美商藝電 (EA) 2022 Q3 法說會逐字稿

完整原文

使用警語:中文譯文來源為 Google 翻譯,僅供參考,實際內容請以英文原文為主

  • Operator

    Operator

  • Good afternoon, my name is Nika, and I will be your conference operator today. At this time, I would like to welcome everyone to the Electronic Arts Q3 2022 Earnings Conference Call. Mr. Chris Evenden, VP of Investor Relations, you may begin your conference.

    下午好,我是Nika,今天將擔任本次電話會議的接線生。現在,我謹代表藝電(Electronic Arts)歡迎各位參加2022年第三季財報電話會議。投資者關係副總裁Chris Evenden先生,您可以開始您的會議了。

  • Chris Evenden - VP of IR

    Chris Evenden - VP of IR

  • Thank you, Nika. Welcome to EA's Third Quarter Fiscal 2022 Earnings Call. With me on the call are Andrew Wilson, our CEO; and Blake Jorgensen, our CFO. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted detailed earnings slides to accompany our prepared remarks. And lastly, after the call, we will post our prepared remarks, an audio replay of this call, our financial model and a transcript.

    謝謝Nika。歡迎參加EA 2022財年第三季財報電話會議。與我一同參加會議的還有我們的執行長Andrew Wilson和財務長Blake Jorgensen。請注意,我們的美國證券交易委員會(SEC)文件和財報可在ir.ea.com查閱。此外,我們也發布了詳細的財報投影片,以配合我們準備好的發言稿。最後,會議結束後,我們將發布我們的演講稿、本次會議的錄音回放、財務模型和會議記錄。

  • With regards to our calendar, our Q4 fiscal 2022 earnings call is scheduled for Tuesday, May 10. And as a reminder, we posted the schedule of our entire fiscal year of upcoming earnings calls on our IR website.

    關於我們的日程安排,2022財年第四季財報電話會議定於5月10日星期二舉行。另外提醒一下,我們已在投資者關係網站上發布了本財年所有即將舉行的財報電話會議的日程安排。

  • This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of today, February 1, 2022, and disclaims any duty to update.

    本次演示及我們的評論包含有關未來事件和公司未來財務表現的前瞻性陳述。實際事件和結果可能與我們的預期有重大差異。有關可能導致實際結果與今天討論的結果有重大差異的風險,請參閱我們最新的10-Q表格。藝電(Electronic Arts)於2022年2月1日發布上述聲明,並聲明不承擔任何更新義務。

  • During this call, the financial metrics, with the exception of free cash flow, will be presented on a GAAP basis. All comparisons made in the course of this call are against the same period in the prior year, unless otherwise stated.

    本次電話會議中,除自由現金流外,所有財務指標均以美國通用會計準則(GAAP)列示。除非另有說明,本次電話會議中所有比較均與去年同期進行比較。

  • Now I'll turn the call over to Andrew.

    現在我把電話交給安德魯。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Thanks, Chris. I hope all of you and your families and loved ones are staying healthy. Let me first say thank you to our talented teams in Electronic Arts, all 12,000 people putting so much energy every day into doing amazing things for our players.

    謝謝,克里斯。希望你、你的家人和愛人都健康平安。首先,我要感謝藝電(Electronic Arts)所有才華橫溢的團隊,感謝所有12000名員工,他們每天都傾注大量精力,為我們的玩家創造精彩的遊戲體驗。

  • As we begin, I would also like to say a few words about John Madden. John's passing was a tremendous loss for the American football community, for the sports world at large and for all of us in Electronic Arts. Through his years as a winning coach, as a beloved broadcaster and as the pioneering namesake of our game, Coach Madden was football for tens of millions of fans. He taught us many things of nearly 35 years of partnership. Some of his most important lessons, including authenticity, are things which held close to EA SPORTS ever since. We feel incredibly fortunate to have been part of coach's legacy and just as fortunate to be part of how it will live on through the future of our Madden NFL games.

    首先,我想簡單談談約翰麥登。約翰的離世對於美國橄欖球界、整個運動界以及我們EA的所有員工來說,都是巨大的損失。身為功勳卓著的教練、一位深受愛戴的解說員,以及我們遊戲的創始人,麥登教練在數千萬球迷心中就是橄欖球的化身。在近35年的合作中,他教會了我們很多。其中一些最重要的教誨,例如真誠,自此一直被EA SPORTS視為圭臬。我們無比榮幸能夠成為麥登教練傳奇的一部分,也同樣榮幸能夠透過我們的《麥登橄欖球》系列遊戲,讓他的傳奇得以延續。

  • We'll have more to share about how we are honoring Coach Madden in the weeks ahead. And from all of us at Electronic Arts, our thoughts and sympathies continue to be with his family, friends and many, many fans.

    未來幾週,我們將公佈更多關於如何緬懷馬登教練的資訊。同時,藝電全體員工也向他的家人、朋友以及眾多球迷致以最深切的慰問和哀悼。

  • It has been a year of outstanding growth so far in FY '22. Q3 was a record quarter, with our live services across our portfolio delivering strong recurring revenue and year-over-year growth. Our franchises like Apex Legends, our EA SPORTS titles, The Sims and more have universal appeal. And as we expand to more ways to play across more platforms and business models, we are growing our total players' engagement, net bookings and underlying profitability.

    2022財年至今,我們取得了卓越的成長。第三季更是創下歷史新高,旗下所有線上服務均實現了強勁的經常性收入和同比增長。我們的《Apex英雄》、《EA SPORTS》系列遊戲、《模擬市民》等熱門遊戲系列擁有廣泛的受眾。隨著我們拓展更多平台和商業模式,提供更多遊戲方式,我們的玩家參與度、淨預訂量和潛在獲利能力都在不斷提升。

  • We did have a charge in Q3 as the launch of Battlefield 2042 did not meet expectations. Battlefield 2042 was always an ambitious game, and our teams pushed to innovate across many dimensions, including massive scale and 128 planned matches, new modes, new dynamic gameplay and more. Developing this game with our teams working from home for nearly 2 years ultimately proved to be challenging. Through our process for testing and preparation, we believe the experience is ready to be put in our players' hands. We launched with strong stability. However, as more players experienced the full game, it became clear that there were unanticipated performance issues that we would need to address.

    第三季我們確實面臨一些挑戰,因為《戰地2042》的發布並未達到預期。 《戰地2042》一直是一款雄心勃勃的遊戲,我們的團隊在許多方面都力求創新,包括龐大的規模和計畫中的128場對戰、全新模式、全新的動態遊戲玩法等等。近兩年來,我們的團隊一直在家辦公,開發這款遊戲最終證明極具挑戰性。經過充分的測試和準備,我們相信遊戲體驗已經準備就緒,可以交付給玩家了。遊戲上線時運轉穩定。然而,隨著更多玩家體驗完整遊戲,我們發現了一些意料之外的效能問題,需要加以解決。

  • Some of the design choices we made with the game also did not resonate with everyone in our community. We are fully committed to realizing the full potential of this game and fully committed to our Battlefield fans. We have already implemented a series of major updates to the game, and there is more to be done.

    我們在遊戲設計中所做的一些選擇並沒有得到社區所有成員的認可。我們始終致力於充分發揮這款遊戲的潛力,並全力以赴服務我們的《戰地》粉絲。我們已經對遊戲進行了一系列重大更新,但還有更多工作要做。

  • Players can expect meaningful updates to continue in the weeks ahead, and we are shifting the first season of live service content to early summer as we work closely with our community to evolve and improve the core experience in Battlefield 2042.

    玩家可以期待在接下來的幾週內繼續獲得有意義的更新,我們將把第一季的線上服務內容推遲到初夏​​,同時與我們的社區緊密合作,不斷發展和改進《戰地2042》的核心體驗。

  • Despite Battlefield's miss against our expectations, with the strength of our business, we are continuing to deliver record growth and performance in FY '22. With Battlefield's performance to date and our decision to move the first season of live service into Q1 FY '23, so we can focus on the core experience, we have adjusted our full year net bookings guidance to $7.525 billion, which remains $225 million above our original net bookings guidance for FY '22.

    儘管《戰地》的表現未達預期,但憑藉我們業務的強勁勢頭,我們在2022財年繼續保持著創紀錄的成長和業績。鑑於《戰地》迄今的表現,以及我們決定將首個線上服務賽季推遲到2023財年第一季度,以便我們能夠專注於核心體驗,我們將全年淨預訂額預期調整為75.25億美元,比我們最初對2022財年的淨預訂額預期高出2.25億美元。

  • On the strength of our live services, operational discipline and continuing digital transformation, we're reaffirming our full year expectations for underlying profitability. We expect strong growth to continue in FY '23.

    憑藉我們強大的即時服務、嚴謹的營運和持續的數位轉型,我們重申對全年基本獲利能力的預期。我們預計2023財年將持續保持強勁成長。

  • Looking across our portfolio, we saw continuing year-over-year growth in total players' engagement, net bookings, cash flow and underlying profitability in Q3. I'll touch on each of those pieces here.

    縱觀我們的投資組合,第三季度玩家參與度、淨預訂量、現金流和基礎盈利能力均實現了同比持續增長。接下來我將逐一介紹這些方面。

  • Beginning with total players, our games and experiences connect a global network that continues to scale. Over the last year, our network has grown to more than 540 million unique active accounts across more than 18 games and 25 live services, spanning all major platforms, from console, to PC, to mobile and cloud.

    從玩家總數來看,我們的遊戲和體驗連結了一個不斷擴展的全球網路。過去一年,我們的網路已發展到擁有超過 5.4 億個獨立活躍帳戶,涵蓋 18 款遊戲和 25 項線上服務,覆蓋所有主流平台,包括主機、PC、行動裝置和雲端平台。

  • From an engagement standpoint, more players are spending more time on our titles. Looking across our portfolio in all platforms, we've had more than 180 million monthly active accounts on average in our games during FY '22. Apex Legends monthly active players are up more than 30% year-over-year in Q3. And across our combined EA SPORTS portfolio, monthly active players are also growing year-over-year. Engagement is deepening as well, with players spending nearly 20% more time in games across our portfolio in FY '22 compared to the previous year.

    從用戶參與度來看,越來越多的玩家在我們的遊戲中花了更多時間。綜觀我們所有平台的遊戲組合,2022財年期間,我們旗下遊戲的月活躍帳號平均超過1.8億。 Apex Legends的月活躍玩家在第三季年增超過30%。 EA SPORTS旗下所有遊戲的月活躍玩家數量也實現了同比增長。玩家參與度也不斷提升,2022財年玩家在我們旗下所有遊戲中花費的時間比前一年增加了近20%。

  • Growth in our network and engagement continues to drive growth in our business, with our top franchises delivering strong recurring revenue. Our net bookings for Q3 grew 7.4% year-over-year for the quarter and the full year, we project 22% growth in net bookings over last year. Performance across the business and operational discipline also continue to deliver strong cash flow and underlying profitability growth in Q3.

