provides access to additional in-game content; •subscriptions, such as EA Play and EA Play Pro, that generally offers access to a selection of full games, in-game content, online services and other benefits typically for a recurring monthly or annual fee; and •licensing to third parties to distribute and host our games and content. We evaluate and recognize revenue by: •identifying the contract(s) with the customer; •identifying the performance obligations in the contract; •determining the transaction price; •allocating the transaction price to performance obligations in the contract; and •recognizing revenue as each performance obligation is satisfied through the transfer of a promised good or service to a customer (i.e., "transfer of control"). Certain of our full game and/or extra content are sold to resellers with a contingency that the full game and/or extra content cannot be resold prior to a specific date ("Street Date Contingency"). We recognize revenue for transactions that have a Street Date Contingency when the Street Date Contingency is removed and the full game and/or extra content can be resold by the reseller. For digital full game and/or extra content downloads sold to customers, we recognize revenue when the full game and/or extra content is made available for download to the customer. Online-Enabled Games Games with Services. Our sales of Games with Services are evaluated to determine whether the software license, future update rights and the online hosting are distinct and separable. Sales of Games with Services are generally determined to have three distinct performance obligations: software license, future update rights, and the online hosting. Since we do not sell the performance obligations on a stand-alone basis, we consider market conditions and other observable inputs to estimate the stand-alone selling price for each performance obligation. For Games with Services, generally 75 percent of the sales price is allocated to the software license performance obligation and recognized at a point in time when control of the license has been transferred to the customer (which is usually at or near the same time as the booking of the transaction). The remaining 25 percent is allocated to the future update rights and the online hosting performance obligations and recognized ratably as the service is provided (over the Estimated Offering Period). 34 -------------------------------------------------------------------------------- Table of Contents Online-Hosted Service Games. Sales of our Online-Hosted Service Games are determined to have one distinct performance obligation: the online hosting. We recognize revenue from these arrangements as the service is provided. Extra Content. Revenue received from sales of downloadable content are derived primarily from the sale of virtual currencies and digital in-game content that enhance players' game experience. Sales of extra content are accounted for in a manner consistent with the treatment for our Games with Services and Online-Hosted Service Games as discussed above, depending upon whether or not the extra content has offline functionality. That is, if the extra content has offline functionality, then the extra content is accounted for similarly to Games with Services (generally determined to have three distinct performance obligations: software license, future update rights, and the online hosting). If the extra content does not have offline functionality, then the extra content is determined to have one distinct performance obligation: the online-hosted service offering. Subscriptions Sales of our subscriptions are deemed to be one performance obligation and we recognize revenue from these arrangements ratably over the subscription term as the performance obligation is satisfied. Licensing Revenue In certain countries, we utilize third-party licensees to distribute and host our games and content in accordance with license agreements, for which the licensees typically pay us a fixed minimum guarantee and/or sales-based royalties. These arrangements typically include multiple performance obligations, such as a time-based license of software and future update rights. We recognize as revenue a portion of the minimum guarantee when we transfer control of the license of software (generally upon commercial launch) and the remaining portion ratably over the contractual term in which we provide the licensee with future update rights. Any sales-based royalties are generally recognized as the related sales occur by the licensee. Significant Judgments around Revenue Arrangements Identifying performance obligations. Performance obligations promised in a contract are identified based on the goods and services that will be transferred to the customer that are both capable of being distinct, (i.e., the customer can benefit from the goods or services either on its own or together with other resources that are readily available), and are distinct in the context of the contract (i.e., it is separately identifiable from other goods or services in the contract). To the extent a contract includes multiple promises, we must apply judgment to determine whether those promises are separate and distinct performance obligations. If these criteria are not met, the promises are accounted for as a combined performance obligation. Determining the transaction price. The transaction price is determined based on the consideration that we will be entitled to receive in exchange for transferring our goods and services to the customer. Determining the transaction price often requires judgment, based on an assessment of contractual terms and business practices. It further includes review of variable consideration such as discounts, sales returns, price protection, and rebates, which is estimated at the time of the transaction. In addition, the transaction price does not include an estimate of the variable consideration related to sales-based royalties. Sales-based royalties are recognized as the sales occur. Allocating the transaction price. Allocating the transaction price requires that we determine an estimate of the relative stand-alone selling price for each distinct performance obligation. Determining the relative stand-alone selling price is inherently subjective, especially in situations where we do not sell the performance obligation on a stand-alone basis (which occurs in the majority of our transactions). In those situations, we determine the relative stand-alone selling price based on various observable inputs using all information that is reasonably available. Examples of observable inputs and information include: historical internal pricing data, cost plus margin analyses, third-party external pricing of similar or same products and services such as software licenses and maintenance support within the enterprise software industry. The results of our analysis resulted in a specific percentage of the transaction price being allocated to each performance obligation. 