Company Details
electronic-arts
32,473
1,554,725
71
ea.com
265
ELE_2118141
Completed

Electronic Arts (EA) Company CyberSecurity Posture
ea.comElectronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A team where creativity thrives, new perspectives are invited, and ideas matter. Regardless of your role, team, or location, this is a place where everyone makes play happen. Join us.
Company Details
electronic-arts
32,473
1,554,725
71
ea.com
265
ELE_2118141
Completed
Between 750 and 799

EA Global Score (TPRM)XXXX

Description: Hackers breached Electronic Arts (EA) by acquiring authentication cookies for an internal Slack channel from a dark web marketplace. Using these, they impersonated an EA employee, tricked IT support into granting network access, and exfiltrated **780GB of source code**, including the FIFA 21 game and server-side tools. After failing to extort EA or sell the data (valued at $28M initially), the attackers dumped the entire cache on underground forums and torrent sites. EA confirmed **no player data was compromised**, and the stolen assets were primarily proprietary code with limited black-market value. The company stated no risk to player privacy or business operations, though security improvements were implemented. Law enforcement is involved in the ongoing investigation.
Description: The network of gaming giant Electronic Arts was compromised in a cyber incident. The hackers hacked the network and stole about 780 GB of data, including game source code and related internal tools. The attackers even advertised the 'FIFA 21’ source code, stolen from EA for sale on the dark web.


No incidents recorded for Electronic Arts (EA) in 2025.
No incidents recorded for Electronic Arts (EA) in 2025.
No incidents recorded for Electronic Arts (EA) in 2025.
EA cyber incidents detection timeline including parent company and subsidiaries

Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A team where creativity thrives, new perspectives are invited, and ideas matter. Regardless of your role, team, or location, this is a place where everyone makes play happen. Join us.


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Explore insights on cybersecurity incidents, risk posture, and Rankiteo's assessments.
The official website of Electronic Arts (EA) is http://ea.com.
According to Rankiteo, Electronic Arts (EA)’s AI-generated cybersecurity score is 781, reflecting their Fair security posture.
According to Rankiteo, Electronic Arts (EA) currently holds 0 security badges, indicating that no recognized compliance certifications are currently verified for the organization.
According to Rankiteo, Electronic Arts (EA) is not certified under SOC 2 Type 1.
According to Rankiteo, Electronic Arts (EA) does not hold a SOC 2 Type 2 certification.
According to Rankiteo, Electronic Arts (EA) is not listed as GDPR compliant.
According to Rankiteo, Electronic Arts (EA) does not currently maintain PCI DSS compliance.
According to Rankiteo, Electronic Arts (EA) is not compliant with HIPAA regulations.
According to Rankiteo,Electronic Arts (EA) is not certified under ISO 27001, indicating the absence of a formally recognized information security management framework.
Electronic Arts (EA) operates primarily in the Entertainment Providers industry.
Electronic Arts (EA) employs approximately 32,473 people worldwide.
Electronic Arts (EA) presently has no subsidiaries across any sectors.
Electronic Arts (EA)’s official LinkedIn profile has approximately 1,554,725 followers.
Electronic Arts (EA) is classified under the NAICS code 71, which corresponds to Arts, Entertainment, and Recreation.
No, Electronic Arts (EA) does not have a profile on Crunchbase.
Yes, Electronic Arts (EA) maintains an official LinkedIn profile, which is actively utilized for branding and talent engagement, which can be accessed here: https://www.linkedin.com/company/electronic-arts.
As of November 27, 2025, Rankiteo reports that Electronic Arts (EA) has experienced 2 cybersecurity incidents.
Electronic Arts (EA) has an estimated 7,232 peer or competitor companies worldwide.
Incident Types: The types of cybersecurity incidents that have occurred include Breach.
Detection and Response: The company detects and responds to cybersecurity incidents through an incident response plan activated with yes, and third party assistance with law enforcement, third party assistance with cybersecurity experts, and law enforcement notified with yes, and remediation measures with security improvements (unspecified), and communication strategy with public statement (the record), communication strategy with downplayed risks..
Title: Electronic Arts Network Compromise
Description: The network of gaming giant Electronic Arts was compromised in a cyber incident. The hackers stole about 780 GB of data, including game source code and related internal tools. The attackers even advertised the 'FIFA 21’ source code, stolen from EA, for sale on the dark web.
Type: Data Breach
Title: Electronic Arts (EA) Data Breach and Source Code Leak
Description: Hackers breached Electronic Arts (EA) in June 2021, stealing 780GB of source code, including FIFA 21 and internal tools. After failing to extort EA or sell the data, they released the full cache on underground forums and torrent sites in July 2021. The breach was facilitated by purchasing authentication cookies for EA’s internal Slack channel from the Genesis dark web marketplace, followed by social engineering to gain network access. EA confirmed no player data was compromised and stated the incident would not impact games or business operations.
Date Detected: 2021-06-10
Date Publicly Disclosed: 2021-06-10
Type: Data Breach
Attack Vector: Credential Theft (Authentication Cookies)Social EngineeringInternal Network Access via Slack
Vulnerability Exploited: Weak Authentication (Slack Cookies)Human Error (IT Support Tricked)
Threat Actor: Unknown Hacking GroupOpportunistic Cybercriminals
Motivation: Financial Gain (Extortion)Data Monetization (Failed Sale)
Common Attack Types: The most common types of attacks the company has faced is Breach.
Identification of Attack Vectors: The company identifies the attack vectors used in incidents through EA Internal Slack Channel (via stolen authentication cookies).

