1、ELECTRONIC ARTSANNUAL REPORT1999(In thousands,except per share data)Fiscal years ended March 31,19991998%changeNet Revenues$1,221,863$908,85234%Operating Income105,27883,44926Net Income72,87272,562Earnings Per Share Diluted1.151.19(3)Operating Income(excluding one-time items)149,39395,74156Net Incom
2、e(excluding one-time items)110,37872,33953Earnings Per Share Diluted(excluding one-time items)1.741.1946Working Capital333,256408,098(18)Total Assets901,873745,68121Total Stockholders Equity$662,931$563,96818%FI NANC IAL H IG H LIG HTSOPERATING HIGHLIGHTS34%increase in net revenues53%increase in net
3、 income(excluding one-time items from both years)Released 59 titles 21 PlayStation,9 N64,28 PC-CD,1 OnlineEstablished two joint ventureswith Square Company Ltd.of JapanExpanded direct distributionpresence to over 75 countriesSigned long-term license agreements with WorldChampionship Wrestling,Formul
4、a One Racing,and FIFAMade three acquisitions:Westwood Studios,Tiburon Entertainment,ABC Software AG and GmbH1999When Electronic Arts was founded in 1982,interactive entertainment software was barely more than an interesting idea.Most observers believed that computergames had only limited consumer ap
5、peal and would never be more than a nichemarket comprised of arcade enthusiasts.Today that“niche market”has grown into a$15 billion industry that is the very definition of mainstream entertainment.At EA,we have always considered this popularity and rapid market growth as morethan an opportunity.We s
6、ee it as a challenge.Never content to merely ride the rising tide of our industry,EA has continually sought to acquire or collaborate withthe best available development talent,build popular product franchises,establish a steady stream of top-selling titles,and create an unsurpassed global distributi