35 -------------------------------------------------------------------------------- Table of Contents Determining the Estimated Offering Period. The offering period is the period in which we offer to provide the future update rights and/or online hosting for the game and related extra content sold. Because the offering period is not an explicitly defined period, we must make an estimate of the offering period for the service related performance obligations (i.e., future update rights and online hosting). Determining the Estimated Offering Period is inherently subjective and is subject to regular revision. Generally, we consider the average period of time customers are online when estimating the offering period. We also consider the estimated period of time between the date a game unit is sold to a reseller and the date the reseller sells the game unit to the customer (i.e., time in channel). Based on these two factors, we then consider the method of distribution. For example, games and extra content sold at retail would have a composite offering period equal to the online gameplay period plus time in channel as opposed to digitally-distributed games and extra content which are delivered immediately via digital download and therefore, the offering period is estimated to be only the online gameplay period. Additionally, we consider results from prior analyses, known and expected online gameplay trends, as well as disclosed service periods for competitors' games in determining the Estimated Offering Period for future sales. We believe this provides a reasonable depiction of the transfer of future update rights and online hosting to our customers, as it is the best representation of the time period during which our games and extra content are played. We recognize revenue for future update rights and online hosting performance obligations ratably on a straight-line basis over this period as there is a consistent pattern of delivery for these performance obligations. Prior toJuly 1, 2020 , these performance obligations were generally recognized over an estimated nine-month period beginning in the month after shipment for games and extra content sold through retail and an estimated six-month period for digitally-distributed games and extra content beginning in the month of sale. During the three months endedSeptember 30, 2020 , we completed our annual evaluation of the Estimated Offering Period, and noted that generally, consumers were playing our games for longer periods of time as players engage with services we provide that are designed to enhance and extend gameplay. Based on this, we concluded that the Estimated Offering Period applied to sales made afterJune 30, 2020 should be lengthened. Revenues for service related performance obligations for games and extra content sold through retail are now recognized over an estimated ten-month period beginning in the month of sale, and revenues for service related performance obligations for digitally-distributed games and extra content are now recognized over an estimated eight-month period beginning in the month of sale, which results in revenue being recognized over a longer period of time. This change in Estimated Offering Period did not impact the amount of net bookings or the operating cash flows that we report. We expect that this change will move the recognition of approximately$300 million in net revenue from fiscal year 2021 into fiscal year 2022. During the three months endedDecember 31, 2020 , this change to our Estimated Offering Period resulted in an estimated decrease in net revenue of$125 million and net income of$105 million , and a decrease of$0.36 diluted earnings per share. During the nine months endedDecember 31, 2020 , this change to our Estimated Offering Period resulted in an estimated decrease in net revenue of$151 million and net income of$125 million , and a decrease of$0.43 diluted earnings per share. Principal Agent Considerations We evaluate sales to end customers of our full games and related content via third-party storefronts, including digital storefronts such asMicrosoft's Xbox Store ,Sony's PlayStation Store ,Apple App Store , andGoogle Play Store , in order to determine whether or not we are acting as the principal in the sale to the end customer, which we consider in determining if revenue should be reported gross or net of fees retained by the third-party storefront. An entity is the principal if it controls a good or service before it is transferred to the end customer. Key indicators that we evaluate in determining gross versus net treatment include but are not limited to the following: •the underlying contract terms and conditions between the various parties to the transaction; •which party is primarily responsible for fulfilling the promise to provide the specified good or service to the end customer; •which party has inventory risk before the specified good or service has been transferred to the end customer; and •which party has discretion in establishing the price for the specified good or service. Based on an evaluation of the above indicators, except as discussed below, we have determined that generally the third party is considered the principal to end customers for the sale of our full games and related content. We therefore report revenue related to these arrangements net of the fees retained by the storefront. However, for sales arrangements viaApple App Store andGoogle Play Store , EA is considered the principal to the end customer and thus, we report revenue on a gross basis and mobile platform fees are reported within cost of revenue. 