    網路拓展和客戶互動持續推動業務成長,旗下頂級加盟店貢獻了強勁的經常性收入。第三季淨預訂量年增7.4%,預計全年淨預訂量將年增22%。業務和營運各方面的出色表現也持續為第三季帶來強勁的現金流和獲利成長。

  • The continued growth is anchored by proven franchises where we have a strong track record for execution. Apex Legends is now one of the biggest and most successful ongoing live services in the industry and is built on our owned IP. With more than 28 million new players joining in the last year and new seasons and in-game events that continue to lever new experiences to a deeply engaged community, FY '22 is the biggest year yet for Apex. Average player investment in the game has grown significantly year-over-year, and we expect -- and we continue to expect net bookings for Apex to approach $1 billion in FY '22.

    持續成長的基石在於我們擁有成功營運記錄的成熟IP。 Apex Legends如今已成為業界規模最大、最成功的持續營運服務之一,並基於我們自主研發的IP打造。去年新增玩家超過2800萬,新賽季和遊戲內活動不斷為高度活躍的玩家群帶來全新體驗,2022財年是Apex迄今最輝煌的一年。玩家在遊戲中的平均投入同比增長顯著,我們預計——並且我們仍然預計——Apex在2022財年的淨預訂額將接近10億美元。

  • We are expanding to reach more players and viewers with new original content on the way. Our growing Apex Legends esports ecosystem and Apex Legends Mobile will soon be moving into soft launch as we continue our worldwide rollout. We've had strong engagement and community feedback during Closed Beta testing, and we're excited for more players to experience Apex Legends Mobile soon.

    我們正在拓展業務,透過即將推出的全新原創內容,觸達更多玩家和觀眾。我們不斷發展的《Apex英雄》電競生態系統和《Apex英雄》手遊即將進入試營運階段,我們將繼續在全球推廣。在封閉測試期間,我們收到了大量玩家的積極參與和社群回饋,我們非常期待更多玩家能夠盡快體驗《Apex英雄》手遊。

  • Mobile is a core growth engine for us, and it is accelerating. With new launches and acquired expertise and technologies leveraged across our portfolio, we expect mobile to be a major catalyst in FY '23, with growth well into the double digits. Led by Apex Mobile, our newly updated future mobile game, Golf Clash, and more unannounced projects, we are expanding our portfolio of more than 15 top-level live services to reach new audiences and grow our recurring revenue.

    行動端是我們核心的成長引擎,並且正在加速發展。憑藉新產品的發布以及對我們產品組合中已收購的專業知識和技術的充分利用,我們預計行動端將在2023財年成為重要的成長催化劑,以實現兩位數的成長。在Apex Mobile、我們最新更新的未來行動遊戲Golf Clash以及更多尚未公佈的項目的引領下,我們正在擴展我們超過15項頂級線上服務的產品組合,以觸達新的用戶群體並提升我們的經常性收入。

  • EA SPORTS is a powerhouse in the sports and entertainment world. We've driven hundreds of millions of dollars in net bookings growth year-to-date, with our EA SPORTS business up nearly 10% year-over-year. We continue to see incredible growth for the future of global soccer, and our global soccer franchise was the #1 title in the Western world in calendar 2021. Madden NFL 22 was the #1 sports title in the U.S. during the holiday period, and it was the #3 top-selling game in the U.S. for all of last year.

    EA SPORTS是運動娛樂界的巨頭。今年迄今為止,我們的淨預訂收入成長了數億美元,EA SPORTS業務較去年同期成長近10%。我們持續看好全球足球的未來發展,我們的全球足球遊戲系列在2021年榮登西方世界銷售榜首。 《麥登橄欖球22》在假期季節成為全美最暢銷的運動遊戲,去年全年名列美國遊戲銷售排行榜第三。

  • Under our leadership, F1 2021 also continues to perform well above expectations, with unit sales nearly doubling year-over-year during the holiday period. In our mobile sports portfolio, we just launched the latest version of our EA SPORTS FIFA Mobile game around the world. This was the biggest update of the game ever, and early performance has been exceptional. Engagement is up more than 50% over the previous season, and retention in the first week is nearly double.

    在我們的領導下,《F1 2021》的表現也持續遠超預期,假期期間的銷售量幾乎年增一倍。在行動運動遊戲方面,我們剛剛在全球推出了最新版本的EA SPORTS FIFA Mobile遊戲。這是遊戲迄今規模最大的一次更新,早期表現也十分出色。用戶參與度較上季提升超過50%,首周留存率也幾乎翻了一番。

  • With the added expertise of Playdemic and Glu and a deep pipeline of new sports experiences in development, EA SPORTS continues to be an exceptional growth business, built on predictable and recurring revenue, with outstanding opportunities ahead.

    憑藉 Playdemic 和 Glu 的專業知識以及正在開發中的大量全新體育體驗,EA SPORTS 繼續保持著卓越的成長勢頭,其收入可預測且經常性,未來擁有巨大的發展機會。

  • Our pipeline further amplifies our strength. In addition to our core franchise, we are building new experiences in some of the biggest enduring IP in entertainment. Last week, we announced a new agreement with Disney and Lucasfilm Games to develop new experiences in the Star Wars universe, continuing our collaboration of more than a decade. Respawn is leading development of the next game in our action-adventure Star Wars Jedi series as well as 2 additional Star Wars titles. This adds to our deep pipeline of announced and unannounced projects with our wholly owned IP, including Need for Speed, our BioWare franchises, The Sims, Skate, Dead Space and more.

    我們的產品線進一步增強了我們的實力。除了核心系列之外,我們還在一些娛樂界最具影響力的經典IP上打造全新體驗。上週,我們宣布與迪士尼和盧卡斯影業遊戲公司達成一項新協議,共同開發《星際大戰》宇宙中的全新體驗,延續我們十餘年的合作。 Respawn正在主導開發《星際大戰絕地》系列動作冒險遊戲的下一部作品,以及另外兩款《星際大戰》遊戲。這進一步豐富了我們已公佈和未公佈的、基於我們全資擁有的IP的龐大產品線,其中包括《極品飛車》、BioWare系列、《模擬人生》、《滑板》、《死亡空間》等等。

  • Looking ahead, we're continuing to build on the structural advantages of our portfolio and accelerating growth by executing against our core strategy. We are focused on creating amazing games and content, providing creation tools for the community to engage more deeply with our experiences, aggregating and distributing our content experiences to more players on more platforms in more geographies and more business models and harnessing the power of the social ecosystems in and around our games.

    展望未來,我們將持續鞏固現有產品組合的結構性優勢,並透過執行核心策略加速成長。我們專注於打造卓越的遊戲和內容,為社群提供創作工具,使其能夠更深入地參與到我們的遊戲體驗中;我們將內容體驗聚合並分發給更多玩家,涵蓋更多平台、更多地區和更多商業模式;同時,我們也將充分利用遊戲內外的社交生態系統。

  • The demand for amazing games and new ways to play, watch, share and create has never been stronger and one of the industry's largest, most profitable businesses with strong recurring revenue, we are well positioned to take advantage of this continued secular growth. We look forward to delivering against these opportunities through FY '23 and beyond.

    消費者對精彩遊戲以及全新的遊戲、觀看、分享和創作方式的需求從未如此強勁。身為業界規模最大、獲利能力最強、擁有穩定經常性收入的企業之一,我們已做好充分準備,把握這持續成長的機會。我們期待在2023財年及以後抓住這些機遇,實現業績成長。

  • Now I'll hand the call over to Blake.

    現在我把電話交給布萊克。

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • Thanks, Andrew. Q3 was a quarter that demonstrated the strength of our live services portfolio. Despite a tough Battlefield launch, we came within a couple of percent of our net booking guidance and beat our expectations for underlying profitability. The quarter was the largest in our company's history for net bookings, underlying profitability and cash generation.

    謝謝安德魯。第三季充分展現了我們線上服務組合的實力。儘管《戰地》系列遊戲上線初期遭遇了一些挑戰,但我們的淨預訂量僅比預期低了幾個百分點,並且基礎盈利能力也超出了預期。本季淨預訂量、基礎獲利能力和現金流均創下公司歷史新高。

  • Sales of Battlefield 2042 were disappointing, but they are offset by a strong showing from FIFA and continued strength from Apex and our other franchises. We delivered net revenue of $1.79 billion and net bookings of $2.58 billion.

    《戰地2042》的銷售令人失望,但《FIFA》系列的強勁表現以及《Apex英雄》和其他系列遊戲的持續走強彌補了這一損失。我們實現了17.9億美元的淨收入和25.8億美元的淨預訂。

  • FIFA 22's strong start continued into this quarter, with unit sales now up double digits over last year, launch-to-date, and players continue to engage in FIFA Ultimate Team and invest in their teams. This has made it the strongest FIFA launch ever measured from launch to the end of Q3.

    FIFA 22 的強勁開局延續到了本季度,銷量較去年同期及發售至今已實現兩位數增長,玩家們也持續活躍於 FIFA Ultimate Team 模式並積極投入資源打造自己的球隊。這使得 FIFA 22 成為有史以來從發售到第三季末銷量最高的 FIFA 系列。

  • Apex Legends' net bookings continues to grow at an extraordinary rate and will deliver close to $1 billion for the year. Digital represents 64% of our full-game units sold through on a trailing 12-month basis, up 2 percentage points from last year. The strong digital mix for full-game sales, aided by growth in live services, pushed underlying Q3 gross margins 2.3 percentage points above last year.

    《Apex英雄》的淨預訂量持續高速成長,預計全年將接近10億美元。過去12個月,數位版遊戲銷售佔完整遊戲總銷售量的64%,較去年同期成長2個百分點。得益於線上服務的成長,完整遊戲銷售中強勁的數位版佔比,推動第三季毛利率較去年同期成長2.3個百分點。

  • Operating expenses, which include recent acquisition costs, came in below our expectations driven by variable compensation and savings and phasing of marketing spend. It's worth noting that we were able to hire more people than in any other quarter in our history, and we're continuing to invest in our game teams.

    包括近期收購成本在內的營運費用低於預期,這主要得益於浮動薪酬、成本節約以及行銷支出的分階段實施。值得一提的是,我們本季招募的員工人數創歷史新高,我們將繼續加大對遊戲團隊的投資。

  • We now expect fiscal 2022 GAAP net revenue to be $6.925 billion, cost of revenue to be $1.844 billion and earnings per share of $2.43, up from our original expectation of $1.34. We are taking our net bookings guidance for the year to $7.52 billion. Although a $100 million reduction on our position at the end of Q2, it is still $225 million above our original guidance for the year.

    我們現在預計2022財年GAAP淨收入為69.25億美元,收入成本為18.44億美元,每股收益為2.43美元,高於我們最初預期的1.34美元。我們將全年淨預訂量預期上調至75.2億美元。儘管較第二季末的預期下調了1億美元,但仍比我們最初的全年預期高出2.25億美元。

  • The reduction was driven by Battlefield 2042 in both Q3 and Q4, but offset by the strength in the rest of our business, particularly in FIFA and Apex Legends. We're committed to turning Battlefield around and building a sustainable live service even if some of the actions we're taking by moving the first season into FY '23 impact net bookings for the short term.