Data Compromised: Game source code, Internal tools

Data Compromised: Source code (fifa 21, internal tools), 780gb of internal code repositories
Systems Affected: EA Internal Slack ChannelCode RepositoriesServer-Side Service Tools
Operational Impact: None reported; EA stated no impact on games or business
Brand Reputation Impact: Potential reputational damage due to high-profile leak, though EA downplayed risks
Identity Theft Risk: None (no player data accessed)
Payment Information Risk: None
Commonly Compromised Data Types: The types of data most commonly compromised in incidents are Game Source Code, Internal Tools, , Source Code, Internal Development Tools and .

Entity Name: Electronic Arts (EA)
Entity Type: Public Company
Industry: Video Games
Location: Redwood City, California, USA
Size: Large (12,900+ employees as of 2021)
Customers Affected: None (no player data compromised)

Incident Response Plan Activated: Yes
Third Party Assistance: Law Enforcement, Cybersecurity Experts.
Law Enforcement Notified: Yes
Remediation Measures: Security Improvements (unspecified)
Communication Strategy: Public Statement (The Record)Downplayed Risks
Incident Response Plan: The company's incident response plan is described as Yes.
Third-Party Assistance: The company involves third-party assistance in incident response through Law Enforcement, Cybersecurity Experts, .

Type of Data Compromised: Game source code, Internal tools
Number of Records Exposed: 780 GB

Type of Data Compromised: Source code, Internal development tools
Sensitivity of Data: High (Proprietary Code, but no PII/Financial Data)
Data Exfiltration: Yes (780GB)
File Types Exposed: Source Code FilesServer-Side Tools
Personally Identifiable Information: No
Prevention of Data Exfiltration: The company takes the following measures to prevent data exfiltration: Security Improvements (unspecified), .

Ransom Demanded: ['$28 million (initial sale attempt)', 'Undisclosed sum (extortion attempt)']
Ransom Paid: No
Data Encryption: No
Data Exfiltration: Yes

Lessons Learned: 1. Authentication cookies (e.g., Slack) are high-value targets for initial access brokers. 2. Social engineering remains effective against IT support teams. 3. Proprietary source code, while valuable to the company, may lack resale value in cybercriminal markets. 4. Public disclosure strategies can mitigate reputational harm even after large-scale leaks.

Recommendations: Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Conduct regular security training for IT support staff to prevent social engineering attacks., Monitor dark web marketplaces for stolen credentials or authentication tokens., Segment internal networks to limit lateral movement post-breach., Evaluate the sensitivity of source code and apply additional access controls or encryption.Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Conduct regular security training for IT support staff to prevent social engineering attacks., Monitor dark web marketplaces for stolen credentials or authentication tokens., Segment internal networks to limit lateral movement post-breach., Evaluate the sensitivity of source code and apply additional access controls or encryption.Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Conduct regular security training for IT support staff to prevent social engineering attacks., Monitor dark web marketplaces for stolen credentials or authentication tokens., Segment internal networks to limit lateral movement post-breach., Evaluate the sensitivity of source code and apply additional access controls or encryption.Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Conduct regular security training for IT support staff to prevent social engineering attacks., Monitor dark web marketplaces for stolen credentials or authentication tokens., Segment internal networks to limit lateral movement post-breach., Evaluate the sensitivity of source code and apply additional access controls or encryption.Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Conduct regular security training for IT support staff to prevent social engineering attacks., Monitor dark web marketplaces for stolen credentials or authentication tokens., Segment internal networks to limit lateral movement post-breach., Evaluate the sensitivity of source code and apply additional access controls or encryption.
Key Lessons Learned: The key lessons learned from past incidents are 1. Authentication cookies (e.g., Slack) are high-value targets for initial access brokers. 2. Social engineering remains effective against IT support teams. 3. Proprietary source code, while valuable to the company, may lack resale value in cybercriminal markets. 4. Public disclosure strategies can mitigate reputational harm even after large-scale leaks.