36 -------------------------------------------------------------------------------- Table of Contents Income Taxes We recognize deferred tax assets and liabilities for both (1) the expected impact of differences between the financial statement amount and the tax basis of assets and liabilities and (2) the expected future tax benefit to be derived from tax losses and tax credit carryforwards. We record a valuation allowance against deferred tax assets when it is considered more likely than not that all or a portion of our deferred tax assets will not be realized. In making this determination, we are required to give significant weight to evidence that can be objectively verified. It is generally difficult to conclude that a valuation allowance is not needed when there is significant negative evidence, such as cumulative losses in recent years. Forecasts of future taxable income are considered to be less objective than past results. Therefore, cumulative losses weigh heavily in the overall assessment. In addition to considering forecasts of future taxable income, we are also required to evaluate and quantify other possible sources of taxable income in order to assess the realization of our deferred tax assets, namely the reversal of existing deferred tax liabilities, the carryback of losses and credits as allowed under current tax law, and the implementation of tax planning strategies. Evaluating and quantifying these amounts involves significant judgments. Each source of income must be evaluated based on all positive and negative evidence and; this evaluation may involve assumptions about future activity. Certain taxable temporary differences that are not expected to reverse during the carry forward periods permitted by tax law cannot be considered as a source of future taxable income that may be available to realize the benefit of deferred tax assets. Every quarter, we perform a realizability analysis to evaluate whether it is more likely than not that all or a portion of our deferred tax assets will not be realized. Our Swiss deferred tax assets realizability analysis relies upon future Swiss taxable income as the primary source of taxable income but considers all available sources of Swiss income based on the positive and negative evidence. We give more weight to evidence that can be objectively verified. However, there is significant judgment involved in estimating future Swiss taxable income over the 20-year period over which the Swiss deferred tax assets will reverse, specifically related to assumptions about expected growth rates of future Swiss taxable income, which are based primarily on third party market and industry growth data. Actual results that differ materially from those estimates could have a material impact on our valuation allowance assessment. Although objectively verifiable, Swiss interest rates have an impact on the valuation allowance and are based on published Swiss guidance. Any significant changes to such interest rates could result in a material impact to the valuation allowance.Switzerland has a seven-year carryforward period and does not permit the carry back of losses. Changes in Estimated Offering Period could also impact the utilization of our Swiss deferred tax assets. We do not recognize any deferred taxes related to theU.S. taxes on foreign earnings as we recognize these taxes as a period cost. As part of the process of preparing our Consolidated Financial Statements, we are required to estimate our income taxes in each jurisdiction in which we operate prior to the completion and filing of tax returns for such periods. This process requires estimating both our geographic mix of income and our uncertain tax positions in each jurisdiction where we operate. These estimates involve complex issues and require us to make judgments about the likely application of the tax law to our situation, as well as with respect to other matters, such as anticipating the positions that we will take on tax returns prior to our preparing the returns and the outcomes of disputes with tax authorities. The ultimate resolution of these issues may take extended periods of time due to examinations by tax authorities and statutes of limitations. In addition, changes in our business, including acquisitions, changes in our international corporate structure, changes in the geographic location of business functions or assets, changes in the geographic mix and amount of income, as well as changes in our agreements with tax authorities, valuation allowances, applicable accounting rules, applicable tax laws and regulations, rulings and interpretations thereof, developments in tax audit and other matters, and variations in the estimated and actual level of annual pre-tax income can affect the overall effective tax rate.
IMPACT OF RECENTLY ISSUED ACCOUNTING STANDARDS The information under the subheading "Other Recently Issued Accounting Standards" in Note 1 - Description of Business and Basis of Presentation
to
the Condensed Consolidated Financial Statements in this Form 10-Q is incorporated by reference into this Item 2.
37 -------------------------------------------------------------------------------- Table of Contents RESULTS OF OPERATIONS Our fiscal year is reported on a 52- or 53-week period that ends on the Saturday nearestMarch 31 . Our results of operations for the fiscal year endingMarch 31, 2021 contains 53 weeks and ends onApril 3, 2021 . Our results of operations for the fiscal year endedMarch 31, 2020 contained 52 weeks and ended onMarch 28, 2020 . Our results of operations for the three and nine months endedDecember 31, 2020 contained 13 weeks and 40 weeks, respectively, and ended onJanuary 2, 2021 . Our results of operations for the three and nine months endedDecember 31, 2019 contained 13 weeks and 39 weeks, respectively, and ended onDecember 28, 2019 . For simplicity of disclosure, all fiscal periods are referred to as ending on a calendar month end. Net Revenue Net revenue consists of sales generated from (1) full games sold as digital downloads or as packaged goods and designed for play on game consoles, PCs and mobile phones and tablets (2) live services associated with these games, such as extra-content, (3) subscriptions that generally offer access to a selection of full games, in-game content, online services and other benefits, and (4) licensing our games to third parties to distribute and host our games. Net Revenue Quarterly Analysis Net Revenue Net revenue for the three months endedDecember 31, 2020 was$1,673 million , primarily driven byFIFA 21, Madden NFL 21,FIFA 20, The Sims 4, and Apex Legends. Net revenue for the three months endedDecember 31, 2020 increased$80 million , as compared to the three months endedDecember 31, 2019 . This increase was driven by a$373 million increase in net revenue primarily fromFIFA 21 due to year-over-year change in the launch date of ourFIFA console title from the second quarter in fiscal year 2020 to the third quarter in fiscal year 2021 and Medal of Honor: Above and Beyond, partially offset by a$293 million decrease in net revenue primarily from Star Wars Jedi: Fallen Order and the Need for Speed franchise. Net Revenue by Composition As our business has evolved and management focuses less on the differentiation between our packaged goods business and our digital business and more on our full game sales and live services that extend and enhance gameplay, we have updated our presentation of net revenue by composition to align with this management view.
