quarta-feira, 31 de agosto de 2016

Panasonic's new 4K camcorder does better in low light




Panasonic will soon introduce a prosumer 4K camcorder with better low-light performance, faster autofocus and a wider viewing angle than its predecessor.


The HC-X1 was introduced on Wednesday at the IFA trade show in Berlin and will be available later this year.


At the top of the new-feature list is a 1-inch image sensor — a considerable improvement on the 1/2.3-inch sensor in the two-year-old HC-X1000. The larger image sensor allows the camera to collect more light, which means better low-light performance, but at a cost.


The extra data captured by the image sensor still needs to be processed in real time, and that can cause problems with autofocus, especially during fast-moving events like sports, Panasonic said. The answer is a new autofocus system that can analyze the data and still work fast enough for sports.


 


In front of the image sensor, Panasonic has a Leica lens with a 24mm field of view and 20x optical zoom. That compares to a 29.5mm lens on the HC-X1000 and means the camera can capture a wider swath of the scene in front of it compared with its predecessor.


The rest is what you’d expect from a camera in this class: three manual rings on the lens barrel for zoom, focus and iris; XLR audio inputs; 3.5-inch display and OLED viewfinder; focus assist; neutral density filters and white balance.


It will be available worldwide from December. In the U.S. it will cost $3,199 and in Europe it will cost €3,199.


That price is a hike from the roughly $2,100 the predecessor HC-X1000 is currently selling for, but it’s a cheaper beginning price. When the HC-X1000 debuted, it had a list price of $3,499.


20160831 155644Martyn Williams

Panasonic’s HC-X1 4K camcorder on show at IFA in Berlin on August 31, 2016.








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Panasonic"s new 4K camcorder does better in low light

What Gives With Insects Pretending to Be Sticks and Leaves?










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What Gives With Insects Pretending to Be Sticks and Leaves?

Interactive exhibition features work of Icelandic singer Bjork






LONDON London’s Somerset House is hosting the European premiere of “Bjork Digital,” an immersive exhibition of digital and video works produced by the famous Icelandic singer and a team of visual artists and programmers.



Visitors to the exhibition are invited to engage with the works through the latest virtual reality (VR) technology. The organizers say Bjork, 50, believes VR provides a private theatrical experience, allowing audiences to connect with her in a unique way.


“She approaches things as an artist. So she’s always been driven by an innate curiosity I think, to sort of look at the world in a different way, to try and express herself in a different way and to sort of take audiences with her on that journey,” said producer Paul Clay.


“If you are open to that and you’re prepared to relax and experience the world along side her, then you will be taken to some quite extraordinary places.”



With a career spanning more than two decades, Bjork is known for her daring approaches to music, performance and fashion.


The exhibition brings to life a wide range of subjects, from the barren, windswept landscapes of her home country to the slippery insides of Bjork’s own mouth as she sings the track “Mouthmantra.”



Some of the other highlights include “Black Lake” – an immersive cinema film with a bespoke surround-sound system, and a 360-degree, one-to-one recital of “Stonemilker,” the first track of Bjork’s album “Vulnicura.”


“It’s a journey. We take the audience on a journey through the process of “Vulnicura.” So we are creating a VR world, if you like, for this particular album,” said Clay.



“You will see a music artist create on one level, an album full of great music. On another level you’ll see an individual go through the pain and torture of loss and come to terms with that over the course of an hour and a quarter, and on another level you will see technology used to blow your mind in terms of how we can experience the world that’s around us,” he added.


“Bjork Digital” runs from Sept. 1 to Oct. 23.


Bjork will hold two special concert performances in London in September as well.


(Reporting by Reuters TV; Writing by Alicia Powell in New York; Editing by David Gregorio)








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Interactive exhibition features work of Icelandic singer Bjork

The World’s Oldest Fossils Are 3.7 Billion Years Old




The southwest corner of Greenland is a barren place. Most of the time, the only living things you can see are moss and lichen. Occasionally though, you might also spot a few scientists, who have come to study the rocks of this desolate landscape, which happen to be among the oldest on Earth. They were created around 3.7 billion years ago, when our 4.5-billion-year-old planet was still in its childhood.


A few years ago, geologists Allen Nutman, Vickie Bennett, and Clark Friend were studying these ancient rocks when they noticed a few new outcrops that had been recently uncovered by melting snow. They walked over to one, and quickly found something unexpected: flat layers of rock with conical humps rising out of them. “All of us suddenly thought: ‘AH! We know what we think these are!’” recalls Nutman. “We were very excited.”


The trio realized that the structures looked exactly like stromatolites—layered structures created by communities of ancient bacteria. These microbes lived in large mats, which produced sticky mucus that trapped sand grains and minerals. As the bacteria continued growing, they moved upwards, leaving layers of minerals in their wake. Over time, those minerals hardened into domes and mounds. That’s what stromatolites are: fossilized bits of bacterial architecture.


“Life is not a fussy, reluctant and unlikely thing. Give life half an opportunity and it’ll run with it.”

Until now, the oldest known stromatolites came from Western Australia, and were 3.48 billion years old. They represented the earliest convincing evidence of life on Earth. And the structures that Nutman, Bennett, and Friend discovered in Greenland are 3.7 billion years old—220 million years older than the Australian ones. If the trio are reading them correctly, and they really were produced by bacteria, then they are easily the oldest fossils ever found.


If you condense the entire history of the Earth into a single calendar year, then the bacteria that created the Greenland fossils were alive in the second week of March. And since they were already sophisticated, capable of forming large colonies, life itself must have arisen much earlier, perhaps sometime in mid-February.


The implication is that once the Earth was born, it didn’t take long for life to get going. As NASA geologist Abigail Allwood writes in an accompanying commentary, “The cradle of life [might have been] ready and rocking when Earth itself was but an infant.”


Stromatolites have long been controversial. Natural processes can produce structures that look very similar to stromatolites, and many scientists have become embroiled in long debates about whether a given bit of rock was really the work of microbes. Regardless, it’s commonly accepted that the oldest known stromatolites are from the Pilbara region of Western Australia, and are 3.5 billion years old.


Stromatolites in Australia. Credit: Paul Morris

It seemed unlikely that researchers would find older ones, given that there are few other sites on Earth where older rocks actually exist. Western Greenland—and especially a coastal site called the Isua Greenstone Belt—is an exception, but still a problematic one. Its rocks are certainly ancient, but they’ve also been put through the wringer, warped and distorted by intense heat and pressure. They seemed unlikely to preserve the clean layers and shapes that make stromatolites so distinctive.


At first, Nutman and others searched the Greenland rocks for alternative signs, like chemical signatures that could betray the activity of living things. They found a few such signatures, but none made for a slam-dunk case. “The chemical evidence could be interpreted as signs of life, but there’s always been some element of doubt,” says Nutman. “But what we have now is something very different—something tangible and visible you can see, rather than a reading that’s come out of an instrument.”


His team found what they think are stromatolites in three separate outcrops. These patches of rock are small, and like everything else in the region, they’ve been heavily distorted. Still, the team managed to check off a long checklist of criteria that they think firmly identify them as stromatolites. For example, there’s their shape—steep-sided cones or domes that look very much like the Pilbara stromatolites and unlike any structures formed through physical processes alone. These shapes represent stromatolites poking out of shallow water, as sand piles up against their sides.


They also differ from the rock around them in their structure and chemistry—for example, they contain fine layers, and high concentrations of titanium and potassium. They also harbor levels of yttrium and other rare elements that are consistent with seawater. Again, this suggests that they’re not simply portions of rock that have been folded into stromatolite-esque shapes. Instead, they’re the work of microbes, growing in a shallow ocean. “When we look at these rocks, we’re getting a wonderful fortuitous snapshot of a very ancient time,” says Nutman.


Allen Nutman and Vickie Bennet hold up a specimen of 3.7-billion-year-old stromatolite. Credit: Yuri Amelin

Nutman is “a very careful worker,” says Nora Noffke, a geologist who studies microbial mats. She’s on the fence about what these new structures are, given the poor quality of the preserving rock, but she’s also optimistic that the Isua Greenstone Belt will yield clearer fossil evidence for early life.


Interpreting such structures will always be controversial, but their very existence is a good sign, adds  astrobiologist Dorothy Oehler. It suggests that there might be even better preserved pockets of rock in the same region, “where further potential evidence of such early life may be discovered.”


If Nutman is right that he has found stromatolites, microbes were already living in large and perhaps cooperative communities by 3.7 billion years ago. “It suggests a certain sophistication of life, and that life originated significantly before that point,” he says. This fits with the chemical evidence that he and others had already discovered in Greenland. And it fits with evidence from genetic studies, suggesting that the universal ancestor of all living things lived around 4 billion years ago. By the time the Greenland bacteria were making stromatolites, “life already had a considerable prehistory,” Nutman says.


“The implications are staggering,” Allwood writes. It means that life arose surprisingly quickly after the Earth was formed. It then persisted through a period 3.7 billion years ago, when the young Earth was regularly pelted by asteroids. “If life could find a foothold here, and leave such an imprint that vestiges exist… then life is not a fussy, reluctant and unlikely thing. Give life half an opportunity and it’ll run with it.”


Perhaps it did so on other worlds, too. While the Greenland stromatolites were forming, Mars was still a wet planet. “If life could have evolved so quickly on earth, there’s no reason why it couldn’t have evolved on Mars, which raises the possibility of detecting signs ancient life on Mars,” says Nutman. Maybe the rovers of the future will beam back pictures of Martian stromatolites.








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The World’s Oldest Fossils Are 3.7 Billion Years Old

10 Quick Thoughts about Water on Mars




Here there be water? Dark streaks on Mars (presented in false color for clarity) indicate likely flows of salty water on the planet. Credit: NASA/JPL-Caltech/Univ. of Arizona

Here there be water? Dark streaks on Mars (presented in false color for clarity) indicate likely flows of salty water on the planet. Credit: NASA/JPL-Caltech/Univ. of Arizona



NASA generated quite a bit of buzz today with the apparent discovery of flowing water on Mars. Now to anybody who follows science news–especially news about space and alien life–those words may sound awfully familiar. It seems like NASA has been discovering water on Mars every year for the last decade. This time really is different, however. For one thing, scientists are talking about water on Mars right now. For another, the evidence is much stronger than it was in past reports; I wrote about some of those earlier speculations here.