    第三季和第四季《戰地2042》的下滑是導致營收下降的主要原因,但其他業務的強勁表現,尤其是《FIFA》和《Apex英雄》,抵消了部分影響。我們致力於扭轉《戰地》系列的頹勢,打造可持續的線上服務,即便我們採取的一些措施,例如將第一季推遲到2023財年,會在短期內對淨預訂量產生影響。

  • Reflecting the strength of our portfolio, our operating cash flow guidance is now $1.9 billion. This would be close to the largest full year operating cash flow in the company's history, despite nearly $200 million of onetime tax payments related to acquisitions this year. With capital expenditures still around $200 million, that would deliver free cash flow of $1.7 billion. Note that this is $200 million above our original expectations for FY '22 free cash flow. See our earnings slides and press release for further cash flow information.

    鑑於我們投資組合的強勁表現,我們目前的營運現金流預期為19億美元。儘管今年與收購相關的一次性稅款支出接近2億美元,但這仍將接近公司歷史上最高的全年營運現金流。資本支出仍約為2億美元,將帶來17億美元的自由現金流。值得注意的是,這比我們最初對2022財年自由現金流的預期高出2億美元。更多現金流信息,請參閱我們的盈利報告和新聞稿。

  • For the fourth quarter, we expect GAAP net revenue of $1.759 billion, cost of revenue to be $404 million and operating expenses of $1.086 billion. This results in an earnings per share of $0.46 for the fourth quarter. We expect Q4 fiscal 2022 net bookings to be $1.761 billion. This would be our largest Q4 ever even if we only count organic growth. We'll formally guide FY '23 in May when we report Q4, but we've heard that some of you are concerned that the Battlefield performance might impact next year's growth.

    我們預計第四季GAAP淨收入為17.59億美元,收入成本為4.04億美元,營運費用為10.86億美元。由此計算,第四季每股收益為0.46美元。我們預計2022財年第四季淨預訂量為17.61億美元。即使僅計入內生成長,這也將是我們有史以來最高的第四季業績。我們將在5月發布第四季業績報告時正式發布2023財年業績指引,但我們了解到,部分玩家擔心《戰地》系列的表現可能會影響明年的成長。

  • Let me emphasize here again that we are a portfolio company. As originally forecast, the Battlefield franchise would have accounted for significantly less than 10% of this year's net bookings and well below 5% of next year's. We're revising those numbers, but you can see it has little impact on FY '23 growth.

    我再次強調,我們是一家投資組合公司。正如最初預測的那樣,《戰地》系列遊戲今年的淨預訂量佔比將遠低於10%,明年則遠低於5%。我們正在修正這些數據,但您可以看到,它對2023財年的成長影響甚微。

  • The main drivers of growth next year remains FIFA on console, Apex Legends, Apex Mobile and FIFA Mobile. Golf Clash will also contribute to year-on-year growth since we acquired Playdemic halfway through the year. With regard to new launches in FY '23, we've disclosed that Need for Speed is on the slate, and we'll announce more titles closer to the time. In total, we still expect mid- to high single-digit growth next year.

    明年主要的成長動力仍來自主機平台的《FIFA》、《Apex英雄》、《Apex英雄手遊》和《FIFA手遊》。由於我們在年中收購了Playdemic,《高爾夫衝突》也將為年成長做出貢獻。關於2023財年的新遊戲發布,我們已經透露《極速快感》已列入計劃,更多遊戲資訊將在接近發佈時公佈。總體而言,我們仍然預計明年將實現中高個位數的成長。

  • To summarize, we just delivered the largest quarter in the company's history. FIFA goes from strength to strength. Apex Legends continued to show extraordinary growth. Battlefield disappointed, but our broad portfolio of games and live services insulates us from the impact of any one title. Our portfolio approaches -- approach enables us to deliver double-digit organic growth this year and continue to deliver strong cash flow and provide a strong foundation for growth as we look to the future.

    總而言之,我們剛剛完成了公司歷史上業績最好的一個季度。 FIFA 持續走強。 Apex Legends 也繼續保持著驚人的成長動能。 Battlefield 的表現令人失望,但我們豐富的遊戲和線上服務組合使我們免受任何單一遊戲的影響。我們的組合策略使我們能夠在今年實現兩位數的內生成長,並持續提供強勁的現金流,為未來的成長奠定堅實的基礎。

  • Before I hand the call to Andrew, you may have noticed that, yesterday, we announced a new CFO for the company. And I think the new CFO, Chris, is going to be a fabulous addition and will do a much better job probably than I've ever done. I thank Andrew and the team of our executives as well as the entire company for the amazing partnership that I've had here for 9.5 years at EA. It has been the most enjoyable experience of my entire career.

    在把電話交給安德魯之前,您可能已經注意到,昨天我們宣布了公司新任財務長克里斯的任命。我認為克里斯是一位非常優秀的新任財務官,他可能會比我做得更好。我感謝安德魯和我們管理團隊以及整個公司,感謝過去九年半以來與我在EA的愉快合作。這絕對是我職業生涯中最美好的經驗。

  • I also thank the buy-side and sell-side analysts and partners for all of their support over the years and wonderful interaction. And last, but not least, I thank Chris Evenden, [Aaron Green] and [Fabiola] for their amazing IR performance that interacts with all of you.

    我還要感謝買方和賣方分析師及合作夥伴多年來的支持和精彩的互動。最後,但同樣重要的是,我要感謝 Chris Evenden、Aaron Green 和 Fabiola,感謝他們出色的投資者關係工作,以及與各位的良好溝通。

  • So now, I'll hand the call back to Andrew.

    現在,我把電話交還給安德魯。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Thank you, Blake. These are exciting times in our industry. Interactive entertainment continues to grow by every measure, and our audiences are expanding and diversifying, major franchises that are the center of culture and entertainment and the world is recognizing how games have the power to connect global communities.

    謝謝你,布萊克。我們這個產業正處於令人興奮的時代。互動娛樂產業在各方面都持續成長,我們的受眾群體也不斷擴大和多元化,各大知名IP已成為文化和娛樂的中心,世界也逐漸認識到遊戲擁有連結全球社群的力量。

  • Our focus continues to be on our people, our players and our amazing portfolio of games, content and services and extraordinary growth opportunities in the future. Thanks to our incredibly talented teams at Electronic Arts, we are delivering entertainment to hundreds of millions of people around the world and connecting them through some of the most powerful, enduring franchises.

    我們始終專注於員工、玩家以及我們豐富的遊戲、內容和服務組合,並掌握未來巨大的成長機會。感謝藝電(Electronic Arts)才華橫溢的團隊,我們正為全球數億玩家帶來娛樂體驗,並透過一些最具影響力、經久不衰的遊戲系列將他們緊密聯繫在一起。

  • With the breadth and depth of our business that continue to expand our network, deepen engagement and drive growth in our recurring net bookings and ongoing profitability, we are well positioned and strategically -- well-positioned strategically to continue building on our success and delivering for our players.

    憑藉我們業務的廣度和深度,我們不斷擴大網絡,深化互動,推動經常性淨預訂量和持續盈利能力的增長,我們已做好充分的戰略準備,繼續鞏固我們的成功,並為我們的玩家創造價值。

  • As we look ahead, and as Blake just referenced, we were excited to announce yesterday that Chris Suh is joining Electronic Arts as our next CFO. Chris is coming to us after more than 25 years at Microsoft, where he served as Corporate Vice President and Chief Financial Officer of the Cloud + AI group, which he led with incredible success during Microsoft's transformation to a cloud-first company.

    展望未來,正如布萊克剛才提到的,我們很高興地宣布,克里斯·蘇(Chris Suh)將加入藝電(Electronic Arts),擔任下一任財務長。克里斯先前在微軟工作超過25年,曾任公司副總裁兼雲端+人工智慧部門財務官,在他的領導下,微軟成功轉型為一家雲端優先公司。

  • We have a big vision for the future. And in addition to Chris' financial leadership of our organization, I look forward to having him as a strategic partner, with extensive experience driving scale and growth to help us achieve our goals.

    我們對未來有著宏偉的願景。除了克里斯在財務方面對我們組織的領導作用之外,我還期待他能成為我們的策略夥伴,憑藉其在推動規模化和成長方面的豐富經驗,幫助我們實現目標。

  • As we've announced previously, Blake will be leaving our team after nearly a decade of leadership and partnership at EA. Blake has been an incredible leader, partner and adviser. But most importantly, he is a dear friend, and I feel deeply grateful for our time working together. His expertise and the team he has built have been instrumental in our growth and financial achievements and have positioned us well for continued success. Blake will remain with us until the summer to assist with the transition and special projects. Thank you, Blake, for everything you've done and continue to do for our company. And again, thank you for your friendship.

    正如我們之前宣布的,布萊克將在EA擔任領導和合作夥伴近十年後離開我們的團隊。布萊克是一位傑出的領導者、合作夥伴和顧問。但最重要的是,他是一位摯友,我由衷感謝我們共事的時光。他的專業知識和他所組建的團隊對我們的發展和財務成就至關重要,也為我們未來的持續成功奠定了堅實的基礎。布萊克將留任至夏季,協助完成過渡工作並參與一些特別項目。布萊克,感謝你為公司所做的一切,以及你將繼續為公司所做的貢獻。再次感謝你的友誼。

  • Now we are here for your questions.

    現在我們來回答您的問題。

  • Operator

    Operator

  • (Operator Instructions) Your first question comes from the line of Benjamin Soff from Deutsche Bank.

    (操作員說明)您的第一個問題來自德意志銀行的 Benjamin Soff。

  • Benjamin Soff - Research Associate

    Benjamin Soff - Research Associate

  • Just a quick thank you to Blake for being a great partner and looking forward to meeting Chris. 2 questions. So first, just around Battlefield, can you guys sort of frame for us how you think about the vision for the future of that franchise and in particular, how the new leadership for the Battlefield team is thinking about expanding and adapting that franchise over time? And then I've got a second question.

    首先要感謝Blake一直以來都是一位出色的合作夥伴,也很期待見到Chris。我有兩個問題。首先,關於《戰地》系列,你們能否簡要介紹一下你們對這個系列未來發展的願景,特別是《戰地》團隊的新領導層是如何考慮如何隨著時間的推移擴展和調整這個系列的?然後我還有第二個問題。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. Great question. Again, we have a very bold vision for where this franchise goes. This franchise has always led the category in creativity, innovation, scale, gameplay, community. And as we go into launch, again, we had a very bold vision for this game. As it turns out, we've had some challenges, not least of all trying to build this game and [farm] this game from home, and so our focus now is really making sure that core experience lives up to our fans, to the community's expectations.

    是的,問得好。我們對這個系列的未來發展有著非常遠大的願景。這個系列一直以來在創意、創新、規模、遊戲玩法和社群建立方面都處於領先地位。隨著遊戲即將上線,我們再次重申,我們對這款遊戲有著非常遠大的願景。然而,我們也遇到了一些挑戰,其中最主要的是如何在家中開發和營運這款遊戲。因此,我們現在的重點是確保核心體驗能夠滿足粉絲和社群的期望。

  • Beyond that, we'll continue to invest and grow the franchise. We have great leadership, with Vince and [Byron] and others, with tremendous background from other great shooters in the industry kind of leading the future. I believe that we're going to see this game do really well over the course of time. And it will expand to mobile and will expand to other new and interesting ways to play. But certainly, this is just a moment where we take a pause and do all that we can for the core game and the core community.