Our net revenue by composition for the three months ended
Three Months Ended December 31, 2020 2019 $ Change % Change Net revenue: Full game downloads$ 347 $ 286 $ 61 21 % Packaged goods 375 403 (28) (7) % Full game$ 722 $ 689 $ 33 5 % Live services and other$ 951 $ 904 $ 47 5 % Total net revenue$ 1,673 $ 1,593 $ 80 5 % Full Game Net Revenue Full game net revenue includes full game downloads and packaged goods. Full game downloads includes revenue from digital sales of full games on console, PC, and mobile. Packaged goods includes revenue from software that is sold physically. This includes (1) net revenue from game software sold physically through traditional channels such as brick and mortar retailers, and (2) software licensing revenue from third parties (for example, makers of console platforms, personal computers or computer accessories) who include certain of our full games for sale with their products (for example, OEM bundles). 38 -------------------------------------------------------------------------------- Table of Contents For the three months endedDecember 31, 2020 , full game net revenue was$722 million , primarily driven byFIFA 21, Madden NFL 21, and Star Wars: Squadrons. Full game net revenue for the three months endedDecember 31, 2020 increased$33 million , or 5 percent, as compared to the three months endedDecember 31, 2019 . This increase was driven by a$61 million increase in full game downloads net revenue primarily from theFIFA franchise due to year-over-year change in the launch date of ourFIFA console title from the second quarter in fiscal year 2020 to the third quarter in fiscal year 2021 and the Madden franchise, and Star Wars: Squadrons, offset by Star Wars Jedi: Fallen Order. This increase was offset by a$28 million decrease in packaged goods net revenue primarily driven by Star Wars Jedi: Fallen Order and the Need for Speed franchise, partially offset by theFIFA franchise. Live Services and Other Net Revenue Live services and other net revenue includes revenue from sales of extra content for console, PC and mobile games, licensing revenue from third-party publishing partners who distribute our games digitally, subscriptions, advertising, and non-software licensing. For the three months endedDecember 31, 2020 , live services and other net revenue was$951 million primarily driven by sales of extra content forFIFA Ultimate Team, Apex Legends, and The Sims 4. Live services and other net revenue for the three months endedDecember 31, 2020 increased$47 million , or 5 percent, as compared to the three months endedDecember 31, 2019 . This increase was driven by Medal of Honor: Above and Beyond and sales of extra content for Apex Legends. Net Revenue Year-to-Date Analysis Net Revenue Net revenue for the nine months endedDecember 31, 2020 was$4,283 million , primarily driven byFIFA 20,FIFA 21, The Sims 4, Apex Legends, Madden NFL 20, and Madden NFL 21. Net revenue for the nine months endedDecember 31, 2020 increased$133 million , as compared to the nine months endedDecember 31, 2019 . This increase was driven by a$478 million increase in net revenue primarily from The Sims,FIFA , and Madden franchises. This increase was partially offset by a$345 million decrease in net revenue primarily from Anthem, Star Wars Jedi: Fallen Order, and the Battlefield franchise.