Although the news just broke earlier today, there has already been extensive discussion of the results online. I’ve read through the early conversations (so you don’t have to). Here are some of the key things you should know. I’ll start with the bad news, since I always like to get it out of the way first.


It’s not exactly Club Med on Mars.


This is not water just sitting on the surface. Let go of any images of lakes and rivers; the atmospheric pressure on Mars is so low that liquid water will immediately vaporize on the surface. The evidence is for seeps of salty water that flow down steep slopes, mostly the rims of craters, forming dark streaks.


The water is cold. The streaks–technically known as recurring slope lineae–appear at temperatures as low as 10 degrees below zero Fahrenheit (-23 degrees Celsius). So also let go of any images of hot springs on Mars.


The water is super-salty. You may be wondering how water stays liquid at -10 degrees F; this is the answer. Just as salt can melt ice on your sidewalk in sub-freezing weather, it can keep water liquid at the frigid temperatures of Mars. Other probes already found perchlorate salts on the Martian surface; the detection of these hydrated salts in the dark streaks, made by the Mars Reconnaissance Orbiter, was the clinching evidence that the dark streaks are formed by salty water.


Salty Mars water is probably not suitable for life. This is the biggest downer in the NASA announcement: Percholorate-saturated water makes a lousy drinking fountain for Mars microbes, so this detection doesn’t mean that we’ve found a viable habitat on Mars.


OK, ready for some good news?


Where there is some water, there is probably more. We don’t know if the salts are absorbing water from the atmosphere or if the water is coming from some other source. Either way, today’s news indicates that there is more water on Mars, moving in a more complicated cycle, than scientists thought before. That increases the likelihood that there are other spots (underground, almost certainly) that have more life-friendly water sources. In the words of Jim Green, NASA’s director of planetary science, “Mars is not the dry, arid planet that we thought of in the past.”


We’re going back to find out. NASA’s Mars2020 rover (planned for–you got it–2020) will conduct sensitive measurements of the surface and atmospheric chemistry. The rover will also carry ground-penetrating radar that might be able to detect buried aquifers.


This news greatly bolsters the case for Mars sample return missions. Both NASA and the European Space Agency are nominally committed to bringing pieces of Mars back to Earth, but NASA scrubbed a crucial precursor mission. Finding water on Mars boosts the scientific rationale for getting the program back on track. Labs on the ground can perform vastly more sophisticated analysis than is possible with a small, remote-controlled robot.


We know how to get to the right places. Remember, the wet streaks are mostly on steep slopes where rovers, or even astronauts, would have a tough time exploring. But NASA’s Jet Propulsion Laboratory has been experimenting with a variety of cliff-bots: climbing robots that could make their way down a crater wall and collect samples from the wet spots. All this can happen long before astronauts arrive. Keeping things sterile might actually be a harder task. NASA has strict “planetary protection” protocols to make sure the agency doesn’t accidentally contaminate Mars with Earth microbes before we can find any local life.


Water is an abundant resource. Today’s announcement is just one more reminder that the fundamental ingredients of life–water and organic compounds–are extremely common throughout the solar system, and throughout the universe. There are water and carbon compounds in comets. There is water on the moon. There is water at Mercury’s north pole! It’s not that surprising, then, that there are places where liquid water persists on Mars. If life ever got started there, it probably still has many sheltered places where it could still be holding on.


Finally, Mars is not the only place to look. Not by a long shot. Jupiter’s moon Europa has a huge ocean, more than twice as large as all of Earth’s put together, hidden just beneath its icy crust. Saturn’s moon Enceladus has a buried ocean, too, and it shoots out geysers that contain salts and organic compounds along with water. Another moon of Saturn, Titan, is covered with lakes of liquid methane and sand dunes made of tar; its whole surface is one enormous carbon chemistry lab.


All of these places are out there, waiting to be explored. The cost of going is not so great. The potential for discovery–truly revolutionary discovery–is huge.


Follow me on Twitter: @coreyspowell


CATEGORIZED UNDER: astronomy, extraterrestrial life, mars, NASA, planets, select, solar system, space, space flight, Top Posts, Uncategorized







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10 Quick Thoughts about Water on Mars

Do the benefits of weight-loss surgery really last?




Weight-loss surgery helps people drop a significant amount of weight, and now a new study confirms that much of the weight appears to stay off for at least 10 years.


“This study suggests that patients interested in bariatric surgery, especially gastric bypass surgery, should be able to lose a significant amount of weight and keep that weight off for a very long time,” said study researcher Matt Maciejewski. He’s a professor of medicine at Duke University School of Medicine, in Durham, N.C.


While other research has found that weight-loss surgery is the most effective treatment for obese patients​, there is less data on long-lasting effects. The new study is notable because of the decade-long follow-up, said Maciejewski, who is also a research career scientist at Durham Veterans Affairs Medical Center.


In the two-part study, Maciejewski’s team first looked at the results of about 1,800 men and women who had gastric bypass surgery. The investigators compared weight changes in gastric bypass surgery​ patients to weight changes in more than 5,300 obese veterans who had no weight-loss surgery or formal weight-loss treatment.


Gastric bypass surgery involves making the stomach smaller, and attaching the lower part of the small intestine directly to the stomach, so much of the small intestine is bypassed. After surgery, people feel much fuller, faster. The surgery also appears to alter gut hormones, gut bacteria and metabolism, according to the U.S. National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK).


At the study’s one-year mark, those who had the bypass had lost 31 percent of their starting weight, but the non-surgical patients had lost just 1 percent.


At 10 years, the researchers had weight information on 564 of the nearly 1,800 patients who had the gastric bypass. Only 19 of them had regained so much weight that they were nearly back to their starting weight; the rest kept off the weight.


Compared to the non-surgical group, the bypass group weighed 21 percent less than at the start of the study.


Next, the researchers compared three types of weight-loss surgeries: gastric bypass; sleeve gastrectomy; and adjustable gastric banding. In gastric banding, a band is placed at the top of the stomach to create a small pouch that reduces the size of the stomach. In sleeve gastrectomy​, most of the stomach is removed, leaving a banana-shaped sleeve. As with gastric bypass surgery, both of these procedures leave people feeling full faster, according to NIDDK.


After four years, those who had gastric bypass lost nearly 28 percent of their starting weight. People who had sleeve gastrectomy lost about 18 percent and those with gastric banding lost about 11 percent, the researchers found.


The average age of the men and women studied was about 52, and three-quarters were men. Most were white.


The study was published online Aug. 31 in JAMA Surgery.


The study helps address a knowledge gap about long-term outcomes of bariatric surgery, said Dr. Jon Gould, chief of general surgery at the Medical College of Wisconsin in Milwaukee.


The study “shows that the gastric bypass procedure compared to sleeve gastrectomy or adjustable gastric banding produces more weight loss and it was sustained over the long term,” Gould said. He wrote a commentary to accompany the study in the same issue of the journal.


Based on the new study findings, Gould said, “I think a patient who is young and who has a long way to go may want to think about these results, and all other things being equal, might pick a gastric bypass for the long-term weight loss.”


The new finding, he added, validates his belief that the gastric bypass could be a “durable procedure.”


Maciejewski acknowledged that the study has limitations. For example, the study included mostly men, so the findings may not apply to women. In addition, women who undergo bariatric surgery are typically in their 30s through their 50s, he said. In this study, the average age of the men and women was 52.


“These results may not generalize to everyone,” he said.


Another possible limitation was the loss of patients during the follow-up, which could have affected the results, the researchers noted.








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Do the benefits of weight-loss surgery really last?

6 Types of Youth Sports Moms





It’s that time of the year again, when cute little kids wearing uniforms that are way too big try their darnedest to impress their parents while having to choose between chasing the ball or chasing the butterfly. It’s youth sports time people! And if you’re like me, you both love it and hate it. I enjoy seeing my kids out on the field or court, trying their best and having a great time. But what I really don’t like are all the practice times, the late night dinners, and all that driving.




One aspect of youth sports I do enjoy is making new mommy friends, even if it’s just for the season. Making friends is hard as an adult and once you have kids, you kind of just make mommy friends through school, sports, and other kid-related activities. So when my kids start a new team, I’m like, bring on the adult interaction!




With that said, it’s hard to navigate through the field of moms. Not all parents are open to making new friends- which is totally cool, too. But as a dear friend of mine pointed out to me, a friend I would have never made if not for my daughter, there are 6 types of moms you see at youth sports games and practices.




Mom #1: “Don’t talk to me, I don’t like people” mom-
You see her, you know who her kid is. and you might even know her name. But you would never strike up a convo with her because she frightens you a little. She keeps to herself, maybe she has her nose in a book or on a tablet during practice, and is totally fine not getting involved in anyone’s business.





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Mom #2: “I am friendly but you must approach me first” mom-
She is sweet, approachable and willing to help you out if you need it. She might even offer to carpool with you or bring snacks more than need be… but you would never know this unless you approach her and start the dialogue because there is no way this mom is outgoing enough to go up to you and start the conversation. But once those gates are open, you might have a friend for life.




Mom #3: “I must be productive during practice” mom-
You know you’ve seen her, that one mom who brings a huge reusable bag full of papers, and cuts, organizes and makes calls all through practice, effortlessly no doubt. She might be a sweetheart but you’ll never know because she is a mom on a mission. Unless of course you offer to help her with one of her tasks.




Mom #4: “I am wayyyyyy too into my kids sports” mom-
That mom who won’t leave the dugout or screams from the sidelines during games. She has matching everything and you know you’ll hear her giving the best pep talks to her kid, no less bribing her child so that they’ll do well. She kind of makes you want to scream, “It’s just youth sports!”