    除此之外,我們還會繼續投資並發展這個系列。我們擁有優秀的領導團隊,包括Vince、Byron以及其他成員,他們都擁有業內其他優秀射擊遊戲的豐富經驗,引領著遊戲的未來。我相信這款遊戲未來一定會取得巨大的成功。它不僅會擴展到行動平台,還會拓展到其他新穎有趣的玩法。當然,現在我們只是暫時停下來,盡我們所能為核心遊戲和核心玩家群服務。

  • Benjamin Soff - Research Associate

    Benjamin Soff - Research Associate

  • Got it. And then just in light of the announcement that you guys are working on those 3 new Star Wars games, can you talk a little bit more about your vision for that IP? And is it fair to say that, going forward, you're planning to lean more towards investing in your own IP? And if so, what are the like some of the potential pros and cons of that as a strategy?

    明白了。鑑於你們宣布正在開發三款新的《星際大戰》遊戲,能否再詳細談談你們對這個IP的願景?是否可以說,未來你們計劃更多地投資自己的IP?如果是這樣,這種策略有哪些潛在的優缺點?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes, the very strength of our business is our balanced portfolio. We have both a deep and a broad portfolio. And what we've demonstrated over the course of our -- the best part of 40 years, is to really develop both our own IP over time, like Need for Speed, The Sims, Battlefield, Apex Legends, our BioWare franchises. We have Skate in development now, Dead Space on the way, so an incredible portfolio of owned IP that has an extraordinary following across the industry.

    是的,我們業務的優勢就在於我們均衡的產品組合。我們既擁有深度豐富的產品線,又擁有廣泛的產品線。在過去近40年的發展歷程中,我們始終致力於自主智慧財產權的開發,例如《極速快感》、《模擬市民》、《戰地》、《Apex英雄》以及我們的BioWare系列遊戲。我們目前正在開發《滑板》,《死亡空間》也即將面世,我們擁有眾多在業界擁有極高人氣的自有IP。

  • Combined with other long-term enduring IP, we have the power of our sports franchises. And they are true evergreen franchises, and this is not just about licensing content, this is about working with over 300 partners across the various sports industries to deliver a true connection with the sports, the leagues, the teams, the plays that our fans love. And we've been doing that now for well over 30 years, and I think that we'll continue to do that for many, many years in the future.

    結合其他長期有效的智慧財產權,我們擁有強大的運動特許經營權。這些都是真正的常青特許經營權,這不僅僅是內容授權,而是與體育產業各個領域的300多家合作夥伴攜手合作,為我們的球迷打造與他們所熱愛的體育賽事、聯賽、球隊和比賽之間的真正聯繫。我們在這方面已經耕耘了30多年,我相信,在未來的許多年裡,我們仍將繼續這樣做。

  • And things like the Star Wars franchise, again, a long-term relationship we've had with Disney, for more than a decade. And this is not simply about building or revisiting things that already exist in the universe, but really adding to that Star Wars universe and really delivering new opportunities for Star Wars fans to experience great Star Wars content.

    還有像《星際大戰》系列這樣的作品,我們和迪士尼有著超過十年的長期合作關係。這不僅是建構或重溫宇宙中已有的內容,而是真正地豐富《星際大戰》宇宙,並為星戰粉絲提供體驗精彩星戰內容的全新機會。

  • And so when you think about our strategy going forward and the strength of our company, it really comes down to our ability to develop and build and publish industry-leading owned IP, but also work with partners over decades to truly deliver fan favorites with long and enduring fan bases, like our sports franchises and like Disney.

    因此,當我們思考我們未來的策略和公司的實力時,這實際上取決於我們開發、建立和發布行業領先的自有知識產權的能力,以及與合作夥伴數十年來共同努力,真正打造擁有長期持久粉絲群的粉絲最愛,例如我們的體育特許經營權和迪士尼。

  • Operator

    Operator

  • Your next question comes from the line of Andrew Uerkwitz from Jefferies.

    你的下一個問題來自傑富瑞集團的安德魯·烏爾克維茨。

  • Andrew Paul Uerkwitz - Equity Analyst

    Andrew Paul Uerkwitz - Equity Analyst

  • Just to reiterate the positive sentiment for Blake, it has been a great run, I really enjoyed it. I guess I just had really one question, no follow-up. Your -- one of your bigger competitors was just taken out. You guys have quite the portfolio and have taken a portfolio approach for years. How do you think the industry will look in 3 or 4 years? Do you guys see yourself as a consolidator, a potential seller? How do you see this industry shaking out over the next 3 to 5 years?

    再次重申我對Blake的正面評價,這段經歷非常精彩,我真的很享受。我其實只有一個問題,沒有後續問題。你們的——你們的一家大型競爭對手剛剛被淘汰。你們擁有相當多的投資組合,並且多年來一直採取投資組合策略。你們認為未來三、四年內,這個行業會是什麼樣子?你們認為自己會成為整合者,還是潛在的出售者?你們認為未來三到五年內,這個產業的格局會如何改變?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes, great question. And you should imagine, we've been thinking about this for some time as it turns out. And part of the reason why we have built the strength in our broad and deep portfolio and why we have gone out in search of the best teams in the industry to bring them into our company and build great entertainment for a global player base of what is now well over 0.5 billion fans is because we do believe in the power of entertainment, we do believe in the power of interactive entertainment. I think what we're seeing now in the marketplace is the motion of the value of what we do in particular.

    是的,問得好。其實,我們已經思考這個問題很久了。我們之所以建構起如此強大且涵蓋面廣的產品組合,並努力尋找業內頂尖團隊加入我們公司,為全球超過5億的玩家打造卓越的娛樂體驗,部分原因在於我們堅信娛樂的力量,堅信互動娛樂的力量。我認為,我們現在在市場上看到的,正是我們所做事情的價值正在不斷提升。

  • And so as I think about the future of the industry, I do believe that we will start to see entertainment coming together. You're seeing some other companies talk about this. But when we think about our players and we think about the things that they engage in, they play our games more than any other form of entertainment, but they also consume linear media and scripted entertainment and sports broadcast and music and other things.

    所以,展望產業未來,我相信娛樂產業將會逐漸融合。其他一些公司也在談論這一點。但當我們思考我們的玩家,思考他們參與的各種活動時,我們會發現,他們玩我們遊戲的時間比其他任何娛樂形式都多,但他們也會消費線性媒體、劇本娛樂節目、體育賽事直播、音樂等等。

  • And so as we look at the future, we are building strength in our core ability to deliver interactive entertainment to our fans, which we think will continue to grow well north of 1 billion fans over time. But we're also aware that our fans are expecting us to find new and interesting ways for them to experience entertainment.

    展望未來,我們將著力提升自身核心能力,提供粉絲互動娛樂體驗。我們相信,隨著時間的推移,我們的粉絲數量將持續成長,最終將突破10億大關。同時,我們也意識到,粉絲們期待我們不斷探索新穎有趣的娛樂方式。

  • And so as we think about the future, you should think about it with IP at the center and engagement around play, watch, create and experience all built on a deep social ecosystem that brings fans together around the content they love. And when you look at our strategy of what we're doing and creating great entertainment around building tools so that our community can engage more deeply around the aggregation and distribution of content across platforms, across business models, across geographies and really leaning into the social ecosystem, that are borne out of the engagement with our games, I think you should imagine that's what the world looks a lot more like 4 or 5 years from now.

    因此,當我們展望未來時,我們應該以智慧財產權為核心,圍繞著遊戲、觀看、創作和體驗等各種互動方式展開,所有這些都建立在一個深厚的社交生態系統之上,將粉絲聚集在一起,共同分享他們喜愛的內容。當我們審視我們正在做的策略,即圍繞構建工具來創造優質的娛樂內容,使我們的社區能夠更深入地參與到跨平台、跨商業模式、跨地域的內容聚合和分發中,並真正融入到源於我們遊戲互動而形成的社交生態系統中時,我想你應該能想像到,這才是四五年後世界更可能呈現的景象。

  • Operator

    Operator

  • Your next question comes from the line of Mike Hickey from Benchmark.

    你的下一個問題來自 Benchmark 公司的 Mike Hickey。

  • Michael Joseph Hickey - Senior Equity Analyst

    Michael Joseph Hickey - Senior Equity Analyst

  • And Blake, I'm going to miss you, bud. I'm sure you'll be getting a lot of skiing in now, so I'm not feeling sorry for you. So it's been great working with you. So question is, I guess, on Battlefield, obviously disappointed. Can you give us -- can you size the units you sold in the quarter?

    布萊克,兄弟,我會想你的。我相信你現在一定能好好滑雪,所以我一點也不覺得可惜。和你一起工作很愉快。那麼問題來了,關於《戰地》,顯然你們很失望。可以告訴我們一下——你能透露一下你們這個季度的銷售嗎?

  • I think you guided for 12 or so, but sort of curious where you ended up versus expectations? And then thinking about how you sort of reengage that audience, there's been some ideas around free-to-play, curious about the possibility. And then I didn't hear mobile. Did you drive mobile for Battlefield, or is that just delayed?

    我想你們大概指導了12週左右,但我很好奇最終結果和預期相比如何?另外,你們也在思考如何重新吸引玩家,之前有人提出免費遊戲的想法,我很想了解這個可能性。還有,我沒聽到關於行動端的消息。你們負責過《戰地》的行動端開發嗎?還是說只是延期了?

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • So let me -- Mike, thanks for your nice comment, to the other analysts as well. Unfortunately, I'm sure I won't get as much skiing as I would like. But we're going to refrain from trying to give updates on units because we know that they're -- remember, Battlefield is less than 10% of our revenue. So I'm not sure what you would do with that.

    好了,讓我來——麥克,謝謝你的好評,也謝謝其他分析師。很遺憾,我估計滑雪的時間不會像我希望的那麼多了。但我們不會再公佈銷售數據了,因為我們知道——別忘了,《戰地》系列遊戲的收入不到我們總收入的10%。所以我也不知道該怎麼處理這些數據。

  • Clearly, we sold less units than we thought we would. But what I would say is that, remember, these gains are long tails. And so our goal is to add new content, new ways to play, new excitement to stretch this out. And in some ways, we hope it benefits FY '23 since we've had a pretty strong FY '22. And so it helps us in the future.

    顯然,我們的銷量低於預期。但我想說的是,請記住,這種成長是長尾效應。因此,我們的目標是增加新內容、新玩法和新亮點,以延長遊戲的生命週期。在某種程度上,我們希望這能對 2023 財年有所助益,因為我們在 2022 財年的表現相當出色。這對我們未來的發展大有裨益。

  • I'll let Andrew address the second part of your question.