Net Revenue by Composition
Our net revenue by composition for the nine months ended
Nine Months Ended December 31, 2020 2019 $ Change % Change Net revenue: Full game downloads$ 733 $ 600 $ 133 22 % Packaged goods 630 931 (301) (32) % Full game$ 1,363 $ 1,531 $ (168) (11) % Live services and other$ 2,920 $ 2,619 $ 301 11 % Total net revenue$ 4,283 $ 4,150 $ 133 3 % Full Game Net Revenue For the nine months endedDecember 31, 2020 , full game net revenue was$1,363 million , primarily driven byFIFA 21, Madden NFL 21,FIFA 20, Star Wars Jedi: Fallen Order, and Need for Speed Heat. Full game net revenue for the nine months endedDecember 31, 2020 decreased$168 million , or 11 percent, as compared to the nine months endedDecember 31, 2019 . This decrease was driven by a$301 million decrease in packaged goods net revenue primarily driven by Star Wars Jedi: Fallen Order, theFIFA franchise, and Anthem. This decrease was partially offset by a$133 million increase in full game downloads net revenue primarily driven by theFIFA franchise, Star Wars: Squadrons, and UFC 4, partially offset by Anthem. 39 -------------------------------------------------------------------------------- Table of Contents Live Services and Other Net Revenue For the nine months endedDecember 31, 2020 , live services and other net revenue was$2,920 million primarily driven by sales of extra content for FIFA Ultimate Team, The Sims 4, Apex Legends, and Madden Ultimate Team. Live services and other net revenue for the nine months endedDecember 31, 2020 increased$301 million , or 11 percent, as compared to the nine months endedDecember 31, 2019 . This increase was driven by sales of extra content for FIFA Ultimate Team, The Sims 4, and Madden Ultimate Team. Cost of Revenue Quarterly Analysis Cost of revenue consists of (1) manufacturing royalties, net of volume discounts and other vendor reimbursements, (2) certain royalty expenses for celebrities, professional sports leagues, movie studios and other organizations, and independent software developers, (3) data center, bandwidth and server costs associated with hosting our online games and websites, (4) inventory costs, (5) payment processing fees, (6) mobile platform fees associated with our mobile revenue (for transactions in which we are acting as the principal in the sale to the end customer), (7) expenses for defective products, (8) write-offs of post launch prepaid royalty costs and losses on previously unrecognized licensed intellectual property commitments, (9) amortization of certain intangible assets, (10) personnel-related costs, and (11) warehousing and distribution costs. We generally recognize volume discounts when they are earned from the manufacturer (typically in connection with the achievement of unit-based milestones); whereas other vendor reimbursements are generally recognized as the related revenue is recognized. Cost of revenue for the three months endedDecember 31, 2020 and 2019 was as follows (in millions): December 31, December 31, Change as a % of 2020 % of Net Revenue 2019 % of Net Revenue % Change Net Revenue $ 601 36 % $ 508 32 % 18 % 4 % Cost of Revenue Cost of revenue increased by$93 million , or 18 percent during the three months endedDecember 31, 2020 , as compared to the three months endedDecember 31, 2019 . This increase was primarily due to an increase in royalty and inventory costs driven by higher sales of theFIFA franchise, and an increase in platform fees and hosting fees driven by higher sales of Star Wars: Galaxy of Heroes and Apex Legends. These increases were partially offset by a decrease in royalty and inventory costs driven by the Star Wars franchise. Cost of revenue as a percentage of total net revenue increased by 4 percent during the three months endedDecember 31, 2020 , as compared to the three months endedDecember 31, 2019 . This increase was primarily due to an increase in deferred net revenue, royalty costs due to product mix, platform fees, and hosting fees, partially offset by lower product costs due to the favorable mix of lower packaged goods net revenue in proportion of digital net revenue. Cost of Revenue Year-to-Date Analysis Cost of revenue for the nine months endedDecember 31, 2020 and 2019 was as follows (in millions): December 31, December 31, Change as a % of 2020 % of Net Revenue 2019 % of Net Revenue % Change Net Revenue$ 1,175 27 %$ 1,100 26 % 7 % 1 % Cost of Revenue Cost of revenue increased by$75 million , or 7 percent during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 . This increase was primarily due to an increase in royalty costs driven by higher sales associated with theFIFA and Madden franchises, and an increase in platform fees and hosting fees driven by higher sales of Star Wars: Galaxy of Heroes and Apex Legends, partially offset by a decrease in inventory costs driven by the Star Wars,FIFA , and Need for Speed franchises, and a decrease in royalty costs driven by the Star Wars franchise. Cost of revenue as a percentage of total net revenue remained relatively consistent during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 . 