2016-08-29-1472489152-6415035-forhp2.gif





Mom #5: “Can my kids play with you?” mom-
You were prepared and you packed a nice sized bag full of crayons, coloring books and goodies to keep your other none player children happy during practice. For whatever reason, mom #5 hasn’t gotten to this point and pretty much asks, during every single practice no less, if her young children can play with your children and all their toys. While this is a great ice breaker for making new mommy friends, it should not be abused and/or not reciprocated. Taking advantage of other mommies is never a good thing.




Mom #6: “I love to talk and talk about everyone and need to know everything” mom-
Ok, so those girls in high school that made your life a living Hell with all that gossip, well, they grew up, had babies and are now youth sport moms. And they still like to talk, talk and talk some more. Now, I have been known to talk a lot just ask my poor mom but talking about other people, especially those on the team is never a good idea. It’s one thing to make a mommy friend and talk for what seems like days, this is actually a really good thing. But keeping it just about you two is the best approach. Gossip within sports teams just brings everyone down.




I’d love to know what mom you are! I know I’m a number 2 for sure, as I love to talk and make new friends, but hey, I will probably never make the first move. But once I get to talking, you might never shut me up!









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6 Types of Youth Sports Moms

Planets, Constellations and a Solar Eclipse In September 2016 Skywatching | Video






By |







Find out where you can find Mercury, Venus, Saturn and Mars in the night sky this month. The constellations of Aquarius and Capricornus are great targets this month and an annular solar eclipse will be visible in parts of Africa.





Best Telescopes for the Money





credit : Space Telescope Science Institute, Office of Public Outreach








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Planets, Constellations and a Solar Eclipse In September 2016 Skywatching | Video

St. Louis Blues Forward Vladimir Tarasenko Revealed as Cover Athlete in EA SPORTS NHL® 17 World Premiere Gameplay Trailer




REDWOOD CITY, Calif.–(BUSINESS WIRE)–Electronic Arts Inc. (NASDAQ: EA) today unveiled the world premiere EA

SPORTS™
NHL
®
17

Shape

Your Legacy
Official Gameplay Trailer
to all hockey fans

at the 2016 NHL Awards™ in Las Vegas, alongside the news that St. Louis

Blues®
star forward Vladimir Tarasenko is the winner

of the fan-selected cover vote and will be featured on the cover of NHL

17
. Over six million votes were cast on Twitter and on NHL.com in

the NHL 17 Cover Vote competition before Tarasenko, who led the

St. Louis Blues®
in playoff scoring during the Stanley

Cup Playoffs, was selected as the winner.



“It’s an incredible honor to represent my teammates and all the Blues

fans around the world on the cover this year,” said Vladimir Tarasenko,

St. Louis Blues®
. “As a player, it’s a big deal to be

fan selected for something like the Cover Vote, and I’m excited to be

involved in the game this year.”



EA SPORTS also announced that all players on Xbox One and PlayStation®4

can register now for the NHL 17 public beta* starting July 28 and

featuring three playable game modes. Players who sign up to become an EA

SPORTS NHL

®
17 Insider will receive early

access to the beta, as well as early access to news, trailers, and more

before worldwide release on September 13, 2016.



“Last year we held our first ever beta and the feedback we received from

fans helped us create a great experience at launch,” said Sean

Ramjagsingh, Lead Producer, NHL 17. “For NHL 17 we’re

opening up access to more players and we can’t wait for them to get

their hands on the game.”



The beta will feature three modes: Online Versus, EA SPORTS Hockey

League, and Hockey Ultimate Team™; as well as access to the Creation

Zone. Beta registration is open starting now until July 7 at 11:59pm

PDT, and the beta is scheduled to begin on July 28 at 12:00pm PDT and

end on August 4 at 11:59pm PDT. Fans can register now for a chance to

play NHL 17 first by visiting www.easports.com/nhl/beta.



Earlier in June, EA SPORTS announced the features in NHL 17 with

details on the all-new experiences coming to fan-favorite game modes,

including unprecedented on-ice gameplay control, new depth and

customization in EA SPORTS Hockey League, and the all-new Synergy and

Dynamic Sets features coming to Hockey Ultimate Team. For full detail on

these features, as well as details on the brand new game modes and other

exciting features coming to NHL 17, visit www.easports.com/nhl/features.



From the crease to the open ice to behind-the-scenes control of an

entire franchise, NHL 17 lets you shape your legacy no matter how

you play the game in the most exciting EA SPORTS NHL
®


to date. Live out your hockey fantasy in new Draft Champions, Franchise

Mode and World Cup of Hockey game modes. Own every zone with authentic

goaltenders, new Net Battles on offense and defense, and bone-crushing

Collision Physics. Take your team to the next level in the most

customizable EA SPORTS Hockey League ever and bring your game to life

with dozens of thrilling new goal celebrations.



NHL 17 will release worldwide on September 13, 2016 on Xbox One

and PlayStation®4. Players can pre-order now and receive perks,

including a one-month trial of EA Access (for digital pre-orders on Xbox

One only)**±, in-game equipment in EA SPORTS Hockey League, an exclusive NHL
®


94
goal celebration and more***. For full details and to pre-order

the game now, visit www.easports.com/nhl/buy.



EA Access± members on Xbox One can try all the features of NHL 17

before its release with Play First Trials. Stay tuned for more

information on access timing and availability.



NHL

17 is in development at EA Vancouver

and has not yet been rated by the ESRB or PEGI; visit www.esrb.org

and www.pegi.info

for more information. NHL 17 will be available for Xbox One and

PlayStation®4. Become a fan of EA

SPORTS NHL®
on Facebook
 and follow

us on Twitter
.



EA SPORTS is one of the leading sports entertainment brands in the

world, with top-selling videogame franchises, award-winning interactive

technology, fan programs and cross-platform digital experiences. EA

SPORTS creates connected experiences that ignite the emotion of sports

through videogames, including Madden NFL football, EA SPORTS™ FIFA, NHL®

hockey, NBA LIVE basketball, Rory McIlroy PGA TOUR® golf, and EA SPORTS

UFC®.



*PERSISTENT INTERNET CONNECTION, EA ACCOUNT AND ACCEPTANCE OF (I) NHL 17

END USER LICENSE AGREEMENT, (II) TERMS OF SERVICE AND (III) PRIVACY AND

COOKIE POLICY REQUIRED TO PARTICIPATE IN THE BETA. XBOX LIVE

GOLD/PLAYSTATION PLUS ACCOUNT REQUIRED TO ACCESS ONLINE FEATURES IN

BETA. GAMEPLAY PROGRESS, ACHIEVEMENTS, CHARACTERS, CHARACTER DATA AND/OR

ANY OTHER VALUE OR STATUS INDICATORS ACHIEVED THROUGH GAMEPLAY IN THE

BETA WILL NOT TRANSFER TO NHL 17. BETA IS PRE-RELEASE SOFTWARE, MAY

CONTAIN ERRORS/DEFECTS AND IS PROVIDED “AS IS” WITHOUT ANY EXPRESS OR

IMPLIED WARRANTY.



** CODE FOR EA ACCESS WILL BE DELIVERED TO XBOX LIVE ACCOUNT UP TO 10

DAYS AFTER PRE-ORDER AND EXPIRES SEPTEMBER 27, 2016.



*** Conditions and restrictions apply. See https://www.easports.com/nhl/game-and-offer-disclaimers

for details.



±CONDITIONS, LIMITATIONS AND EXCLUSIONS APPLY. SEE EA.COM/EAACCESS/TERMS

FOR DETAILS.



NHL® 17 is an Officially Licensed Product of the NHL and the

NHLPA.



NHLPA and the NHLPA logo are trademarks of the National Hockey League

Players’ Association. © NHLPA. All Rights Reserved.



NHL and the NHL Shield are registered trademarks and NHL Awards name and

logo are trademarks of the National Hockey League. NHL and NHL team

marks are the property of the NHL and its teams.



© NHL 2016. All Rights Reserved.



About Electronic Arts



Electronic Arts (NASDAQ: EA) is a global leader in digital interactive

entertainment. The Company delivers games, content and online services

for Internet-connected consoles, personal computers, mobile phones and

tablets. EA has more than 300 million registered players around the

world.



In fiscal year 2016, EA posted GAAP net revenue of $4.4 billion.

Headquartered in Redwood City, California, EA is recognized for a

portfolio of critically acclaimed, high-quality blockbuster brands such

as The Sims™, Madden NFL, EA SPORTS™ FIFA, Battlefield™, Dragon Age™ and

Plants vs. Zombies™. More information about EA is available at www.ea.com/news.



EA SPORTS, The Sims, Dragon Age, Plants vs. Zombies and Battlefield are

trademarks of Electronic Arts Inc. and its subsidiaries. John Madden,

NFL and FIFA are the property of their respective owners and used with

permission.











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St. Louis Blues Forward Vladimir Tarasenko Revealed as Cover Athlete in EA SPORTS NHL® 17 World Premiere Gameplay Trailer

SAP's newest HANA platform promises real-time data analysis and a faster journey to the cloud




sapbwhana.jpg


Image: SAP


A new SAP HANA platform, announced on Wednesday, could open up new paths to real-time analytics, and promises to speed enterprises along on their journey to the cloud. SAP BW/4HANA is a new data warehouse application that will be able to run on-premises, and will eventually be available on Amazon Web Services (AWS) and the SAP HANA Enterprise Cloud.


As noted by ZDNet’s Larry Dignan, the product is essentially a version of SAP’s Business Warehouse (BW) software that has been optimized to run exclusively on HANA. For those unfamiliar, SAP HANA is SAP’s in-memory platform that handles, among other things, data processing.


In a press release, SAP described the offering as its “next-generation data warehouse application.” One of the key value adds here is that BW/4HANA analyzes data where it resides, which could potentially lower the duplication of data points and slow data movement.


Data lakes, streaming data, sensor data, and IoT data can all be analyzed. It also provides “interactivity with historical and live data residing in a diverse IT landscape, whether within or outside the enterprise,” according to the press release.