    我會讓安德魯來回答你問題的第二部分。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. So I think that you'll remember coming into the launch, the demand metrics were very high. And so that reaffirms for us that the core underlying creative for the game still has really strong demand around it. I think we -- as I've mentioned, we had some challenges around stability, particularly on high-end PC machines, and performance. And there were some design decisions that not all in the community really agreed with. And so our focus right now is to really go back in and make sure we get that stuff right.

    是的。我想大家應該還記得,遊戲上線之初,市場需求非常高。這再次印證了我們,遊戲的核心創意依然擁有非常強勁的市場需求。正如我之前提到的,我們在穩定性方面遇到了一些挑戰,尤其是在高階PC上,效能方面也存在一些問題。此外,有些設計決策並非完全得到社群的認可。因此,我們目前的重點是重新審視這些問題,確保它們得到妥善解決。

  • And as much as I hate to admit it, DICE is a studio that has been able to do this a number of times now, and really go back in, rebuild at the core and reengage the community, as long as we do that in conjunction with the community, and that's what that studio is so great at doing. And so I think the combination of guys with the new leadership and a strong vision for the future, we will build out the core, we will reengage the community, and we will manifest that demand that we saw coming into launch over the course of time.

    雖然我不太願意承認,但DICE工作室已經多次成功做到這一點,他們能夠真正地從根本上重建遊戲,重新吸引玩家社區,只要我們與社區攜手合作,而這正是這家工作室的強項。所以我認為,有了新的領導團隊和對未來的清晰願景,我們一定能夠完善遊戲的核心,重新吸引玩家社區,並最終實現我們在遊戲發售前就預見到的玩家需求。

  • Mobile is still developing and the metrics are showing up really strong. I think, right now, we're looking at going to the next Closed Beta at the end of this month. And as is the case of mobile, we'll continue to tune and test in the environment. And then as it relates to free-to-play and other modalities of play, again, we have a big bold vision for this franchise.

    行動端仍在開發中,各項指標表現非常強勁。我認為,目前我們計劃在本月底開啟下一輪封閉測試。和以往的行動端開發一樣,我們會持續進行調整和測試。至於免費遊戲模式和其他遊戲模式,我們對這個系列有著宏偉的願景。

  • This franchise, since its inception, has been a leader in creativity and innovation, with how it's played and how it's delivered. And you should expect that we will continue to work to deliver new and interesting ways to engage with this game over the course of time. And while I'm disappointed with how it launched, I'm still very excited for the future.

    這個系列遊戲自誕生以來,無論在玩法或呈現方式上,都始終引領著創意和創新的潮流。我們將繼續努力,不斷推出新穎有趣的遊戲體驗方式。雖然我對遊戲的發布方式感到失望,但我仍然對它的未來充滿期待。

  • Operator

    Operator

  • Your next question comes from the line of Eric Handler from MKM Partners.

    你的下一個問題來自 MKM Partners 的 Eric Handler。

  • Eric Owen Handler - MD

    Eric Owen Handler - MD

  • Andrew, I wonder if you could just talk a little bit about when you think about the expansion that's going on in the video games industry in the last year or so and we're seeing a lot of user-generated content and platforms around that start to proliferate. We've seen a lot of venture capital funding into blockchain NFT gaming. Wondering how you're thinking about those channels eventually. And is it easier to build from within? Is it better to buy once there's some established players there? I just want to get your mindset there.

    安德魯,我想請你談談你對過去一年左右電子遊戲產業擴張的看法,以及我們看到大量用戶生成內容和平台開始湧現的看法。我們也看到許多創投湧入區塊鏈NFT遊戲領域。我想知道你最終是如何看待這些管道的?從內部發展更容易嗎?還是等到一些成熟的參與者出現後再收購比較好?我只是想了解你的想法。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. Great question. I would tell you, I started in this industry over 20 years ago. At that point in time, it was the fastest-growing entertainment industry on the planet by a wide margin. I think it has been the fastest-growing entertainment industry on the planet every year since then. But still, people seem to be surprised by this. So we're not surprised by it at all. And I think as technology has continued to evolve, we have been able to deliver new and interesting and fun ways to engage with content.

    是的,問得好。我入行已經20多年了。當時,它是全球發展最快的娛樂產業,遙遙領先。我認為從那以後,它每年都是全球發展最快的娛樂產業。但即便如此,人們似乎仍然對此感到驚訝。所以我們一點也不驚訝。而且我認為,隨著科技的不斷發展,我們已經能夠提供更多新穎、有趣且引人入勝的內容互動方式。

  • And what we've seen more recently is just how powerful the social ecosystem, the social networks borne out of engagement of our games truly are. And these are now -- is not now just about ingesting entertainment in the same way you do traditional scripted media or traditional broadcast, [official music]. This is about experiencing entertainment with your friends. And that's unbelievably powerful. I think that has been really the fuel that has driven the growth in recent times.

    我們最近看到的是,由遊戲互動衍生出的社交生態系統和社交網路究竟有多強大。如今,這些社群活動不再只是像傳統媒體或廣播那樣獲取娛樂內容,而是與朋友一起體驗娛樂。這種體驗的力量令人難以置信。我認為這正是近期推動遊戲產業成長的真正動力。

  • As part of that, of course, the ability to create your own content and put it into that ecosystem has become a really valuable part of what our industry offers to our players and our fans. The traditional media just doesn't. And this is something that we hold true. Again, it's been at the very center of The Sims for a long time. It's at the very center of modes like FIFA Ultimate, even Madden Ultimate Team, to the very center of the design of Skate, which we'll be launching soon.

    當然,作為其中的一部分,能夠創作自己的內容並將其融入這個生態系統中,已經成為我們行業為玩家和粉絲提供的真正寶貴的資源。傳統媒體卻無法做到這一點。我們始終堅持這一點。長期以來,它一直是《模擬市民》的核心。它也是 FIFA Ultimate、Madden Ultimate Team 等模式的核心,甚至也是我們即將推出的滑板遊戲設計的核心。

  • And so this concept of UGC or user-generated content is really just an extension of the social interaction that I'm able to have with my friends in and around experiencing what is the best entertainment on the planet. And so I believe that's going to be a really important part of our future.

    因此,使用者生成內容(UGC)的概念其實只是我與朋友們在體驗地球上最棒的娛樂活動時進行社交互動的一種延伸。所以我相信,這將是我們未來非常重要的一部分。

  • Now to the extent whether we want to build that out or buy that over time, right now, we are building, we're building technology, we're building [credit], we're building assets, and we're offering that out to communities around the world and we're seeing great uptake of that. If there was an acquisition opportunity in the future, we would ultimately look at that, but we don't -- we're not looking at anything at this juncture.

    至於我們最終是想自主發展還是收購,目前我們正在自主發展,包括技術研發、信用體系建設和資產積累,並將這些服務提供給世界各地的社區,而且反應非常好。如果未來出現收購機會,我們最終會考慮,但目前我們沒有這方面的計畫。

  • Around the NFT and where VCs are investing, again, we see this also happen in our industry. We saw it with 3D, we saw it with AR/VR, we're now seeing with NFTs, there's always something in and around our industry that is driving a lot of external investment.

    圍繞著NFT以及創投的領域,我們看到這種情況也發生在我們所在的產業。 3D領域如此,AR/VR領域如此,現在NFT領域也是如此,我們產業內外總有一些事物能夠吸引大量外部投資。

  • The way I look at this is collectability is really built on 4 key metrics: it's around high-quality content; it's around scarcity; it's around provable authenticity; and it's around a group of people that find value in that content. And we've seen that happen in the real world. And we've seen that happen in the virtual world. We've certainly seen that happen in and around our games for some number of years. And I believe that collectability will continue to be an important part of our industry and the games and experiences that we offer our players.

    我認為收藏價值實際上建立在四個關鍵指標之上:高品質的內容;稀缺性;可驗證的真實性;以及一群能夠從中發現價值的人群。我們在現實世界中看到了這一點,在虛擬世界中也看到了這一點。當然,多年來,我們在遊戲內外也看到了這一點。我相信,收藏價值將繼續成為我們行業以及我們為玩家提供的遊戲和體驗的重要組成部分。

  • Whether that's as part of NFT and the blockchain, well, that remains to be seen. And I think the way we think about it is we want to deliver the best possible player experience we can. And so we're going to -- we'll evaluate that over time, but right now, it's not something that we're driving hard against.

    至於這是否會成為NFT和區塊鏈的一部分,目前還不得而知。我認為我們目前的想法是,我們希望提供盡可能最佳的玩家體驗。因此,我們會隨著時間的推移進行評估,但就目前而言,我們並沒有大力推進這方面的工作。

  • Operator

    Operator

  • Your next question comes from the line of Matthew Thornton from Truist Securities.

    你的下一個問題來自 Truist Securities 的 Matthew Thornton。

  • Matthew Corey Thornton - VP

    Matthew Corey Thornton - VP

  • And Blake, absolute best of luck to you in your future endeavors here. It's been a pleasure. I guess 2 questions. First for me, you guys talked about, in the back half of the fiscal year, obviously, Battlefield missed. That's partially offset by strength in FIFA, Apex and others. With FIFA, in particular, I guess, you talked a lot about kind of unit strength year-on-year. I'm just kind of curious how you felt about or are feeling about Ultimate Team and the live services component into the back half of the year, I guess, is the first question.

    布萊克,祝你未來一切順利。和你交流非常愉快。我有兩個問題。首先,你們提到,在下半年的財年裡,《戰地》系列的表現明顯下滑。不過,《FIFA》、《Apex英雄》和其他一些遊戲的強勁表現在一定程度上彌補了這一損失。特別是《FIFA》,你們似乎多次提到了其單機模式的年度成長。我比較好奇的是,你們對下半年的終極球隊模式和線上服務有何看法。這是我的第一個問題。

  • Second question, curious, coming back to mobile and maybe some of the recent acquisitions. Kind of curious if you could talk a little bit about how you're thinking about advertising. I know it's come up a bit. Other companies might get 10% to 20% of their mobile bookings from advertising. Glu brings some new capabilities to you. So I'm curious how you're thinking about advertising. Curious how you're thinking about the Glu pipeline almost a year into that deal and then also, when we might start to hear a little more about kind of what your plans are with Metalhead and Super Mega Baseball.

    第二個問題,有點好奇,又回到了行動端,或許也牽涉到最近的一些收購。我想請您談談您對廣告的規劃。我知道這個問題已經被討論過幾次了。其他公司可能10%到20%的行動端預訂量來自廣告。 Glu 為你們帶來了一些新的功能。所以我很好奇你們是如何看待廣告的。也很好奇在收購Glu近一年後,你們是如何看待Glu的業務管道的。另外,我們什麼時候才能聽到更多關於你們對Metalhead和Super Mega Baseball的計劃?

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • So let me -- I'll start on the live service piece, and then I'll let Andrew hit the second question. Live service growth in the quarter was 9%, and trailing 12 months is 21%. And that's across all of our live services. And so if you look at something like Apex or FIFA, they're clearly well north of that. And we feel -- continue to feel it is one of the cores of our business because it is recurring and highly dependent on the social networks that we've created in our games. And particularly on sports, those are evergreen networks that continue every year.