40 -------------------------------------------------------------------------------- Table of Contents Research and Development Research and development expenses consist of expenses incurred by our production studios for personnel-related costs, related overhead costs, external third-party development costs, contracted services, depreciation and any impairment of prepaid royalties for pre-launch products. Research and development expenses for our online products include expenses incurred by our studios consisting of direct development and related overhead costs in connection with the development and production of our online games. Research and development expenses also include expenses associated with our digital platform, software licenses and maintenance, and management overhead. Research and development expenses for the three and nine months endedDecember 31, 2020 and 2019 were as follows (in millions): December 31, % of Net December 31, % of Net 2020 Revenue 2019 Revenue $ Change % Change Three months ended $ 451 27 % $ 389 24 %$ 62 16 % Nine months ended$ 1,310 31 %$ 1,157 28 %$ 153 13 % Research and development expenses increased by$62 million , or 16 percent, during the three months endedDecember 31, 2020 , as compared to the three months endedDecember 31, 2019 . This increase was primarily due to a$48 million increase in personnel-related costs primarily resulting from an increase in headcount due to our continued investment in our studios and an increase in variable compensation and related expenses, and a$14 million increase in stock-based compensation. Research and development expenses increased by$153 million , or 13 percent, during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 . This increase was primarily due to a$121 million increase in personnel-related costs primarily resulting from an increase in headcount due to our continued investment in our studios and an increase in variable compensation and related expenses, and a$44 million increase in stock-based compensation. These increases were partially offset by a$20 million decrease in travel and entertainment expense. Marketing and Sales Marketing and sales expenses consist of personnel-related costs, related overhead costs, advertising, marketing and promotional expenses, net of qualified advertising cost reimbursements from third parties. Marketing and sales expenses for the three and nine months endedDecember 31, 2020 and 2019 were as follows (in millions): December 31, % of Net December 31, % of Net 2020 Revenue 2019 Revenue $ Change % Change Three months ended $ 216 13 % $ 202 13 %$ 14 7 % Nine months ended $ 493 12 % $ 464 11 %$ 29 6 % Marketing and sales expenses increased by$14 million , or 7 percent during the three months endedDecember 31, 2020 , as compared to the three months endedDecember 31, 2019 . This increase was primarily due to a$7 million increase in advertising and promotional spending on theFIFA franchise, and a$7 million increase in personnel-related costs primarily resulting from an increase in variable compensation and related expenses. Marketing and sales expenses increased by$29 million , or 6 percent, during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 . This increase was primarily due to a$20 million increase in personnel-related costs primarily resulting from an increase in variable compensation and related expenses, and a$7 million increase in stock-based compensation, and a$7 million increase in advertising and promotional spending on theFIFA franchise. These increases were partially offset by a$5 million decrease in travel and entertainment expense. General and Administrative General and administrative expenses consist of personnel and related expenses of executive and administrative staff, corporate functions such as finance, legal, human resources, and information technology, related overhead costs, fees for professional services such as legal and accounting, and allowances for doubtful accounts. 41 -------------------------------------------------------------------------------- Table of Contents General and administrative expenses for the three and nine months endedDecember 31, 2020 and 2019 were as follows (in millions): December 31, % of Net December 31, % of Net 2020 Revenue 2019 Revenue $ Change % Change Three months ended $ 149 9 % $ 126 8 %$ 23 18 % Nine months ended $ 418 10 % $ 364 9 %$ 54 15 % General and administrative expenses increased by$23 million , or 18 percent, during the three months endedDecember 31, 2020 , as compared to the three months endedDecember 31, 2019 . This increase was primarily due to a$12 million increase in personnel-related costs driven by an increase in variable compensation and related expenses, a$5 million increase in stock-based compensation, and a$5 million increase in facility related costs. General and administrative expenses increased by$54 million , or 15 percent, during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 . This increase was primarily due to a$38 million increase in personnel-related costs driven by an increase in variable compensation and related expenses, an$18 million increase in stock-based compensation, and a$6 million increase in facility related costs. These increases were partially offset by a$15 million decrease in travel and entertainment expense. Income Taxes Provision for (benefit from) income taxes for the three and nine months endedDecember 31, 2020 and 2019 were as follows (in millions): December 31, 2020 Effective Tax Rate December 31, 2019 Effective Tax Rate Three months ended $ 34 14 % $ 28 8 % Nine months ended $ 91 11 % $ (1,527) (140) % The provision for income taxes for the three and nine months endedDecember 31, 2020 is based on our projected annual effective tax rate for fiscal year 2021, adjusted for specific items that are required to be recognized in the period in which they are incurred. Our effective tax rates for the three and nine months endedDecember 31, 2020 were 14 percent and 11 percent, respectively, as compared to 8 percent and negative 140 percent, respectively, for the same periods in fiscal year 2020. During the three months endedJune 30, 2019 , we completed an intra-entity sale of some of our intellectual property rights to our Swiss subsidiary, where our international business is headquartered (the "Swiss intra-entity sale"), resulting in the recognition of a$1.17 billion net Swiss deferred tax asset, which will reverse over a 20-year period. Separately, during the three months endedSeptember 30, 2019 ,Switzerland enacted a new statutory tax rate. As a result of the enactment, we remeasured our Swiss deferred tax asset and recognized an additional net tax benefit of$630 million through continuing operations ("Swiss