SEE: Big data policy template (Tech Pro Research)


studiohana.jpg


Image: SAP


Additionally, SAP claims that enhanced data flow modeling and a new redesigned UI will make it easier for customers to develop applications on the platform. Business applications built on the SAP S/4HANA platform will be able to make use of a “prebuilt data warehouse or more standard, SQL-based development environment,” making for a more flexible approach.


The cloud integration is also an important part of the announcement. In addition to AWS and the HANA Enterprise Cloud, SAP’s press release also noted that support for other, third-party cloud services would be coming in the future. SAP BW/4HANA also integrates with SAP BusinessObjects Cloud, which could add improved visualization and exploration to the mix.


Coinciding with the BW/4HANA news, SAP also issued a new certification for memory-optimized X1 instances on AWS. “The new certification covers scale-out deployments up to 7 nodes totaling 14 TB of memory, making it an ideal platform for customers who want to quickly deploy enterprise workloads in SAP HANA on AWS,” the press release said.


The BW integration with HANA is an interesting move, being that it wasn’t too long ago that SAP had to quell rumors that HANA would be replacing the BW product. The BW/4HANA further proves SAP’s heavy focus on HANA, and potentially points to the firm’s desire to lock customers into the platform.


SAP BW/4HANA will be available to customers on September 7, 2016. SAP lists a variety of potential use cases here.


The 3 big takeaways for TechRepublic readers


  1. SAP BW/4HANA is a data warehouse product that essentially allows users to run the SAP BW product on its in-memory database, HANA.

  2. BW/4HANA will be available on AWS and the HANA Enterprise Cloud, with support for more cloud providers to follow in the future.

  3. BW/4HANA could speed data analytics, but it seems to show SAP trying to lock customers into the HANA platform.

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SAP"s newest HANA platform promises real-time data analysis and a faster journey to the cloud

Facebook Removes the Vomit From 360-Degree Videos




Facebook says 360-degree video is the future of the Internet. And there’s at least one good reason to believe this: Facebook is pushing prodigiously hard to make 360-degree video the future of the Internet.


Last year, the company invited 360-degee videos onto its social network, one of the world’s most popular Internet services, used by over 1.65 billion people across the globe. Then it built a new breed of 360-degree camera. Then it open sourced this camera, giving away the designs so that anyone can build and sell one of their own. And now, the company is working to solve one of the great unsolved issues of 360-degree video: the vomit problem.


At least, that’s how Facebook vice president of engineering Jay Parikh sees it. Today, anyone can buy a relatively inexpensive handheld 360-degree camera from a company like Ricoh, capture immersive videos, and post them to various Internet services, including YouTube as well as Facebook. The danger is that these videos will just make everyone sick. “One of the things about 360 video is the jumpiness,” Parikh says. “You take a 360 degree video. You show it to your friends. And they want to vomit.”


So, a team of Facebook engineers led by ex-Microsoftee Johannes Kopf spent the past year designing an algorithm that can stabilize these immersive videos, and Facebook is now testing this on its social network. “A shaky skiing video,” Kopf tells WIRED, “will look like a smooth slide down the mountain.” You can see the algorithm in action above, through a video provided by Facebook.


Video stabilization is a common thing with ordinary smartphone videos, but 360 images require something quite different. According to Kopf, Facebook’s new method, known as “deformed rotation,” can stabilize a 360 video in less than 22 milliseconds per frame, which means it’s suited to viewing videos on the ‘net without hefty delays. In the future, the company says, this tool will be available to anyone using Facebook or the Oculus Rift, the virtual reality headset sold by Mark Zuckerberg and company. And Kopf says parts of the algorithm can help create “hyperlapse” 360 videos, crunching footage into much shorter (and hopefully more entertaining) packages.


For Facebook, 360-degree video is a stepping stone to Zuckerberg’s ultimate vision for virtual reality, where people use VR as a means of communication and social interaction. Today, you can view 360 videos in the ordinary Facebook app, but you can also view them inside VR headsets like the Samsung Gear and the Oculus, stereoscopic headsets that provide a three-dimensional image. Google is pushing down this same road with YouTube, the Google Cardboard headset, and its own 360-camera.


As Kopf explains, this new stabilization algorithm is separate from the work Facebook is doing with its open source Surround 360 camera. That’s a professional-grade camera that captures video while perched on a stand, firmly planted on the ground. The new algorithm is meant to stabilize videos from Ricoh cameras and other consumer handhelds. The idea is that you will upload these videos to Facebook, and it will automatically smooth them out. Hopefully, Kopf says, the process will be seamless. The video will just appear in News Feeds without all the shakiness. And everyone will keep their lunch down.


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Hacking the 8th Grade Science STAAR test - Periodic Table Brain Dump

Teach students a bran dump strategy to help them be successful on 8th grade science STAAR test day. This is the periodic table brain dump (1/2)


The formula chart brain dump can be found: https://www.youtube.com/watch?v=S-9YNlewliY&feature=youtu.be



