Electronic Arts has a total of 1042 patents globally, out of which 648 have been granted. Of these 1042 patents, more than 68% patents are active. United States of America is where Electronic Arts has filed the maximum number of patents, followed by South Korea and China, it has generated an annual revenue of $5.63 billion in the year 2020. Parallelly, United States of America seems to be the main focused R&D center and is also the origin country of Electronic Arts.
Electronic Arts was founded in the year 1982 by Trip Hawkins. Company is doing business in video games and entertainment. As of January 2022, Electronic Arts has a market cap of $38.23 Billion.
Do read about some of the most popular patents of Electronic Arts which have been covered by us in this article and also you can find Electronic Arts’ patents information, the worldwide patent filing activity and its patent filing trend over the years, and many other stats over Electronic Arts’ patent portfolio.
How many patents does the founder and the CEO of Electronic Arts have?
The founder, Trip Hawkins has 0 patents and the CEO, Andrew Wilson has 0 patents.
How many patents does Electronic Arts have?
Electronic Arts has a total of 1042 patents globally. These patents belong to 513 unique patent families. Out of 1042 patents, 717 patents are active.
How many Electronic Arts patents are Alive/Dead?
How Many Patents did Electronic Arts File Every Year?
Are you wondering why there is a drop in patent filing for the last two years? It is because a patent application can take up to 18 months to get published. Certainly, it doesn’t suggest a decrease in the patent filing.
|Year of Patents Filing or Grant||Electronic Arts Applications Filed||Electronic Arts Patents Granted|
How Many Patents did Electronic Arts File in Different Countries?
Countries in which Electronic Arts Filed Patents
|United States Of America||677|
|Hong Kong (S.A.R.)||15|
Where are Research Centers of Electronic Arts Patents Located?
10 Best Electronic Arts Patents
WO2005003274A1 is the most popular patent in the Electronic Arts portfolio. It has received 646 citations so far from companies like Sony, Konami, and IBM.
Below is the list of 10 most cited patents of Electronic Arts:
|Publication Number||Citation Count|
Which Companies are using Electronic Arts Patents to Advance their Research?
If patents or patents from a particular technology area of a company receive a lot of citations, it implies that the technology is being followed and incrementally innovated by the citing companies. It also indicates that citing companies are working on similar and closely related technologies.
The top citing companies in the Electronic Arts patent portfolio are Sony, Microsoft, and IBM.
List of the top forward citing Companies –
|Company||Number of Patents|
Count of 102 and 103 Type Rejections based on Electronic Arts Patents
Top Electronic Arts Patents used in Rejecting Most Patent Applications
|Patent Number||Count of Rejected Applications|
What Percentage of Electronic Arts US Patent Applications were Granted?
Electronic Arts (Excluding its subsidiaries) has filed 540 patent applications at USPTO so far (Excluding Design and PCT applications). Out of these 457 have been granted leading to a grant rate of 92.14%.
Below are the key stats of Electronic Arts patent prosecution at the USPTO.
Which Law Firms Filed Most US Patents for Electronic Arts?
|Law Firm||Total Application||Success Rate|
|Knobbe Martens Olson & Bear Llp||312||97.38%|
|Lowenstein Sandler Llp Electronic Arts||50||93.18%|
|Mcdermott Electronic Arts Inc||43||97.56%|
|Electronic Arts Inc||35||47.06%|
|Lee & Hayes P C Electronic Arts Inc||17||100.00%|
|Middleton Reutlinger Electronic Arts||17||100.00%|
|Electronic Arts Inc C O Leydig Voit & Mayer||7||100.00%|
|Sheppard Mullin Richter & Hampton Llp||6||33.33%|
|Kilpatrick Townsend & Stockton Llp West Coast||4||33.33%|
|Kacvinsky Daisak Bluni Pllc 1380||1||100.00%|
Companies in the video game industry must constantly change to stay competitive in the face of rapidly advancing hardware, software, and internet technologies. Electronic Arts Inc. (EA), one of the world’s top gaming software creation and publishing firms, is currently undergoing amazing highs and lows as it adapts its business model in order to capitalise on emerging opportunities and flourish in a changing landscape.
As games have become increasingly focused on social interactions and long-term communities, more players are prepared to pay extra for downloadable content and challenges (DLC) as well as recurring small-dollar purchases (microtransactions) for character skins, decorations, and power-ups. Because many of these in-game things are low-cost or free to create, the incremental sales they produce are typically extremely high-margin or pure profit.
EA is aware of these trends and has already taken appropriate steps to profit on them.
EXCLUSIVE INSIGHTS COMING SOON!
What are Electronic Arts key innovation segments?
What Technologies are Covered by Electronic Arts?
The chart below distributes patents filed by Electronic Arts in different countries on the basis of the technology protected in patents. It also represents the markets where Electronic Arts thinks it’s important to protect particular technology inventions.
R&D Focus: How Electronic Arts search focus changed over the years?
EXCLUSIVE INSIGHTS COMING SOON!
Interested in knowing about the areas of innovation that are being protected by Electronic Arts?