rate change benefit"). In addition, the opinion of theNinth Circuit Court of Appeals inAltera Corp. v Commissioner (the "Altera opinion") resulted in the recognition of$90 million of unrecognized tax benefits related toU.S. uncertain tax positions during the three months endedJune 30, 2019 . Excluding the Swiss intra-entity sale, Swiss rate change benefit and Altera opinion, the effective tax rate for the three and nine months endedDecember 31, 2019 would have been 16 percent and 14 percent, respectively. When compared to theU.S. federal statutory rate of 21 percent, the effective tax rates for the three and nine months endedDecember 31, 2020 were lower primarily due to the decreases in unrecognized tax benefits related to prior year tax positions, net of a partial valuation allowance, and excess tax benefits on stock-based compensation. Every quarter, we perform a realizability analysis to evaluate whether it is more likely than not that all or a portion of our deferred tax assets will not be realized. During the nine months endedDecember 31, 2020 , we recognized an additional$41 million of valuation allowance against our deferred tax assets primarily due to the recognition of previously unrecognized tax benefits related to prior year tax positions and a change in current year estimated ordinary income. We expect our full year fiscal year 2021 effective tax rate to increase to approximately 28% in the fourth quarter due to an election to capitalize and amortize certain research and development expenses forU.S. income tax purposes. 42 -------------------------------------------------------------------------------- Table of Contents LIQUIDITY AND CAPITAL RESOURCES As of As of (In millions) December 31, 2020 March 31, 2020 Increase/(Decrease) Cash and cash equivalents $ 4,772$ 3,768 $ 1,004 Short-term investments 1,938 1,967 (29) Total $ 6,710$ 5,735 $ 975 Percentage of total assets 54 % 52 % Nine Months Ended December 31, (In millions) 2020 2019 Change
Net cash provided by operating activities
1,299 $ 264 Net cash used in investing activities (61) (1,346) 1,285 Net cash used in financing activities (541) (1,058) 517 Effect of foreign exchange on cash and cash equivalents 43 - 43 Net increase (decrease) in cash and cash equivalents$ 1,004 $
(1,105)
Changes in Cash Flow Operating Activities. Net cash provided by operating activities increased by$264 million during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 , primarily driven by higher collections due to improved performance as we saw extraordinary levels of engagement during the three months endedJune 30, 2020 as players spent more time at home as a result of the COVID-19 pandemic and lower marketing and advertising payments. This increase is partially offset by higher cash outflow from hedging activities, higher variable compensation payments related to fiscal year 2020 performance, higher personnel-related costs, and higher cash payments for income taxes and royalties. Investing Activities. Net cash used in investing activities decreased by$1,285 million during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 , primarily driven by a$713 million increase in proceeds from maturities and sales of short-term investments and a$565 million decrease in the purchase of short-term investments. Financing Activities. Net cash used in financing activities decreased by$517 million during the nine months endedDecember 31, 2020 , as compared to the nine months endedDecember 31, 2019 , primarily driven by a$512 million decrease in the repurchase and retirement of our common stock and a$90 million of contingent consideration payment in connection with our acquisition ofRespawn Entertainment, LLC during the nine months endedDecember 31, 2019 . These decreases were partially offset by a$58 million increase in cash paid to taxing authorities in connection with withholding taxes for stock-based compensation and$49 million of cash dividends payments in the current year. Short-term Investments Due to our mix of fixed and variable rate securities, our short-term investment portfolio is susceptible to changes in short-term interest rates. As ofDecember 31, 2020 , our short-term investments had gross unrealized gains of$3 million , or less than 1 percent of the total in short-term investments. From time to time, we may liquidate some or all of our short-term investments to fund operational needs or other activities, such as capital expenditures, business acquisitions or stock repurchase programs. Senior Notes InFebruary 2016 , we issued$600 million aggregate principal amount of the 2021 Notes and$400 million aggregate principal amount of the 2026 Notes. The effective interest rate is 3.94% for the 2021 Notes and 4.97% for the 2026 Notes. Interest is payable semiannually in arrears, onMarch 1 andSeptember 1 of each year. We redeemed$600 million aggregate principal amount of the 2021 Notes onFebruary 1, 2021 plus accrued and unpaid interest of$9 million . See Note 11 - Financing Arrangements to the Condensed Consolidated Financial Statements in this Form 10-Q as it relates to our Senior Notes, which is incorporated by reference into this Item 2. 