    那麼,我先來談談線上服務部分,然後讓安德魯回答第二個問題。本季線上服務成長了9%,過去12個月的成長率為21%。這是所有線上服務的總和。所以,如果你看看像Apex或FIFA這樣的遊戲,它們的成長率顯然遠高於這個數字。我們仍然認為,線上服務是我們業務的核心之一,因為它具有持續性,並且高度依賴我們在遊戲中創建的社交網路。尤其是在體育領域,這些社交網絡是常青的,每年都在持續發展。

  • And so the metrics we see are exceptional, up well over last year. You look at the Apex numbers as we reported, the dramatic improvement year-over-year, and everything they do is continuing to try to drive engagement with people. They've brought in a large number of new players into the game, retained players, and continue to come up with amazing and unique ideas for ways to play.

    因此,我們看到的各項指標都非常出色,遠超去年同期水準。正如我們先前報導的Apex數據,其年比提升幅度驚人,而且他們所做的一切都是為了持續提升玩家參與度。他們不僅吸引了大量新玩家,還留住了現有玩家,並且不斷推出令人驚豔的獨特玩法。

  • So we're very excited about how that continues and it continues across all of our sports, and we're looking as to how do we do that across more and more games going forward.

    所以我們對這種做法的延續感到非常興奮,而且這種做法在我們所有的運動中都在延續,我們正在研究如何在未來將這種做法應用到越來越多的比賽中。

  • So I'll let Andrew talk about Glu a little bit.

    那麼,就讓安德魯簡單介紹一下 Glu 吧。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. Again, we are working close with Glu. It's still relatively early days, with the acquisition for both them and Playdemic. And we're working both on bolstering our existing 15 live services and building out new ones. And as per my prepared remarks, we're projecting well into double-digit growth next year. And that includes Apex Mobile and the renewed FIFA Mobile and a full year of Golf Clash and ongoing growth across the portfolio. And we're excited about that.

    是的。我們再次強調,我們正與 Glu 保持密切合作。對 Glu 和 Playdemic 而言,收購都還處於初期階段。我們正在努力鞏固現有的 15 項線上服務,並開發新的服務。正如我之前準備的發言稿中所述,我們預計明年將實現兩位數的成長。這其中包括 Apex Mobile、重製版的 FIFA Mobile、Golf Clash 的全面運作以及整個產品組合的持續成長。我們對此感到非常興奮。

  • With respect to advertising specifically, we are taking the Glu advertising stack and then applying it across our games. And it's a little early to know just yet exactly how that will manifest, but based on what we're seeing across the industry, we expect that, that represents some revenue growth there also. So overall, mobile now really is a strength of ours. It's a very important part of how we drive growth in the business, both in our existing games, in our new launches and with the potential of mobile advertising across the portfolio.

    就廣告方面而言,我們正在採用 Glu 的廣告技術堆疊,並將其應用於我們的遊戲中。目前還很難準確預測最終效果,但根據我們對整個產業的觀察,我們預期這也能帶來一定的收入成長。總而言之,行動端現在是我們的優勢所在。無論是在現有遊戲、新遊戲發布,或是在整個產品組合中拓展行動廣告業務,行動端都是我們推動業務成長的關鍵因素。

  • Operator

    Operator

  • Your next question comes from the line of Drew Crum from Stifel.

    你的下一個問題來自 Stifel 的 Drew Crum 的一條產品線。

  • Andrew Edward Crum - VP and Analyst

    Andrew Edward Crum - VP and Analyst

  • And Blake, best of luck. Curious as to your thoughts on where the business is in terms of engagement normalizing. Is the reopening headwind behind you? Or is this something we should anticipate in calendar '22? Is it contemplated in your fiscal '23 net bookings forecast? And then separately, your OpEx growth year-to-date is approaching 30% year-on-year. Should we see that slow materially once you start to anniversary acquisitions? Or how should we be thinking about OpEx going forward?

    布萊克,祝你好運。我很想知道你對公司業務目前的情況有何看法,即客戶參與度是否正在恢復正常。重新開放帶來的不利影響是否已經過去?或者我們應該預期這種情況會在2022年出現?你的2023財年淨預訂量預測中是否考慮到了這一點?另外,你今年迄今的營運支出較去年同期成長接近30%。一旦收購項目開始週年紀念,我們是否會看到這一成長速度顯著放緩?或者我們應該如何看待未來的營運支出?

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • Yes. I can take the OpEx question quickly, Drew. I mean clearly, most of that was driven by 2 things. One is our acquisitions, probably the biggest driver of it, but second is driven by the fact that we've used this opportunity of some questions in the gamer community about which companies are going to be around and which aren't. And we've been able to hire some amazing talent during that because of our stability. And so that doesn't continue on forever.

    是的。關於營運支出(OpEx)的問題,德魯,我可以快速回答。很明顯,大部分支出是由兩件事驅動的。一是我們的收購,這可能是最大的驅動因素;二是遊戲玩家群對哪些公司會繼續存在、哪些公司會消亡的疑問,我們抓住了這個機會。由於公司營運的穩定性,我們得以在此期間招募到一些非常優秀的人才。當然,這種情況不會永遠持續下去。

  • Obviously, the acquisition growth is a onetime component. So I think we're -- remember, our OpEx really comes down to 2 things, headcount and marketing expense. So the marketing expense will swing by the titles that are in any 1 year, but we're pretty good at managing that. And the headcount, we're also very good at managing. And so I don't think you're going to see a jump like we've seen this past year.

    顯然,收購帶來的成長是一次性的。所以我覺得——記住,我們的營運支出其實只包含兩方面:人員編制和行銷費用。行銷費用會隨著每年新增職位數量的波動而變化,但我們在這方面做得很好。人員編制方面,我們也做得很好。所以我認為不會再出現像去年那樣的大幅成長了。

  • But remember, even with the OpEx growth that you see, look at the Q3 EPS number, I mean, clearly, we've been able to manage that even with a downdraft of $48 million in revenue that we didn't originally plan. And so we're a pretty flexible organization to be able to try to manage that to keep margins going. And so I think you'll see that going forward.

    但請記住,即使營運支出有所成長,看看第三季的每股盈餘數據,很明顯,即使營收意外下降了4,800萬美元,我們仍然能夠應對。因此,我們是一個相當靈活的組織,能夠努力應對這種情況,以維持利潤率。所以我認為,未來您還會看到這一點。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • On engagement, through or post-COVID, depending on how you think about it, I think we've been on a rolling situation around the world of kind of coming back and slowing down a little and coming back. Broadly speaking though, much of the world is out and about. They're at sporting events, they're going to theme parks, they're watching movies, they're going to dinner. So much of the world has returned mostly to normal at this juncture by our calculation.

    關於參與度,無論是在疫情期間還是疫情之後(這取決於你怎麼看待它),我認為全球範圍內的情況一直在反复變化,先是有所恢復,然後又稍稍放緩,之後再次恢復。但總的來說,世界上大部分地區的人們都已經恢復正常活動了。他們觀看體育賽事,去主題樂園,看電影,外出用餐。根據我們的評估,目前世界大部分地區已經基本恢復正常。

  • Even as part of that, we've seen not only number of players grow again, over 540 million people now in our network, we've also seen time spent in our games grow by over 20%. And I kind of looked at that as not just about creating amazing games and entertainment, but it is the social interaction. I think what COVID has taught us is that games are a great way not just to get our entertainment fix, to remain deeply connected with our friends and fans and rivals.

    即便如此,我們不僅看到玩家數量再次成長(目前我們的用戶已超過5.4億),而且玩家在遊戲上花費的時間也增加了20%以上。我認為這不僅僅是關於創造精彩的遊戲和娛樂體驗,更重要的是社交互動。我認為新冠疫情教會我們的是,遊戲不僅是滿足我們娛樂需求的好方法,也是與朋友、粉絲和競爭對手保持緊密聯繫的絕佳途徑。

  • And what we're seeing now, I believe, is actually the long-term effect of the discovery of not just the value of our -- of what we do in terms of entertainment, but also the value in maintaining connections with those we care most about. And we would expect that to continue and actually create a flywheel for added growth.

    我認為,我們現在看到的,實際上是人們發現自身價值的長期影響——這種價值不僅體現在我們所做的娛樂工作中,也體現在我們與最關心的人保持聯繫上。我們預計這種影響會持續下去,並形成良性循環,促進業務的進一步成長。

  • Operator

    Operator

  • Your next question comes from the line of Jason Bazinet from Citi.

    你的下一個問題來自花旗銀行的 Jason Bazinet。

  • Jason Boisvert Bazinet - MD, Global Head of EMT & Analyst

    Jason Boisvert Bazinet - MD, Global Head of EMT & Analyst

  • I think it's a little bit early to talk about this, but I would be very curious about how you're thinking about your business and strategy as it relates to the metaverse as that becomes more real. Is that something that you view as just another opportunity for you to engage your fans? Is it a battle about time spent? Does it potentially sort of change industry, sort of rev shares? Or is it just sort of a nonevent and you guys think you can sort of continue to focus on your IP and engagement, and it's really sort of not material?

    我覺得現在談論這個話題可能有點早,但我很好奇你們是如何看待元宇宙對你們業務和戰略的影響的,尤其是在它變得越來越現實的情況下。你們是否把它看作是與粉絲互動的新契機?還是說這會成為一場關於用戶投入時間的競爭?它是否有可能改變產業格局,例如影響收益分成?或者你們覺得這根本無關緊要,可以繼續專注於你們的智慧財產權和使用者互動,而元宇宙本身對你們的影響微乎其微?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. I mean a great question and certainly, another one of these things that is kind of the topic du jour at the moment. And many people are talking about it in different context, quite frankly. At the end of the day, the metaverse is a 3-dimensional social space where you come together to experience things with your friends. And so now, much of that happens in the 2-dimensional Internet, around the social networks that we see. But I would tell you, a lot of that happens in the context of our games.

    是的。我的意思是,這是一個很好的問題,而且這無疑是當下熱門話題之一。坦白說,很多人都在不同的語境下談論它。歸根結底,元宇宙是一個三維的社交空間,你可以在這裡與朋友們一起體驗各種事物。現在,許多這樣的活動都發生在二維的網路上,圍繞著我們看到的社交網路。但我可以告訴你,很多這樣的活動也發生在我們的遊戲中。

  • And as I look at the nature of our games, I look at the engagement that we're seeing inside these 3D spaces that we create in and around sports and other worlds, what you see with our industry is the beginnings of what a metaverse might be. And over the course of time, you should expect us to continue to expand and extend the world that we have been creating for the last 30 years and deliver more experiences beyond the core [kind of center] the game. So what can you do in FIFA beyond playing football, what would you do in Need for Speed beyond the driving game, what will you do in The Sims as you come together with your friends beyond the creation of content?

    當我審視我們遊戲的本質,審視我們在運動及其他領域所創造的3D空間中觀察到的玩家參與度時,你會發現,我們這個產業正在孕育著元宇宙的雛形。隨著時間的推移,我們將繼續拓展和延伸過去30年來我們一直在建構的世界,並提供遊戲核心以外的更多體驗。例如,在FIFA中除了踢足球還能做什麼?在《極速快感》中除了駕駛遊戲還能做什麼?在《模擬市民》中,除了創作內容之外,你還能和朋友們一起做些什麼?