https://www.youtube.com/watch?v=xBFHIkSYDGU



I this is the


eight grades star reference material hack


we want our students to do this before every test once they get the star test


we want them to pull out the periodic table


in the formula chart and to start writing all


the on information that we provide in this video


this is a brain dump will allow you to you happy the star test let’s keep going


on the first thing we’re going to talk about is we want to make sure that


eat is represented on the periodic table in eat just means that


the atomic number equals the number of protons


equals the number electrons


you put that right up there by be given boxing pitu


number two were gonna point in a row right at the atomic mass


and we’re going to denote that means on


protons plus neutrons stand next to you right


on your interview number three we’re going to talk about mass now our scheme


and now


so me n is an acronym that means atomic mass


minus the atomic number equals


the neutrons so you’ll see the


im in mass in the a an atomic number


in the in in neutron or are an acronym for


this little many formula and you can even certain let me in


you’re ever given a problem we need to find neutrons


begins plug in your information given in government fourth


real time I were the valence electrons are on the PRT went hiking determine how


many be words like Jones Beach particular element hands


someone right valence electrons up at the top here


demanded ransom a rhodes to


each of the groups and families just a couple the group Mac and Roger each one


of them


and our circle the group number or the park a big group number that represents


valence electrons notice that group 1&2


are also one mailings like John into man’s like Charles


then we start working online group 13


through a team and Rockaway rose over maybe 1318


and we have to drop to one of to make sure that


we have the correct number valence electrons sovereign example on this one


is group 13 but only three


valence electrons and in the next will be grouped


14 but only for Palin’s like chance


so everything in that group were in that family


you are the same number valence electrons in the same reactivity


II now we’re gonna move up to talking about groups or families a little bit


more some


above about 16 group 16


we’re gonna write


on these are called groups or families in the Thomas Circle


this particular grouper family what this means is that


everything in this group or family has similar


properties and similar reactivity


so I’m gonna also put a


box around 16 to show that that’s the


group number know when she confused the group number with the


mainland’s lecture on them this is actually the phone number there


so in this particular case oxygen sulfur


on in so for selenium to learn they’re all


going to be I’m so have similar reactivity


are up moving on we’re going in now


go over to you the roads which are called


periods on the periodic table


make sure we have reactivity on here because that’s what that


group number tells us meals electrons


and so now we’re gonna move over to the periods and


these are the rosies with the horizontal rose going across the beer cocktail or


and they tell us on couple with everything details number


energy levels and then tell us the number


energy shells in actual more


model so I was gonna label periods cross the


side here output in parentheses energy levels


he and energy shells you be real surprised how many questions will pop up


on the star test that will be answered by just having this room bring dumping


now we’re gonna move down to the bottom of the periodic table


we’re going to talk about reactivity real quick


I’m gonna draw big long aerogel right


to left and I’m going to label it


increasing reactivities has the Aero


moves toward the lapd rise the group moved toward the lapd


they get more reactive so is gone awry increasing activity down towards the


bottom


the most reactive group for family


on the periodic table is group one so many despite a littles


I most reactive down there so I know that those are highly reactive


they have one valence electron and they want to give nothing away as fast as


possible


may react


very violently with a lot of different other elements


now going back to the other side group in


team these are the most stable someone right most stable down here


and this group has a special name its call


the nowww gases so shriner need


the the on element raid on a mission right noble gases just in case that


happens that pop up on a test but these guys are real stay with me


they’re not giving any electrons away their electron shells are totally fall


II so the black table strongly marked up


now we want to go to back to the top the periodic table


you wouldn’t start talking about different other chemistry principles


summer focus in on this top left corner and


on room first talk about compound


known as glucose which is c6 each 12


06 gonna make some comments about it real quick seen this before shop on


previous start ass


so three elements it has three elements and you do that by counting the capital


letters


carmine hydrogen and oxygen so


three elements out to the side there and it has a total


up 24 harlem’s we do that by counting the subscripts that’s the little number


behind each other the particular elements


if they’re is not a number there then it’s implied that is one


I’m you cannot how the latter and not have


happens so it has to be a one this case


is 24 happens I the next thing you know


you know that chemistry is the rap


acronym that we gave you in this is talking about balance


on balance equations on each side


the Aero there are reactance on the left


and products on the right in order to be balanced


they have to have the same number on each side


same number Adams we call this route because


there’s an are reactant the he stands for the


a row in the P stands for the product right


Stoli balance than those numbers would only matchup


okay now asking the subatomic particles


we’ll be talking up protons neutrons electrons first we’re going to talk


about protons


protons am realistic


charge which is positive near found


inside the nucleus zooms in a little bit more so you can see it


right and then next we have a neutron


which is


a negative charger no excuse me and no no charge


are neutral charge and near found inside the Adams well


and then the electron


which is negative and brown


outside the nucleus also wanna make no


top two the protons and neutrons


make up the most mass up the Adam


this is where all the masses found in the AM electrons


have tiny tiny little be a math mass


but not that much muscle mass comes from the protons and neutrons


in and she moved to the top right corner of the sheet


renowned talk about metals middleweights


and nonmetals some metals recalling those


on the left side appear table so basically anything to the lapd beam


the staircase on the periodic table were saying


is him at all an answer my own properties air she never shiny luster


a I means they’re shiny when you look at omnis the way the light


reflex of them and then they are valuable which means they can be pounded


into sheets


they are also good conductors


in their poor insulators could also mention that there


ductile as well means they can be


polled into a wire you’ll see in copper wire


in all your electricity run your house your school


right next to talk about the middleweights in metal lloyd’s


are found on usually


touching this staircase on the pier on tables and touching that black line


looks like a staircase


on the periodic table in all those are metal woods except for one which is


aluminum in ashes when you have to remember is


a metal you think aluminum it does look like it has lots of properties in metals


make sure that you know that that is actually in metal justice that pops up


alright so metal what’s up their properties both


marking a list all the problems you just you just you know their properties both


they could be


shiny in a QB brittle cell


alright and then lastly we have non metals nonmetals


are on the right side iraq table general region not generally the


are too right the staircase and they are


mostly gas there are some exceptions that just like everything in science


and they are dole meaning they have no shine to them


something chalk when you think a bill you cannot talk is not an element has a


don’t actually near good insulators in the


are poor conductors


writes that this is the periodic table you can see it didn’t really take that


long to


to fill this out I don’t all my knowledge


I don’t appear on table in this is going to help me answer


many many many chemistry questions that can be thrown at you on star test


I’ve got thirteen different concepts on you


I would guess that if you knew all of this


that you have would have him very very good shot


passing stars knowing this part of the chemistry we’re going now


flip it over to the back and work on the formula chart


in a couple of other models that we like you did wrong



Hacking the 8th Grade Science STAAR test - Periodic Table Brain Dump

Electronic Arts Reports Q4 FY16 and Full Year FY16 Financial Results




REDWOOD CITY, Calif.–(BUSINESS WIRE)–Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial

results for its fourth fiscal quarter ended March 31, 2016.



“FY16 was a phenomenal year for Electronic Arts as we connected hundreds

of millions of players to great new games, and helped them connect with

each other through rich and dynamic live services,” said Chief Executive

Officer Andrew Wilson. “The year ahead is packed with excitement. Fans

are thrilled with the intense action and epic scale of Battlefield 1,

our EA SPORTS titles will take major leaps in innovation, and we’ll

bring new experiences from our most popular brands to more players on

more devices.”



“We grew non-GAAP net revenue, profitability and cash flow to record

highs,” said Chief Financial Officer Blake Jorgensen. “Leveraging our

great portfolio of brands and live services has enabled us to break

records across our key financial metrics. We expect to drive strong

revenue, earnings and cash flow growth into the future.”



News and ongoing updates regarding EA and our games are available on

EA’s blog at www.ea.com/news.



Selected Operating Highlights and Metrics:



  • EA was the #1 publisher on PlayStation®4 and Xbox One consoles in the

    Western World for fiscal year 2016 based on available sources and EA

    estimates.


  • EA was also the #1 most downloaded mobile game publisher in calendar

    year 2015, according to App Annie.


  • More than 54 million unique players engaged with our EA SPORTS™

    console titles during fiscal year 2016, up 65% from last year.


  • Star Wars™ Battlefront expanded our player base as more

    than 15% of Star Wars™ Battlefront players were new to

    the EA ecosystem.


  • In Q4, there were 9.4 million unique players across EA’s Battlefield™

    titles.


  • The Sims™ 4 player base grew by nearly two-thirds throughout

    the fiscal year, and The Sims FreePlay on mobile reached 200

    million installs life-to-date.


  • Madden NFL Mobile monthly active players grew 30% in Q4 over

    the same quarter last year.


  • Star Wars™ Battlefront, a successful new franchise,

    sold in more than 14 million units in fiscal year 2016.


Selected Financial Highlights:



  • For fiscal year 2016, GAAP net revenue was $4.396 billion of which 55%

    or $2.409 billion was digital, gross margin was 69.2%, operating

    margin was 20.4%, and GAAP diluted earnings per share was $3.50.

    During fiscal 2016, EA recorded a $453 million credit related to the

    reversal of a valuation allowance reserve on certain deferred tax

    assets. This credit increased our diluted GAAP earnings per share for

    fiscal 2016 by $1.37 per share to $3.50, but had no effect on non-GAAP

    earnings or cash flow.


  • For fiscal year 2016, non-GAAP net revenue was $4.566 billion of which

    55% or $2.531 billion was digital, non-GAAP gross margin was 71.4%,

    non-GAAP operating margin was 28.5%, non-GAAP diluted earnings per

    share was $3.14 and operating cash flow was $1.223 billion. All of

    these are fiscal year records.


  • For the quarter, non-GAAP net revenue of $924 million was above

    guidance of $875 million. Diluted non-GAAP earnings per share of $0.50

    was above guidance of $0.40.


  • EA’s FIFA, Madden NFL and Hockey Ultimate Team™

    live services continued to perform well in Q4 as measured by non-GAAP

    net revenue, collectively up 26% year-over-year and up 33% on a

    constant currency basis.


  • EA repurchased 15.7 million shares in FY16 for $1.0 billion which

    includes 9.9 million shares in Q4 for $634 million.










































































































































 


 


(in millions of $, except per share amounts)



Quarter Ended
3/31/16





Quarter Ended
3/31/15



GAAP Digital Net Revenue


$715


$614

GAAP Packaged Goods and Other Net Revenue


593

 

571

GAAP Total Net Revenue


$1,308

 

$1,185





 

Non-GAAP Digital Net Revenue


$712


$602

Non-GAAP Packaged Goods and Other Net Revenue


212

 

294

Non-GAAP Total Net Revenue


$924

 

$896





 

GAAP Net Income


$899


$395

Non-GAAP Net Income


161


125

GAAP Diluted Earnings Per Share


$2.79


1.19

Non-GAAP Diluted Earnings Per Share


0.50


0.39





 

Operating Cash Flow


$396


$198





 





 


Fiscal Year Financial Highlights:








(in millions of $)





FY Ended
3/31/16





FY Ended
3/31/15




GAAP Net Revenue





$4,396





$4,515




GAAP Net Income





1,156





875




Non-GAAP Net Revenue





4,566





4,319




Non-GAAP Net Income





1,018





806







 


Operating Cash Flow





$1,223





$1,067







 


Business Outlook as of May 10, 2016



The following forward-looking statements, as well as those made above,

reflect expectations as of May 10, 2016. Electronic Arts assumes no

obligation to update these statements. Results may be materially

different and are affected by many factors detailed in this release and

in EA’s annual and quarterly SEC filings.



Fiscal Year 2017 Expectations – Ending March 31, 2017



  • GAAP net revenue is expected to be approximately $4.750 billion.


  • Non-GAAP net revenue is expected to be approximately $4.900 billion.


  • GAAP diluted earnings per share is expected to be approximately $2.53.


  • Non-GAAP diluted earnings per share is expected to be approximately

    $3.50.


  • Operating cash flow is expected to be approximately $1.300 billion.


  • The Company estimates a share count of 320 million for purposes of

    calculating fiscal year 2017 GAAP diluted earnings per share and 319

    million for purposes of calculating fiscal year 2017 non-GAAP diluted

    earnings per share. Non-GAAP shares used for computing diluted

    earnings per share differs from GAAP due to the inclusion of the

    anti-dilutive effect of the Convertible Bond Hedge.


  • Expected non-GAAP net income excludes the impact of the following

    items (estimate in millions) from expected GAAP net income:











































































































 

 

 

 

 

 

 

 

 

 

Acquisition-related expenses

 

$

38












Amortization of debt discount and loss on conversion



2












Change in deferred net revenue (online-enabled games)



150












Stock-based compensation



200












Income tax adjustments


 

(82

)











Expected Impact on Non-GAAP Net Income (net)


$

308
















 


First Quarter Fiscal Year 2017 Expectations – Ending June 30, 2016



  • GAAP net revenue is expected to be approximately $1.250 billion.


  • Non-GAAP net revenue is expected to be approximately $640 million.


  • GAAP diluted earnings per share is expected to be approximately $1.30.


  • Non-GAAP loss per share is expected to be approximately ($0.05).


  • The Company estimates a share count of 321 million for purposes of

    calculating first quarter fiscal year 2017 GAAP diluted earnings per

    share, and 303 million for non-GAAP loss per share. Non-GAAP shares

    used for computing loss per share differs from GAAP earnings per share

    due to the exclusion of potentially dilutive equity instruments in

    loss per share computations.


  • Expected non-GAAP net loss excludes the impact of the following items

    (estimate in millions) from expected GAAP net income:











































































































 

 

 

 

 

 

 

 

 

 

Acquisition-related expenses

 

$

15












Amortization of debt discount and loss on conversion



2












Change in deferred net revenue (online-enabled games)



(610

)











Stock-based compensation



45












Income tax adjustments


 

115

 











Expected Impact on Non-GAAP Net Loss (net)


$

(433

)















 


Conference Call and Supporting Documents



Electronic Arts will host a conference call on May 10, 2016 at 2:00 pm

PT (5:00 pm ET) to review its results for the fourth quarter ended March

31, 2016 and its outlook for the future. During the course of the call,

Electronic Arts may disclose material developments affecting its

business and/or financial performance. Listeners may access the

conference call live through the following dial-in number 844-215-4106

(domestic) or 918-534-8313 (international), using the password “EA” or

via webcast at http://ir.ea.com.



EA will also post a slide presentation that accompanies the call at http://ir.ea.com.



A dial-in replay of the conference call will be available until May 24,

2016 at 855-859-2056 (domestic) or 404-537-3406 (international). An

audio webcast replay of the conference call will be available for one

year at http://ir.ea.com.