43 -------------------------------------------------------------------------------- Table of Contents Credit Facility OnAugust 29, 2019 , we entered into a$500 million unsecured revolving credit facility ("Credit Facility") with a syndicate of banks. The Credit Facility terminates onAugust 29, 2024 unless the maturity is extended in accordance with its terms. As ofDecember 31, 2020 , no amounts were outstanding under the Credit Facility. See Note 11 - Financing Arrangements to the Condensed Consolidated Financial Statements in this Form 10-Q as it relates to our Credit Facility, which is incorporated by reference into this Item 2. Financial Condition We believe that our cash, cash equivalents, short-term investments, cash generated from operations and available financing facilities will be sufficient to meet our operating requirements for at least the next 12 months, including working capital requirements, capital expenditures, debt repayment obligations, dividends, and potentially, future acquisitions, stock repurchases, or strategic investments. We may choose at any time to raise additional capital to repay debt, strengthen our financial position, facilitate expansion, repurchase our stock, pursue strategic acquisitions and investments, and/or to take advantage of business opportunities as they arise. There can be no assurance, however, that such additional capital will be available to us on favorable terms, if at all, or that it will not result in substantial dilution to our existing stockholders. InNovember 2020 , our Board of Directors authorized a program to repurchase up to$2.6 billion of our common stock. This stock repurchase program expires onNovember 4, 2022 . Under this program, we may purchase stock in the open market or through privately negotiated transactions in accordance with applicable securities laws, including pursuant to pre-arranged stock trading plans. The timing and actual amount of the stock repurchases will depend on several factors including price, capital availability, regulatory requirements, alternative investment opportunities and other market conditions. We are not obligated to repurchase a specific number of shares under this program and it may be modified, suspended or discontinued at any time. During the three months endedDecember 31, 2020 , we repurchased approximately 2.5 million shares for approximately$326 million under this program. We are actively repurchasing shares under this program. InNovember 2020 , our Board of Directors initiated a quarterly cash dividend on the Company's common stock. Our current quarterly cash dividend is$0.17 per share of common stock, subject to declaration by our Board of Directors or a designated Committee of the Board of Directors. OnDecember 14, 2020 , we announced the pending acquisition of Codemasters for approximately £945 million, or$1.3 billion using the latest practicable exchange rate. OnFebruary 3, 2021 , the requisite majority of Codemasters' shareholders voted to approve the Codemasters acquisition. The transaction remains subject to, among other things, satisfaction or waiver of customary closing conditions. The acquisition is anticipated to close inFebruary 2021 . We intend to fund this acquisition with existing cash on hand. OnFebruary 8, 2020 , we announced that we entered into a definitive merger agreement to acquire Glu for$12.50 in cash for each outstanding common share of Glu. This represents an equity value of approximately$2.4 billion and a total enterprise value of approximately$2.1 billion . The transaction remains subject to certain customary closing conditions, including antitrust clearances. The Glu acquisition is expected to close in the first quarter of fiscal 2022. We intend to fund this acquisition with existing cash on hand and any financing we may do from time to time. Our foreign subsidiaries will generally be subject toU.S. tax, and to the extent earnings from these subsidiaries can be repatriated without a material tax cost, such earnings will not be indefinitely reinvested. As ofDecember 31, 2020 , approximately$3.3 billion of our cash, cash equivalents, and short-term investments were domiciled in foreign tax jurisdictions. All of our foreign cash is available for repatriation without a material tax cost. We have a "shelf" registration statement on Form S-3 on file with theSEC . This shelf registration statement, which includes a base prospectus, allows us at any time to offer any combination of securities described in the prospectus in one or more offerings. Unless otherwise specified in a prospectus supplement accompanying the base prospectus, we would use the net proceeds from the sale of any securities offered pursuant to the shelf registration statement for general corporate purposes, which may include funding for working capital, financing capital expenditures, research and development, marketing and distribution efforts, and if opportunities arise, for acquisitions or strategic alliances. Pending such uses, we may invest the net proceeds in interest-bearing securities. In addition, we may conduct concurrent or other financings at any time. 44 -------------------------------------------------------------------------------- Table of Contents Our ability to maintain sufficient liquidity could be affected by various risks and uncertainties including, but not limited to, customer demand and acceptance of our products, our ability to collect our accounts receivable as they become due, successfully achieving our product release schedules and attaining our forecasted sales objectives, economic conditions inthe United States and abroad, the impact of acquisitions and other strategic transactions in which we may engage, the impact of competition, the seasonal and cyclical nature of our business and operating results, and the other risks described in the " Risk Factors " section, included in Part II, Item 1A of this report. Contractual Obligations and Commercial Commitments
Note 12 - Commitments and Contingencies to the Condensed Consolidated Financial Statements in this Form 10-Q as it relates to our contractual obligations and commercial commitments, which is incorporated by reference into this Item 2.
OFF-BALANCE SHEET COMMITMENTS As ofDecember 31, 2020 , we did not have any off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K promulgated by theSEC , that have or are reasonably likely to have a current or future effect on our financial condition, changes in financial condition, revenues and expenses, results of operations, liquidity, capital expenditures, or capital resources that are material to investors. 45
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