  • And you'll see that continue to evolve for us over the course of time. And I don't know ultimately what the metaverse will become. But what I do know is that the games we create are becoming more important as social spaces than they are just as places to enjoy great entertainment. As we continue to build out those experiences and as whatever the metaverse becomes, it's an almost certainty that we will play a very important role in it and that our players will be on the leading edge of the evolution of what these spaces might become.

    隨著時間的推移,你會看到它不斷演變。我並不知道元宇宙最終會發展成什麼樣子。但我確信的是,我們創造的遊戲正變得越來越重要,它們不僅是娛樂場所,更是社交空間。隨著我們不斷建構這些體驗,無論元宇宙最終會變成什麼樣子,幾乎可以肯定的是,我們將在其中扮演至關重要的角色,而我們的玩家也將站在這些空間未來發展的前沿。

  • Operator

    Operator

  • Your next question comes from the line of Mike Ng from Goldman Sachs.

    你的下一個問題來自高盛的吳宇森(Mike Ng)的一句話。

  • Michael Ng - Research Analyst

    Michael Ng - Research Analyst

  • I just have 2. First, I was just wondering if you could talk a little bit about EA PLAY. Where are we with EA PLAY subscribers today? And how do you see the outlook for video game subscription services changing, particularly with recent consolidation? And then second, it was encouraging to hear the reiteration of the mid- to high single-digit top line growth for next year. I'm just wondering if you could go a little bit more in detail around some of the drivers. What do you see driving some of the FIFA's trends? And are there new games or unannounced titles embedded in that outlook?

    我只有兩個問題。首先,我想請您談談EA PLAY。 EA PLAY目前的訂閱用戶數如何?您認為電子遊戲訂閱服務的前景會如何變化,尤其是在近期產業整合的情況下?其次,很高興聽到您重申明年營收將實現中高個位數成長。我想請您更詳細地談談一些驅動因素。您認為FIFA的哪些趨勢正在推動成長?這個預測中是否包含一些新遊戲或尚未公佈的遊戲?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Yes. Let me quickly hit on the EA PLAY component, and then I'll let Blake talk about the mid- to high single-digit growth. EA PLAY continues to grow for us. It continues to be a really, really positive consumer experience in getting access to some of the greatest content in the industry. What we see more broadly across entertainment is that subscription continues to be a core driver. And what we're able to do is drive ongoing engagement, perhaps in a way even if -- that's stronger than traditional linear or scripted entertainment.

    是的。我先簡單說說EA PLAY,然後讓Blake來談談個位數中高段位的成長。 EA PLAY持續成長,為用戶提供業界頂尖內容,帶來非常正面的使用者體驗。從更廣泛的娛樂產業來看,訂閱仍然是核心驅動力。我們能夠做到的,是推動用戶持續參與,甚至比傳統的線性或劇本式娛樂方式更勝一籌。

  • I think that you'll -- we will continue to see consumers engage in our content through subscription, and we will continue to provide our content that way. And I think we'll start to see more and more growth across the platform.

    我認為,我們將繼續看到消費者透過訂閱方式參與我們的內容互動,我們也將繼續以這種方式提供內容。而且我認為,我們將看到整個平台的用戶數量不斷增長。

  • And we continue to be the leading provider of a gaming subscription across platforms in our industry, and with the depth and breadth of our portfolio and the new experiences we have coming, we believe that we're going to continue to drive growth there. And over the course of time, back to my earlier point around entertainment, you might expect us to do more things beyond just games and the context of that subscription around a broader service for our players. And we're pretty excited about what that might become over the course of time.

    我們仍然是業界領先的跨平台遊戲訂閱服務提供商,憑藉我們豐富的產品組合和即將推出的全新體驗,我們相信我們將繼續推動該領域的成長。隨著時間的推移,正如我之前提到的娛樂方面,您可能會期待我們在遊戲和訂閱服務之外,為玩家提供更廣泛的服務。我們對未來的發展前景感到非常興奮。

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • And on the '23 question, obviously, as we said, we're not yet ready to give guidance, which we normally don't do at this time of the year, but we did give some hints. And the keys to driving growth are obviously our core portfolio, things like FIFA, for example, and live services associated with it, Madden, Hockey and other sports.

    至於2023年的業績展望,正如我們之前所說,我們目前還不便給出業績指引,這在每年的這個時候我們通常也不會這樣做,但我們確實透露了一些資訊。推動成長的關鍵顯然在於我們的核心產品組合,例如FIFA系列遊戲及其相關的線上服務,還有Madden橄欖球、冰球和其他運動項目。

  • Apex Legends obviously has continued to evolve and shown amazing growth. We will have an Apex Legends Mobile game in the market. We don't know exactly what time that will be, and there will be a global build for that game as well as a Chinese build for that game. And we're working with a partner there, and things are going very well in test. But we're excited about that as a major growth driver.

    《Apex英雄》顯然一直在不斷發展壯大,並且取得了驚人的成長。我們將推出《Apex英雄》手遊版。目前我們尚不確定具體上線時間,但這款遊戲將同時推出全球版本和中國版本。我們正在與合作夥伴共同開發,測試進展非常順利。我們對此充滿期待,相信它將成為推動遊戲成長的重要動力。

  • We will have more growth, we think, out of the FIFA Mobile game that we just put in to the market. And remember that we only had or booked really 0.5 year of Playdemic's called Clash game. We'll have a full year of that next year. And we're working with Playdemic on how they can take that Clash mechanic into other sports areas where we have licenses already.

    我們認為,剛上市的FIFA Mobile遊戲將會帶來更大的成長。別忘了,我們之前只預訂了Playdemic的Clash遊戲半年的授權。明年我們將擁有整整一年的授權。我們正在與Playdemic合作,探討如何將Clash的機制應用到我們已擁有授權的其他運動領域。

  • And then we've got a Need for Speed game coming. And there are 3 or 4 more things to -- that we haven't announced yet, but you can imagine we are always trying to find ways to grow the portfolio year-over-year through new titles, new IP and expansion and as well acquisitions, which, right now, we're in the digest mode, but it doesn't mean that we won't keep looking at everything going forward.

    接下來我們還有一款《極速快感》遊戲即將推出。另外還有三、四項尚未公佈的項目,但您可以想像,我們一直在努力透過推出新遊戲、新IP、業務拓展以及收購等方式,逐年擴大我們的產品組合。目前,我們正在進行初步評估,但這並不意味著我們未來會停止關注所有相關事宜。

  • So we're excited about next year. It looks like a strong year to come. And as Andrew said, we know that this is one of the greatest entertainment vehicles in the world right now, and so we're really in the sweet spot and that's what gets us excited about it.

    所以我們對明年充滿期待。看起來明年會是強勁的一年。正如安德魯所說,我們知道這是目前世界上最棒的娛樂平台之一,所以我們正處於最佳狀態,這正是讓我們感到興奮的原因。

  • Michael Ng - Research Analyst

    Michael Ng - Research Analyst

  • Great. That was incredibly helpful. And Blake, best of luck in your next chapter.

    太好了,這真的很有幫助。布萊克,祝你在人生的下一個階段一切順利。

  • Operator

    Operator

  • Your next question comes from the line of Mario Lu from Barclays.

    你的下一個問題來自巴克萊銀行的馬裡奧·盧。

  • X. Lu - Research Analyst

    X. Lu - Research Analyst

  • And Blake, it's been a pleasure interacting with you over the years.

    布萊克,這些年來與你相處非常愉快。

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • I appreciate that.

    我很感激。

  • X. Lu - Research Analyst

    X. Lu - Research Analyst

  • Yes. I guess the first question is more high level. You guys said in your slides, spending -- playing time has increased 20% in this quarter compared to the year prior. What was the largest driver of that? And I don't know if you have this data, but what's the typical lag historically between growth and time spent and monetization?

    是的。我想第一個問題比較宏觀。你們在投影片中提到,本季玩家的消費和遊戲時間比去年同期成長了20%。請問最大的驅動因素是什麼?另外,我不知道你們有沒有相關數據,但從歷史數據來看,成長、遊戲時間和變現之間通常會有多大的延遲?

  • And then secondly, you guys did not really talk about Madden as much on this call. So just wondering what the delta is between its performance versus like a FIFA. Are things like maybe [Apex Legends] are kind of driving the growth here? Anything, I would imagine, that you can talk about [next].

    其次,你們這通電話中似乎沒怎麼談到《麥登橄欖球》。所以我想問一下,它的表現和《FIFA》之類的遊戲相比如何?像《Apex英雄》這樣的遊戲是否在推動其成長?我想你們接下來還可以談談其他方面。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • So let me start with Madden. Madden is also having a great year, and we're seeing tremendous growth. For all of you who followed the season, this has been an unbelievably exciting season of football. And what we know...

    那麼,就先說說《麥登橄欖球》吧。 《麥登橄欖球》今年的表現也相當出色,我們看到了它巨大的成長。對於所有關注本賽季的球迷來說,這絕對是一個激動人心的橄欖球賽季。而我們目前所知道的是…

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • [As I'm sure 49ers did well].

    [我相信49人隊表現不錯]。

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Well, it was exciting for us for a second, and then it was -- the playoff games and the season overall has been an unbelievably exciting game. The ratings for the NFL have been extremely strong through the year, and that's driving really strong engagement in and around our Madden franchise. And it continues to go from strength to strength.

    嗯,一開始我們確實很興奮,但後來就完全不一樣了——季後賽和整個賽季都精彩絕倫。 NFL的收視率全年都非常強勁,這也大大提升了我們Madden系列遊戲的玩家參與度。而且這種勢頭還在持續增強中。

  • With respect to what drove the engagement, again, we have this great portfolio. And while we certainly saw extraordinary growth in Apex Legends, we saw great growth in FIFA. We also saw growth across the portfolio. And on -- Apex was 30%. FIFA was -- our EA SPORTS portfolio was up 10% on what is a very big number. But we've seen growth across the portfolio, and that speaks to the value of the breadth and the depth of our portfolio.

    至於推動用戶參與度成長的因素,我們擁有強大的產品組合。雖然《Apex英雄》的成長尤其顯著,但《FIFA》的成長也相當可觀。此外,我們整個產品組合都實現了成長。 《Apex英雄》成長了30%,《FIFA》成長了10%——EA SPORTS產品組合的成長幅度相當可觀。但我們整個產品組合都實現了成長,這充分體現了我們產品組合的廣度和深度所帶來的價值。

  • In terms of lag between engagement and monetization growth, which I think was one part of your question there, I don't have exact numbers for you on that. What I would tell you is our teams work very closely with the communities and ensure that they're always providing new and interesting content. And what we know about all of our communities, [when they play], is they make a choice of do they want to invest more time or do they want to invest more money in the experience. And it's really the ability to build that balanced ecosystem that speaks to the strength of our live services over time.