Non-GAAP Financial Measures



To supplement the Company’s unaudited condensed consolidated financial

statements presented in accordance with GAAP, Electronic Arts uses

certain non-GAAP measures of financial performance. The presentation of

these non-GAAP financial measures is not intended to be considered in

isolation from, as a substitute for, or superior to, the financial

information prepared and presented in accordance with GAAP, and may be

different from non-GAAP financial measures used by other companies. In

addition, these non-GAAP measures have limitations in that they do not

reflect all of the amounts associated with the Company’s results of

operations as determined in accordance with GAAP. The non-GAAP financial

measures used by Electronic Arts include: non-GAAP net revenue, non-GAAP

gross profit, non-GAAP operating income, non-GAAP net income, non-GAAP

diluted earnings per share and non-GAAP diluted shares. These non-GAAP

financial measures are adjusted for the items referenced below, as

applicable in a given reporting period, from the Company’s unaudited

condensed consolidated statements of operations. The adjustments to the

non-GAAP financial measures exclude the following items (other than

shares from the Convertible Bond Hedge, which are included):



  • Acquisition-related expenses


  • Amortization of debt discount and loss on conversion of notes


  • Change in deferred net revenue (online-enabled games)


  • College football settlement expenses


  • Income tax adjustments


  • Loss on licensed intellectual property commitment (COGS)


  • Shares from Convertible Bond Hedge


  • Stock-based compensation


Electronic Arts may consider whether other significant non-recurring

items that arise in the future should also be adjusted in calculating

the non-GAAP financial measures it uses.



Electronic Arts believes that these non-GAAP financial measures, when

taken together with the corresponding GAAP financial measures, provide

meaningful supplemental information regarding the Company’s performance

by adjusting for certain items that may not be indicative of the

Company’s core business, operating results or future outlook. Electronic

Arts’ management uses, and believes that investors benefit from

referring to, these non-GAAP financial measures in assessing the

Company’s operating results both as a consolidated entity and at the

business unit level, as well as when planning, forecasting and analyzing

future periods. The Company’s management team is evaluated on the basis

of non-GAAP financial measures and these measures also facilitate

comparisons of the Company’s performance to prior periods.



In addition to the reasons stated above, which are generally applicable

to each of the items Electronic Arts excludes from its non-GAAP

financial measures, the Company believes it is appropriate to exclude

certain items for the following reasons:



Acquisition-Related Expenses. GAAP requires expenses to be

recognized for various types of events associated with a business

acquisition. These events include expensing acquired intangible assets,

including acquired in-process technology, post-closing adjustments

associated with changes in the estimated amount of contingent

consideration to be paid in an acquisition, and the impairment of

accounting goodwill created as a result of an acquisition when future

events indicate there has been a decline in its value. When analyzing

the operating performance of an acquired entity, Electronic Arts’

management focuses on the total return provided by the investment (i.e.,

operating profit generated from the acquired entity as compared to the

purchase price paid including the final amounts paid for contingent

consideration) without taking into consideration any allocations made

for accounting purposes. When analyzing the operating performance of an

acquisition in subsequent periods, the Company’s management excludes the

GAAP impact of any adjustments to the fair value of these

acquisition-related balances to its financial results.



Amortization of Debt Discount and Loss on Conversion of Notes. In

July 2011, EA issued $632.5 million of 0.75% convertible senior notes in

a private placement offering, which mature in July 2016 (the

“Convertible Notes”). As of March, 31, 2016, $163 million remained

outstanding. Under GAAP, certain convertible debt instruments that may

be settled in cash on conversion are required to be separately accounted

for as liability (debt) and equity (conversion option) components of the

instrument in a manner that reflects the issuer’s non-convertible debt

borrowing rate. Accordingly, for GAAP purposes, we amortize as a debt

discount an amount equal to the fair value of the conversion option on

the Convertible Notes over their term. The debt discount is classified

as interest expense. Upon settlement of our Convertible Notes, we

attribute the fair value of the consideration transferred to the

liability and equity components. The difference between the fair value

of the consideration attributed to the liability component and the

carrying value of the liability is recorded as a non-cash loss in the

statement of the operations. Electronic Arts’ management excludes the

effect of the amortization of debt discount and the non-cash loss on the

early conversion of debt in its non-GAAP financial measures.



Change in Deferred Net Revenue (Online-enabled Games). The

majority of our software games can be connected to the Internet whereby

a consumer may be able to download unspecified content or updates on a

when-and-if-available basis (“unspecified updates”) for use with the

original game software. In addition, we may also offer an online

matchmaking service that permits consumers to play against each other

via the Internet. GAAP requires us to account for the consumer’s right

to receive unspecified updates or the matchmaking service for no

additional fee as a “bundled” sale, or multiple-element arrangement.

Electronic Arts is not able to objectively determine the fair value of

these unspecified updates or online service included in certain of its

online-enabled games. As a result, the Company recognizes the revenue

from the sale of these online-enabled games on a straight-line basis

over the estimated offering period. Electronic Arts’ management excludes

the impact of the change in deferred net revenue related to

online-enabled games in its non-GAAP financial measures for the reasons

stated above and also to facilitate an understanding of our operations

because all related costs of revenue are expensed as incurred instead of

deferred and recognized ratably.



College Football Settlement Expenses. During fiscal 2014,

Electronic Arts recognized a $48 million charge for expected litigation

settlement and license expenses related to our college football

business. This expense is excluded from our non-GAAP financial measures.



Income Tax Adjustments. The Company uses a fixed, long-term

projected tax rate internally to evaluate its operating performance, to

forecast, plan and analyze future periods, and to assess the performance

of its management team. Accordingly, the Company applies the same tax

rate to its non-GAAP financial results. During fiscal year 2017, the

Company will apply a tax rate of 21 percent to its non-GAAP financial

results. During fiscal year 2016, the Company applied a tax rate of 22

percent. For fiscal years 2014 and 2015, a 25 percent tax rate was

applied, and through fiscal year 2013, the Company applied a 28 percent

tax rate.



Loss on Licensed Intellectual Property Commitment (COGS). During

the first quarter of fiscal 2015, Electronic Arts terminated its right

to utilize certain intellectual property that the Company had previously

licensed and we incurred a loss of $122 million on the corresponding

license commitment. This expense is excluded from our non-GAAP financial

measures.



Shares from Convertible Bond Hedge. The Convertible Notes were

issued with an initial conversion price of approximately $31.74 per

share. When the quarterly average trading price of EA’s common stock is

above $31.74 per share, the potential conversion of the Convertible

Notes has a dilutive impact on the Company’s earnings per share. At the

time they were issued, the Company entered into convertible note hedge

transactions (the “Convertible Bond Hedge”) to offset the dilutive

effect of the Convertible Notes. The Company includes the anti-dilutive

effect of the Convertible Bond Hedge in determining its non-GAAP

dilutive shares.



Stock-Based Compensation. When evaluating the performance of its

individual business units, the Company does not consider stock-based

compensation charges. Likewise, the Company’s management teams exclude

stock-based compensation expense from their short and long-term

operating plans. In contrast, the Company’s management teams are held

accountable for cash-based compensation and such amounts are included in

their operating plans. Further, when considering the impact of equity

award grants, Electronic Arts places a greater emphasis on overall

shareholder dilution rather than the accounting charges associated with

such grants.



In the financial tables below, Electronic Arts has provided a

reconciliation of the most comparable GAAP financial measures to

non-GAAP financial measures used in this press release.



Forward-Looking Statements



Some statements set forth in this release, including the information

relating to EA’s fiscal 2017 guidance information under the heading

“Business Outlook,” contain forward-looking statements that are subject

to change. Statements including words such as “anticipate,” “believe,”

“estimate” or “expect” and statements in the future tense are

forward-looking statements. These forward-looking statements are

preliminary estimates and expectations based on current information and

are subject to business and economic risks and uncertainties that could

cause actual events or actual future results to differ materially from

the expectations set forth in the forward-looking statements.



Some of the factors which could cause the Company’s results to differ

materially from its expectations include the following: sales of the

Company’s titles; the Company’s ability to manage expenses; the

competition in the interactive entertainment industry; the effectiveness

of the Company’s sales and marketing programs; timely development and

release of Electronic Arts’ products; the Company’s ability to realize

the anticipated benefits of acquisitions; the consumer demand for, and

the availability of an adequate supply of console hardware units; the

Company’s ability to predict consumer preferences among competing

platforms; the Company’s ability to service and support digital product

offerings, including managing online security; general economic

conditions; and other factors described in the Company’s Annual Report

on Form 10-K for the fiscal year ended March 31, 2015 and Quarterly

Report on Form 10-Q for the fiscal quarter ended December 31, 2015.



These forward-looking statements are current as of May 10, 2016.

Electronic Arts assumes no obligation and does not intend to update

these forward-looking statements. In addition, the preliminary financial

results set forth in this release are estimates based on information

currently available to Electronic Arts.



While Electronic Arts believes these estimates are meaningful, they

could differ from the actual amounts that Electronic Arts ultimately

reports in its Annual Report on Form 10-K for the fiscal year ended

March 31, 2016. Electronic Arts assumes no obligation and does not

intend to update these estimates prior to filing its Form 10-K for the

fiscal year ended March 31, 2016.



About Electronic Arts



Electronic Arts (NASDAQ: EA) is a global leader in digital interactive

entertainment. The Company delivers games, content and online services

for Internet-connected consoles, personal computers, mobile phones and

tablets. EA has more than 300 million registered players around the

world.



In fiscal year 2016, EA posted GAAP net revenue of $4.4 billion.

Headquartered in Redwood City, California, EA is recognized for a

portfolio of critically acclaimed, high-quality blockbuster brands such

as The Sims™, Madden NFL, EA SPORTS™ FIFA, Battlefield™, Dragon Age™ and

Plants vs. Zombies™. More information about EA is available at www.ea.com/news.