Source: Motherboard (Vice)
URL: https://www.vice.com/en/topic/motherboard
Date Accessed: 2021-06
Additional Resources: Stakeholders can find additional resources on cybersecurity best practices at and Source: The RecordUrl: https://therecord.mediaDate Accessed: 2021-07-26, and Source: Motherboard (Vice)Url: https://www.vice.com/en/topic/motherboardDate Accessed: 2021-06.

Investigation Status: Ongoing (as of July 2021, with law enforcement involvement)
Communication of Investigation Status: The company communicates the status of incident investigations to stakeholders through Public Statement (The Record) and Downplayed Risks.

Stakeholder Advisories: EA issued statements to media outlets (The Record) confirming no player data was accessed and no expected business impact.
Customer Advisories: None issued (no customer data compromised)
Advisories Provided: The company provides the following advisories to stakeholders and customers following an incident: were EA issued statements to media outlets (The Record) confirming no player data was accessed and no expected business impact. and None issued (no customer data compromised).

Entry Point: EA Internal Slack Channel (via stolen authentication cookies)
High Value Targets: Source Code Repositories, Fifa 21 Game Files,
Data Sold on Dark Web: Source Code Repositories, Fifa 21 Game Files,

Root Causes: Purchase Of Ea Slack Authentication Cookies From Genesis Marketplace., Successful Social Engineering Of It Support To Gain Network Access., Lack Of Segmentation Or Monitoring For Unusual Access Patterns.,
Corrective Actions: Unspecified Security Improvements Implemented By Ea., Collaboration With Law Enforcement For Criminal Investigation.,
Post-Incident Analysis Process: The company's process for conducting post-incident analysis is described as Law Enforcement, Cybersecurity Experts, .
Corrective Actions Taken: The company has taken the following corrective actions based on post-incident analysis: Unspecified Security Improvements Implemented By Ea., Collaboration With Law Enforcement For Criminal Investigation., .
Ransom Payment History: The company has Paid ransoms in the past.
Last Ransom Demanded: The amount of the last ransom demanded was ['$28 million (initial sale attempt)', 'Undisclosed sum (extortion attempt)'].
Last Attacking Group: The attacking group in the last incident was an Unknown Hacking GroupOpportunistic Cybercriminals.
Most Recent Incident Detected: The most recent incident detected was on 2021-06-10.
Most Recent Incident Publicly Disclosed: The most recent incident publicly disclosed was on 2021-06-10.
Most Significant Data Compromised: The most significant data compromised in an incident were Game source code, Internal tools, , Source Code (FIFA 21, Internal Tools), 780GB of Internal Code Repositories and .
Most Significant System Affected: The most significant system affected in an incident was EA Internal Slack ChannelCode RepositoriesServer-Side Service Tools.
Third-Party Assistance in Most Recent Incident: The third-party assistance involved in the most recent incident was law enforcement, cybersecurity experts, .
Most Sensitive Data Compromised: The most sensitive data compromised in a breach were 780GB of Internal Code Repositories, Source Code (FIFA 21, Internal Tools), Internal tools and Game source code.
Number of Records Exposed in Most Significant Breach: The number of records exposed in the most significant breach was 780.0.
Highest Ransom Demanded: The highest ransom demanded in a ransomware incident was ['$28 million (initial sale attempt)', 'Undisclosed sum (extortion attempt)'].
Highest Ransom Paid: The highest ransom paid in a ransomware incident was No.
Most Significant Lesson Learned: The most significant lesson learned from past incidents was 1. Authentication cookies (e.g., Slack) are high-value targets for initial access brokers. 2. Social engineering remains effective against IT support teams. 3. Proprietary source code, while valuable to the company, may lack resale value in cybercriminal markets. 4. Public disclosure strategies can mitigate reputational harm even after large-scale leaks.
Most Significant Recommendation Implemented: The most significant recommendation implemented to improve cybersecurity was Implement multi-factor authentication (MFA) for internal communication platforms like Slack., Segment internal networks to limit lateral movement post-breach., Monitor dark web marketplaces for stolen credentials or authentication tokens., Evaluate the sensitivity of source code and apply additional access controls or encryption. and Conduct regular security training for IT support staff to prevent social engineering attacks..
Most Recent Source: The most recent source of information about an incident are Motherboard (Vice) and The Record.
Most Recent URL for Additional Resources: The most recent URL for additional resources on cybersecurity best practices is https://therecord.media, https://www.vice.com/en/topic/motherboard .
Current Status of Most Recent Investigation: The current status of the most recent investigation is Ongoing (as of July 2021, with law enforcement involvement).
Most Recent Stakeholder Advisory: The most recent stakeholder advisory issued was EA issued statements to media outlets (The Record) confirming no player data was accessed and no expected business impact., .
Most Recent Customer Advisory: The most recent customer advisory issued was an None issued (no customer data compromised).
Most Recent Entry Point: The most recent entry point used by an initial access broker was an EA Internal Slack Channel (via stolen authentication cookies).
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