    關於用戶參與度成長與獲利成長之間的滯後問題(我認為這也是您問題的一部分),我沒有確切的數據可以提供。但我可以告訴您,我們的團隊與社群保持著非常緊密的聯繫,確保他們始終提供新鮮有趣的內容。我們了解到,所有社群成員在遊戲時都會做出選擇:是投入更多時間還是更多金錢來提升遊戲體驗。而建構這種平衡的生態系統的能力,正是我們持續營運服務實力的體現。

  • And so it's a very symbiotic relationship that happens between the investment of time and the investment of money over the course of the experience. And our teams have become very, very good at that and work very, very closely with their communities to drive it.

    因此,在整個過程中,時間和金錢的投入之間形成了一種非常互惠的關係。我們的團隊在這方面做得非常出色,並與社區緊密合作,推動這項進程。

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • Yes. And one thing I would just remind everybody, and we may have already said this, but I'll say it again, we shipped last year FIFA in the third quarter due to the pandemic. We delayed it 3 weeks and moved it into the third quarter. We shipped it this year in the second quarter. So when you look at the growth of the third quarter, knowing that, that didn't include the initial ship in of FIFA, it's almost hard to believe the strength of the business.

    是的。還有一點我想提醒大家,雖然我們可能已經說過,但我還是要再說一次:去年由於疫情影響,我們把FIFA的發售推遲到了第三季。我們延後了三週,把發售日期改到了第三季。而今年,我們在第二季就發售了。所以,當你看到第三季的成長時,考慮到這還不包括FIFA最初的發售量,你很難相信我們業務的強勁成長。

  • And so I just want people not to forget that. And we're not going to provide numbers or details around that exactly, but just know that to see the growth that we saw after having moved it back to the second quarter, it's pretty impressive.

    所以,我只是想讓大家不要忘記這一點。我們不會提供具體的數字或細節,但大家要知道,把發佈時間改回第二季後,我們所看到的成長非常驚人。

  • Operator

    Operator

  • Your next question comes from the line of Andrew Marok from Raymond James.

    你的下一個問題來自 Raymond James 的 Andrew Marok。

  • Andrew Jordan Marok - Analyst

    Andrew Jordan Marok - Analyst

  • And I wanted to pass my best wishes on to Blake as well. On Apex Legends, so Season 12 seems like a more substantial content drop than a typical season. So whether it's amount of content or type of content, is there anything that particularly stands out as a driver for new player acquisition and engagement, whether it's game modes, new maps or things like that?

    我也想向布萊克表達我的美好祝愿。關於《Apex英雄》,第12季的內容更新似乎比以往任何賽季都要豐富得多。那麼,無論是內容數量或內容類型,有沒有特別突出的因素能夠有效吸引新玩家並提升他們的參與度呢?例如遊戲模式、新地圖之類的?

  • And then second, on FIFA, around the growth in unit sales year-over-year, I guess, at this point, who was interested in FIFA 22 that maybe wasn't in FIFA 21? Were there any particular markets or customer segments that saw solid unit growth?

    其次,關於FIFA系列遊戲,關於其銷售年成長情況,我想問的是,目前有哪些玩家對FIFA 22感興趣,而對FIFA 21不感興趣?是否存在某些特定市場或客戶群實現了強勁的銷售成長?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • Wow, some detailed questions. And great questions, so thank you. On Apex, again, as we -- as the teams put together these seasons of content and they think about new content and new modalities of play and new ways to connect, remember, Apex is now well over 100 million players. And so there's no one-size-fits-all component that really attracts new players or engages any broad group of players deeply.

    哇,問題真詳細。而且問得好,謝謝。關於《Apex英雄》,我們——也就是各個團隊——在製定賽季內容、思考新內容、新玩法和新互動方式的時候,請記住,《Apex英雄》現在擁有超過1億玩家。因此,並沒有什麼萬能的模式能夠真正吸引新玩家或讓所有玩家群體都深入參與其中。

  • I think that what the Respawn team and the Apex team, in particular, have been able to demonstrate is they work very closely with their community, they're deeply engaged with their community and they're delivering content modalities of play, maps, these things that really speak to what the community are asking for and need. And what we've seen since the very beginning of the launch of this game is them being able to work in a very calculated way around the delivery of really interesting new content, new maps and new modalities of play on a season-by-season basis, that has continued to grow the overall player base, continued to grow the overall experience, continued to grow the engagement that player base has with the experience and the investment those players are making as part of their engagement. And so we're very excited about that.

    我認為Respawn團隊,尤其是Apex團隊,已經展現出他們與社群的緊密合作,他們與社群保持著深入的互動,並不斷推出真正符合社群需求的內容,包括遊戲模式、地圖等等。從遊戲上線之初,我們就看到他們能夠以非常精準的方式,按賽季推出真正有趣的新內容、新地圖和新玩法,從而持續擴大玩家群體,不斷提升遊戲體驗,不斷增強玩家的參與度和投入。對此,我們感到非常興奮。

  • And then with respect to FIFA, again, this is another team that has demonstrated the power of working very closely with the community in and around a live service. Football or soccer, as we call it in this country, continues to grow. The leagues, the teams, the players are going from strength to strength in popularity. We have over 300 licenses in the game and 300 partners that we work with in the provision of what is a growing, broadening, deepening experience for our player base.

    至於FIFA,這支團隊再次展現了與社群緊密合作,打造卓越遊戲體驗的強大力量。足球(或像我們國家所說的soccer)持續發展壯大。聯賽、球隊和球員的人氣都在不斷攀升。我們在遊戲中擁有超過300個授權,並與300家合作夥伴攜手,為玩家群提供日益豐富、不斷拓展、不斷深化的遊戲體驗。

  • And as the world of football grows, as we build our fan base, again, here, if you think about the fan base we have for our product or our service, it's the largest digital football club in the world, with well over 100 million fans. And we work very closely with that fan base around their ability to experience football in a way that's most meaningful to them, around their leagues, around their teams, around the players they love.

    隨著足球運動的發展,隨著我們粉絲群的壯大,我們意識到,我們擁有全球最大的數位足球俱樂部,粉絲數量超過1億。我們與這些球迷緊密合作,致力於讓他們以最符合自身需求的方式體驗足球,並關注他們喜愛的聯賽、球隊和球員。

  • And the reason we continue to drive growth in and around that franchise is because we do work very closely with our global community of fans and we are delivering them, again, content, gameplay, modalities of play that is most interesting and most exciting to them and connect them most deeply with the sport they love and the fans they love it with.

    我們之所以能夠持續推動該系列遊戲及其周邊業務的成長,是因為我們與全球粉絲群緊密合作,並不斷為他們提供他們最感興趣、最激動人心的內容、遊戲玩法和遊戲方式,從而將他們與他們所熱愛的運動以及與他們一起熱愛這項運動的粉絲群體建立最深厚的聯繫。

  • Operator

    Operator

  • Your next question comes from the line of Doug Creutz from Cowen.

    你的下一個問題來自 Cowen 公司的 Doug Creutz。

  • Douglas Lippl Creutz - MD & Senior Research Analyst

    Douglas Lippl Creutz - MD & Senior Research Analyst

  • Paramount Plus dropped a pretty expensive looking Halo trailer over the weekend, and Netflix has had some success with The Witcher and League of Legends on their streaming service. So there's absolutely ravenous demand for content right now from half a dozen or so streaming services. And you guys have some IP, particularly within BioWare, that I think would be pretty good as a basis for a show. Are we finally at a point where video game IP has some meaningful transmedia opportunities? Or do you think that's still more theory than a reality?

    派拉蒙影業+週末發布了一支看起來製作精良的《光環》預告片,而Netflix憑藉《巫師》和《英雄聯盟》在其串流媒體服務上取得了一定的成功。所以現在來自六、七家串流平台的內容需求非常旺盛。你們公司,特別是BioWare旗下的一些IP,我認為非常適合改編成影集。我們是否終於到了電子遊戲IP能夠真正實現跨媒體合作的時代了?還是你認為這目前還只是紙上談兵?

  • Andrew Wilson - Chairman & CEO

    Andrew Wilson - Chairman & CEO

  • No. I think what -- based on exactly what you just said and what we've experienced, there's -- video game IP or interactive entertainment IP is now some of the most culturally relevant IP in all of entertainment. And I think that's going to continue to grow when you think about hundreds of moons of fans engaging in and around the IP we create, like Apex, like The Sims, like Need for Speed, like our BioWare franchises, like Dead Space, like Skate. It's not unnatural for that to spawn kind of a scripted entertainment element.

    不。我認為——正如你剛才所說,也正如我們所經歷的——電子遊戲IP或互動娛樂IP如今已成為所有娛樂領域中最具文化影響力的IP之一。考慮到數以億計的粉絲參與我們創造的IP中,例如《Apex英雄》、《模擬市民》、《極品飛車》、《死亡空間》和《滑板》等,我認為這種影響力還會繼續增長。由此衍生出某種形式的劇本式娛樂元素也就不足為奇了。

  • I think, traditionally, the scripted entertainment elements in our industry have not been big revenue drivers in and of themselves, but where they have been of high quality, they have lifted the overall engagement of the franchise more deeply. So there's kind of a 1-2 punch that drives growth in the business.

    我認為,傳統上,我們產業中的劇本娛樂元素本身並不是主要的營收驅動力,但如果品質上乘,就能更深入地提升整個系列作品的受眾參與度。因此,這就像一個組合拳,共同推動著業務成長。

  • I think as we think about our future, we do believe that this thing that we do, that is interactive entertainment, is becoming more and more important on a daily basis to all fans and that our fans are going to want to experience that in many different modalities, and some of that might be scripted entertainment in nature. And you should expect that we're looking at any and all aspects that allow us to extend and expand our brands for our fan base. But we're doing it very thoughtfully and again, as part of our strategy, doing it profitably.

    我認為,展望未來,我們堅信我們所從事的互動娛樂業務對所有粉絲而言都變得越來越重要,他們希望以多種不同的方式體驗互動娛樂,其中一些可能涉及劇本創作。因此,我們正在探索所有能夠幫助我們拓展品牌、提升粉絲體驗的途徑。但我們會深思熟慮地推進這些工作,並且始終將獲利作為我們策略的一部分。

  • Douglas Lippl Creutz - MD & Senior Research Analyst

    Douglas Lippl Creutz - MD & Senior Research Analyst

  • Great. And best wishes, Blake.

    太好了。祝你一切順利,布萊克。

  • Blake J. Jorgensen - Executive VP & CFO

    Blake J. Jorgensen - Executive VP & CFO

  • Thanks, Doug. Look, everyone, that's the last question. I appreciate everyone's very kind words. And I'll be around for a while and make sure that we get our new CFO fully onboard. And as I said, he'll be much better than me. So everyone, stay healthy, and we look forward to talking to you next quarter.

    謝謝,道格。好了,各位,這是最後一個問題了。感謝大家的鼓勵與讚揚。我會在這裡待一段時間,確保新任財務長順利到位。正如我所說,他肯定比我強得多。祝大家身體健康,期待下季再見。

  • Operator

    Operator

  • This concludes today's conference call. Thank you for participating. You may now disconnect.

    今天的電話會議到此結束。感謝您的參與。您可以斷開連線了。