EA SPORTS, Battlefield, The Sims, Dragon Age, Ultimate Team and Plants

vs. Zombies are trademarks of Electronic Arts Inc. and its subsidiaries. STAR

WARS
 © & TM 2015 Lucasfilm Ltd. All rights reserved. John Madden,

NFL and FIFA are the property of their respective owners and used with

permission. PlayStation is a registered trademark of Sony Computer

Entertainment Inc.






































































































































































































































































































































































































 

ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Condensed Consolidated Statement of Operations

(in millions, except share per data)


 


 


 


 





Three Months Ended
March 31,





Twelve Months Ended
March 31,





2016


2015


2016


2015

Net revenue









Product


$

695



$

669



$

2,497



$

2,568


Service and other


613

 


516

 


1,899

 


1,947

 

Total net revenue


1,308



1,185



4,396



4,515


Cost of revenue









Product


70



129



938



1,028


Service and other


156

 


105

 


416

 


401

 

Total cost of revenue


226

 


234

 


1,354

 


1,429

 

Gross profit


1,082



951



3,042



3,086


Operating expenses:









Research and development


282



285



1,109



1,094


Marketing and sales


153



165



622



647


General and administrative


110



99



406



386


Acquisition-related contingent consideration






(1

)






(3

)

Amortization of intangibles


1

 


3

 


7

 


14

 

Total operating expenses


546

 


551

 


2,144

 


2,138

 

Operating income


536



400



898



948


Interest and other income (expense), net


(10

)


(3

)


(21

)


(23

)

Income before provision for (benefit from) income taxes


526



397



877



925


Provision for (benefit from) income taxes


(373

)


2

 


(279

)


50

 

Net income


$

899

 


$

395

 


$

1,156

 


$

875

 

Earnings per share









Basic


$

2.93



$

1.27



$

3.73



$

2.81


Diluted


$

2.79



$

1.19



$

3.50



$

2.69


Number of shares used in computation









Basic


307



310



310



311


Diluted


322



332



330



325














 


Non-GAAP Results (in millions, except per share data)



The following tables reconcile the Company’s net revenue, gross profit,

operating income, net income and number of diluted shares as presented

in its Unaudited Condensed Consolidated Statements of Operations and

prepared in accordance with Generally Accepted Accounting Principles

(“GAAP”) to its non-GAAP net revenue, non-GAAP gross profit, non-GAAP

operating income, non-GAAP net income, and number of non-GAAP diluted

shares.
















































































































































































































































































































































































































































































































































 


 


Three Months Ended
March 31,



 


Twelve Months Ended
March 31,





2016

 

2015


2016

 

2015

Net revenue









GAAP net revenue


$

1,308



$

1,185



$

4,396



$

4,515


Change in deferred net revenue (online-enabled games)


(384

)


(289

)


170

 


(196

)

Non-GAAP net revenue


$

924

 


$

896

 


$

4,566

 


$

4,319

 

Gross profit









GAAP gross profit


$

1,082



$

951



$

3,042



$

3,086


Acquisition-related expenses


12



14



47



52


Change in deferred net revenue (online-enabled games)


(384

)


(289

)


170



(196

)

Loss on licensed intellectual property commitment (COGS)














122


Stock-based compensation


1

 




 


2

 


2

 

Non-GAAP gross profit


$

711

 


$

676

 


$

3,261

 


$

3,066

 

Operating income









GAAP operating income


$

536



$

400



$

898



$

948


Acquisition-related expenses


13



16



54



63


Change in deferred net revenue (online-enabled games)


(384

)


(289

)


170



(196

)

Loss on licensed intellectual property commitment (COGS)














122


College football settlement expenses














(5

)

Stock-based compensation


47

 


36

 


178

 


144

 

Non-GAAP operating income


$

212

 


$

163

 


$

1,300

 


$

1,076

 

Net Income









GAAP net income


$

899



$

395



$

1,156



$

875


Acquisition-related expenses


13



16



54



63


Amortization of debt discount and loss on conversion of notes


5



6



27



22


Change in deferred net revenue (online-enabled games)


(384

)


(289

)


170



(196

)

Loss on licensed intellectual property commitment (COGS)














122


College football settlement expenses














(5

)

Stock-based compensation


47



36



178



144


Income tax adjustments


(419

)


(39

)


(567

)


(219

)

Non-GAAP net income


$

161



$

125



$

1,018



$

806


Non-GAAP earnings per share









Basic


$

0.52



$

0.40



$

3.28



$

2.59


Diluted


$

0.50



$

0.39



$

3.14



$

2.51


Number of shares









GAAP & Non-GAAP Basic


307



310



310



311


GAAP Diluted


322



332



330



325


Shares from convertible bond hedge


(3

)


(8

)


(6

)


(4

)

Non-GAAP Diluted


319



324



324



321














 



































































































































































































































ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Condensed Consolidated Balance Sheets

(in millions)


 


 





March 31,
2016 





March 31,
2015 1



ASSETS





Current assets:





Cash and cash equivalents


$

2,493



$

2,068

Short-term investments


1,341



953

Receivables, net of allowances of $159 and $140, respectively


233



362

Inventories


33



36

Deferred income taxes, net






54

Other current assets


254

 


247

Total current assets


4,354



3,720

Property and equipment, net


439



459

Goodwill


1,710



1,713

Acquisition-related intangibles, net


57



111

Deferred income taxes, net


387



13

Other assets


103

 


131

TOTAL ASSETS


$

7,050

 


$

6,147

LIABILITIES AND STOCKHOLDERS’ EQUITY





Current liabilities:





Accounts payable


$

89



$

68

Accrued and other current liabilities


710



794

0.75% convertible senior notes due 2016, net


161



602

Deferred net revenue (online-enabled games)


1,458

 


1,283

Total current liabilities


2,418



2,747

Senior notes, net


989





Income tax obligations


80



70

Deferred income taxes, net


2



80

Other liabilities


163

 


183

Total liabilities


3,652



3,080

0.75% convertible senior notes due 2016


2



31





 

Common stock


3



3

Additional paid-in capital


1,349



2,127

Retained earnings


2,060



904

Accumulated other comprehensive income (loss)


(16

)


2

Total stockholders’ equity


3,396

 


3,036

TOTAL LIABILITIES AND STOCKHOLDERS’ EQUITY


$

7,050

 


$

6,147

































































































































































































































































































































































































































































 

ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Condensed Consolidated Statements of Cash Flows

(in millions)


 


 


 


 




Three Months Ended
March 31,

 

Twelve Months Ended
March 31,



2016


2015


2016


2015

OPERATING ACTIVITIES









Net income


$

899



$

395



$

1,156



$

875


Adjustments to reconcile net income to net cash provided by

operating activities:









Depreciation, amortization and accretion


48



55



197



220


Loss on conversion of convertible notes


2







10






Stock-based compensation


47



36



178



144


Acquisition-related contingent consideration






(1

)






(3

)

Change in assets and liabilities:









Receivables, net


395



122



127



(54

)

Inventories


9



3



3



19


Other assets


(23

)


(50

)


19



87


Accounts payable


(57

)


(17

)


13



(46

)

Accrued and other liabilities


(128

)


(37

)


(252

)


31


Deferred income taxes, net


(409

)


(8

)


(403

)


1


Deferred net revenue (online-enabled games)


(387

)


(300

)


175

 


(207

)

Net cash provided by operating activities


396

 


198

 


1,223

 


1,067

 

INVESTING ACTIVITIES









Capital expenditures


(30

)


(32

)


(93

)


(95

)

Proceeds from maturities and sales of short-term investments


234



207



941



727


Purchase of short-term investments


(605

)


(385

)


(1,332

)


(1,102

)

Net cash (used in) investing activities


(401

)


(210

)


(484

)


(470

)

FINANCING ACTIVITIES









Proceeds from issuance of senior notes, net of issuance costs


989







989






Payment of convertible notes


(177

)






(470

)





Proceeds from issuance of common stock


21



29



107



60


Excess tax benefit from stock-based compensation


13



6



86



22


Repurchase and retirement of common stock


(634

)


(95

)


(1,018

)


(337

)

Net cash provided by (used in) financing activities


212

 


(60

)


(306

)


(255

)

Effect of foreign exchange on cash and cash equivalents


23

 


(26

)


(8

)


(56

)

Increase (decrease) in cash and cash equivalents


230



(98

)


425



286


Beginning cash and cash equivalents


2,263

 


2,166

 


2,068

 


1,782

 

Ending cash and cash equivalents


$

2,493

 


$

2,068

 


$

2,493

 


$

2,068

 

















 


































































































































































































































































































































































































































































































































































































































































































































































ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Supplemental Financial Information and Business Metrics

(in millions, except per share data)


 


 


 


 


 


 




Q4


Q1


Q2


Q3


Q4


YOY %



FY15


FY16


FY16


FY16


FY16


Change

QUARTERLY RECONCILIATION OF RESULTS













Net revenue













GAAP net revenue


1,185



1,203



815



1,070



1,308



10

%

Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331

 


733

 


(384

)



Non-GAAP net revenue


896

 


693

 


1,146

 


1,803

 


924

 


3

%

Gross profit













GAAP gross profit


951



1,030



406



524



1,082



14

%

Acquisition-related expenses


14



12



11



12



12




Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331



733



(384

)



Stock-based compensation




 




 


1

 




 


1

 



Non-GAAP gross profit


676

 


532

 


749

 


1,269

 


711

 


5

%

GAAP gross profit % (as a % of GAAP net revenue)


80

%


86

%


50

%


49

%


83

%



Non-GAAP gross profit % (as a % of non-GAAP net revenue)


75

%


77

%


65

%


70

%


77

%



Operating income













GAAP operating income (loss)


400



512



(119

)


(31

)


536



34

%

Acquisition-related expenses


16



13



14



14



13




Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331



733



(384

)



Stock-based compensation


36

 


45

 


44

 


42

 


47

 



Non-GAAP operating income


163

 


60

 


270

 


758

 


212

 


30

%

GAAP operating income (loss) % (as a % of GAAP net revenue)


34

%


43

%


(15

%)


(3

%)


41

%



Non-GAAP operating income % (as a % of non-GAAP net revenue)


18

%


9

%


24

%


42

%


23

%



Net income













GAAP net income (loss)


395



442



(140

)


(45

)


899



128

%

Acquisition-related expenses


16



13



14



14



13




Amortization of debt discount and loss on conversion of notes


6



6



11



5



5




Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331



733



(384

)



Stock-based compensation


36



45



44



42



47




Income tax adjustments


(39

)


53

 


(48

)


(153

)


(419

)



Non-GAAP net income


125

 


49

 


212

 


596

 


161

 


29

%

GAAP net income (loss) % (as a % of GAAP net revenue)


33

%


37

%


(17

%)


(4

%)


69

%



Non-GAAP net income % (as a % of non-GAAP net revenue)


14

%


7

%


18

%


33

%


17

%



Diluted earnings (loss) per share













GAAP earnings (loss) per share


1.19



1.32



(0.45

)


(0.14

)


2.79



134

%

Non-GAAP earnings per share


0.39



0.15



0.65



1.83



0.50



28

%

Number of diluted shares used in computation













GAAP & Non-GAAP Basic


310



311



312



311



307




GAAP Diluted


332



335



312



311



322




Anti-dilutive shares excluded for GAAP loss position2










21



20








Shares from convertible bond hedge


(8

)


(10

)


(7

)


(6

)


(3

)



Non-GAAP Diluted


324



325



326



325



319




2 Diluted earnings per share reflects the potential dilution

from common shares (calculated using the treasury stock method),

issuable through stock-based compensation plans. When the company incurs

a loss, shares issuable through stock-based compensation plans are

excluded from the diluted loss per share calculation as inclusion would

be anti-dilutive.












































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































 

ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Supplemental Financial Information and Business Metrics

(in millions, except per share data)


 


 


 


 


 


 




Q4


Q1


Q2


Q3


Q4


YOY %



FY15


FY16


FY16


FY16


FY16


Change

QUARTERLY NET REVENUE PRESENTATIONS – GAAP AND NON-GAAP













Geography net revenue













North America


528



506



381



448



572



8

%

International


657

 


697

 


434

 


622

 


736

 


12

%

Total GAAP net revenue


1,185

 


1,203

 


815

 


1,070

 


1,308

 


10

%

North America


(125

)


(215

)


91



403



(147

)



International


(164

)


(295

)


240

 


330

 


(237

)



Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331

 


733

 


(384

)



North America


403



291



472



851



425



5

%

International


493

 


402

 


674

 


952

 


499

 


1

%

Total Non-GAAP net revenue


896

 


693

 


1,146

 


1,803

 


924

 


3

%

North America


45

%


42

%


47

%


42

%


44

%



International


55

%


58

%


53

%


58

%


56

%



Total GAAP net revenue %


100

%


100

%


100

%


100

%


100

%



North America


45

%


42

%


41

%


47

%


46

%



International


55

%


58

%


59

%


53

%


54

%



Total Non-GAAP net revenue %


100

%


100

%


100

%


100

%


100

%















 

Net revenue composition













Packaged goods and other


571



580



313



501



593



4

%

Full game downloads


122



119



82



112



152



25

%

Extra content


265



291



213



241



317



20

%

Subscriptions, advertising and other


92



71



84



89



94



2

%

Mobile


135

 


142

 


123

 


127

 


152

 


13

%

Total Digital


614

 


623

 


502

 


569

 


715

 


16

%

Total GAAP net revenue


1,185

 


1,203

 


815

 


1,070

 


1,308

 


10

%

Packaged goods and other


(277

)


(419

)


353



495



(381

)



Full game downloads


(8

)


(35

)


7



83



(18

)



Extra content


(18

)


(36

)


(18

)


119



(7

)



Subscriptions, advertising and other


(1

)






(1

)


1



1




Mobile


15

 


(20

)


(10

)


35

 


21

 



Total Digital


(12

)


(91

)


(22

)


238

 


(3

)



Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331

 


733

 


(384

)



Packaged goods and other


294



161



666



996



212



(28

%)

Full game downloads


114



84



89



195



134



18

%

Extra content


247



255



195



360



310



26

%

Subscriptions, advertising and other


91



71



83



90



95



4

%

Mobile


150

 


122

 


113

 


162

 


173

 


15

%

Total Digital


602

 


532

 


480

 


807

 


712

 


18

%

Total Non-GAAP net revenue


896

 


693

 


1,146

 


1,803

 


924

 


3

%

Packaged goods and other


48

%


48

%


38

%


47

%


45

%



Full game downloads


10

%


10

%


10

%


10

%


12

%



Extra content


22

%


24

%


26

%


23

%


24

%



Subscriptions, advertising and other


8

%


6

%


11

%


8

%


7

%



Mobile


12

%


12

%


15

%


12

%


12

%



Total Digital


52

%


52

%


62

%


53

%


55

%



Total GAAP net revenue %


100

%


100

%


100

%


100

%


100

%



Packaged goods and other


33

%


23

%


58

%


55

%


23

%



Full game downloads


13

%


12

%


8

%


11

%


14

%



Extra content


27

%


37

%


17

%


20

%


34

%



Subscriptions, advertising and other


10

%


10

%


7

%


5

%


10

%



Mobile


17

%


18

%


10

%


9

%


19

%



Total Digital


67

%


77

%


42

%


45

%


77

%



Total Non-GAAP net revenue %


100

%


100

%


100

%


100

%


100

%




















 























































































































































































































































































































































































































































































































































































































































































































































































































































ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Supplemental Financial Information and Business Metrics

(in millions, except per share data)


 


 


 


 


 


 




Q4


Q1


Q2


Q3


Q4


YOY %



FY15


FY16


FY16


FY16


FY16


Change

QUARTERLY NET REVENUE PRESENTATIONS – GAAP AND NON-GAAP













Platform net revenue













Xbox One, PLAYSTATION 4


468



487



332



571



793



69

%

Xbox 360, PLAYSTATION 3


328



293



155



157



147



(55

%)

Other consoles


3

 


2

 


1

 


3

 


1

 


(67

%)

Total consoles


799



782



488



731



941



18

%

PC / Browser


221



253



184



182



195



(12

%)

Mobile


136



145



124



128



151



11

%

Other


29

 


23

 


19

 


29

 


21

 


(28

%)

Total GAAP net revenue


1,185

 


1,203

 


815

 


1,070

 


1,308

 


10

%

Xbox One, PLAYSTATION 4


(92

)


(253

)


310



626



(287

)



Xbox 360, PLAYSTATION 3


(164

)


(204

)


55



16



(93

)



Other consoles


(1

)




 


1

 


(1

)


(1

)



Total consoles


(257

)


(457

)


366



641



(381

)



PC / Browser


(49

)


(33

)


(19

)


55



(27

)



Mobile


16



(19

)


(12

)


35



23




Other


1

 


(1

)


(4

)


2

 


1

 



Change in deferred net revenue (online-enabled games)


(289

)


(510

)


331

 


733

 


(384

)



Xbox One, PLAYSTATION 4


376



234



642



1,197



506



35

%

Xbox 360, PLAYSTATION 3


164



89



210



173



54



(67

%)

Other consoles


2

 


2

 


2

 


2

 




 


(100

%)

Total consoles


542



325



854



1,372



560



3

%

PC / Browser


172



220



165



237



168



(2

%)

Mobile


152



126



112



163



174



14

%

Other


30

 


22

 


15

 


31

 


22

 


(27

%)

Total Non-GAAP net revenue


896

 


693

 


1,146

 


1,803

 


924

 


3

%

Xbox One, PLAYSTATION 4


39

%


41

%


41

%


53

%


61

%



Xbox 360, PLAYSTATION 3


28

%


24

%


19

%


15

%


11

%



Other consoles




 




 




 




 




 



Total consoles


67

%


65

%


60

%


68

%


72

%



PC / Browser


19

%


21

%


23

%


17

%


15

%



Mobile


12

%


12

%


15

%


12

%


11

%



Other


2

%


2

%


2

%


3

%


2

%



Total GAAP net revenue %


100

%


100

%


100

%


100

%


100

%



Xbox One, PLAYSTATION 4


42

%


34

%


56

%


66

%


55

%



Xbox 360, PLAYSTATION 3


18

%


13

%


19

%


10

%


6

%



Other consoles




 




 




 




 




 



Total consoles


60

%


47

%


75

%


76

%


61

%



PC / Browser


19

%


32

%


14

%


13

%


18

%



Mobile


17

%


18

%


10

%


9

%


19

%



Other


4

%


3

%


1

%


2

%


2

%



Total Non-GAAP net revenue %


100

%


100

%


100

%


100

%


100

%




















 

























































































































































































































































































































































































ELECTRONIC ARTS INC. AND SUBSIDIARIES

Unaudited Supplemental Financial Information and Business Metrics

(in millions, except per share data)


 


 


 


 


 


 




Q4


Q1


Q2


Q3


Q4


YOY %



FY15


FY16


FY16


FY16


FY16


Change

CASH FLOW DATA













Operating cash flow


198



(71

)


9


889


396



100

%

Operating cash flow – TTM


1,067



992



818


1,025


1,223



15

%

Capital expenditures


32



24



18


21


30



(6

%)

Capital expenditures – TTM


95



92



89


95


93



(2

%)

Repurchase and retirement of common stock


95



132



126


126


634



567

%

BALANCE SHEET DATA













Cash and cash equivalents


2,068



1,810



1,598


2,263


2,493



21

%

Short-term investments


953

 


1,069

 


990


966


1,341

 


41

%

Cash and cash equivalents, and short-term investments


3,021



2,879



2,588


3,229


3,834



27

%

Receivables, net


362



144



737


621


233



(36

%)

Deferred net revenue (online-enabled games)













End of the quarter


1,283



775



1,113


1,844


1,458



14

%

Less: Beginning of the quarter


1,583

 


1,283

 


775


1,113


1,844

 



Change in deferred net revenue (online-enabled games)3


(300

)


(508

)


338


731


(386

)



STOCK-BASED COMPENSATION













Cost of revenue










1





1




Research and development


21



26



25


26


26




Marketing and sales


5



5



7


5


7




General and administrative


10

 


14

 


11


11


13

 



Total stock-based compensation


36

 


45

 


44


42


47

 



3The difference between the balances of deferred net revenue

(online-enabled games) does not always equal the change in deferred net

revenue (online-enabled games) in the GAAP to Non-GAAP consolidated

statement of operations reconciliation due to the impact of unrecognized

gains/losses on cash flow hedges.









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Electronic Arts Reports Q4 FY16 and Full Year FY16 Financial Results