- World rank, all time
- #27,810 of 34,923
- Rank in United States
- #5,825 of 7,310
- Research works
- 131 ▲ 58% vs 2018-21
- Citations
- 2.7k 20.4 per fractional work
- Top-10% rate
- 8.8% all institutions 10.0%
- vs its own fields
- 1.08× 1.00× is exactly expected
- Open access
- 30% world 40%
- International
- 23% world 18%
Which fields of science does Electronic Arts (United States) work in?
In 2022-now, 61% of research at Electronic Arts (United States) is in Physical Sciences, 18% in Social Sciences. Its largest fields are Computer Science (38%), Engineering (18%), Medicine (8%). It does 1.5× the world's share of Physical Sciences.
Each ring splits the one inside it: the four domains of science, their fields, their subfields. Size is fractional works in 2022-now. Every slice is a page; the interactive view zooms down to single topics and colours each by how much more of it this institution does than the world.
Its 4 domains and 19 fields, with their numbers
- Physical Sciences2360.5%
- Computer Science1437.9%
- Engineering718.1%
- Chemistry01.3%
- Environmental Science01.1%
- Mathematics01.0%
- Materials Science00.6%
- Earth and Planetary Sciences00.3%
- Physics and Astronomy00.3%
- Social Sciences718.0%
- Life Sciences512.1%
- Health Sciences49.3%
- Medicine38.5%
- Health Professions00.8%
Field profile
Location quotient across every field it publishes in: outside the ring is more than an institution of this size would be expected to publish, inside it is less.
Rings at 0.5×, 1× and 2×. Widest outward: Computer Science, 4.9×. Every wedge is a field page.
All 19 fields, with their numbers
- Computer Science4.88×14 works
- Immunology and Microbiology3.20×1 works
- Decision Sciences2.54×1 works
- Biochemistry, Genetics and Molecular Biology1.55×3 works
- Psychology1.23×1 works
- Engineering1.20×7 works
- Business, Management and Accounting0.91×1 works
- Chemistry0.84×0 works
- Mathematics0.84×0 works
- Economics, Econometrics and Finance0.62×0 works
- Social Sciences0.53×2 works
- Medicine0.44×3 works
- Neuroscience0.41×0 works
- Health Professions0.32×0 works
- Arts and Humanities0.30×0 works
- Environmental Science0.21×0 works
- Earth and Planetary Sciences0.19×0 works
- Materials Science0.18×0 works
- Physics and Astronomy0.13×0 works
- Computer Science 4.9×
- Immunology and Microbiology 3.2×
- Decision Sciences 2.5×
- Biochemistry, Genetics and Molecular Biology 1.6×
- Psychology 1.2×
- Engineering 1.2×
- Business, Management and Accounting 0.9×
- Chemistry 0.8×
- Mathematics 0.8×
- Economics, Econometrics and Finance 0.6×
- Social Sciences 0.5×
- Medicine 0.4×
- Neuroscience 0.4×
- Health Professions 0.3×
- Arts and Humanities 0.3×
- Environmental Science 0.2×
- Earth and Planetary Sciences 0.2×
- Materials Science 0.2×
- Physics and Astronomy 0.1×
Who are the top researchers at Electronic Arts (United States)?
Ranked on the quality score, Joakim Bergdahl, Linus Gisslén and George Borshukov lead among researchers whose main affiliation is Electronic Arts (United States).
- 1
Joakim Bergdahl
United States · #1,085,902 worldwide 256 citations · 27 works
- 2
Linus Gisslén
United States · #1,486,937 worldwide 312 citations · 39 works
- 3
George Borshukov
United States · #1,520,039 worldwide 909 citations · 22 works
- 4
Kazi A. Zaman
United States · #2,320,021 worldwide 528 citations · 24 works
- 5
Alessandro Sestini
United States · #3,044,976 worldwide 97 citations · 44 works
- 6
Igor Borovikov
United States · #4,006,554 worldwide 157 citations · 28 works
Which keywords describe research at Electronic Arts (United States)?
By fractional works in 2022-now, weighted toward what it does more of than the world: Deep Learning, Neural Networks, Immunotherapy, Convolutional Neural Networks, Gene Therapy, Tumor Targeting, Pose Estimation and Unsupervised Learning.
- Motion Synthesis
- Innate Immunity
- Character Animation
- Bacterial Therapy
- Social Justice
- Reinforcement Learning
- Photothermal Therapy
- Tumor Regression
- RNA Interference
- Mesh Segmentation
- Image Synthesis
- 3D Reconstruction
- Virtual Reality
- Face Recognition
- Monte Carlo Tree Search
- Pose Estimation
- Machine Learning
- Convolutional Neural Networks
- Neural Networks
- Deep Learning
- Immunotherapy
- Gene Therapy
- Tumor Targeting
- Unsupervised Learning
- Procedural Content Generation
- Facial Landmark Detection
- Artificial Intelligence
- Generative Adversarial Networks
- Point Clouds
- Nanoparticles
- Shape Representation
- siRNA Delivery
- Reactive Oxygen Species
- Robotics
- Arginine Deprivation
- Cancer Immunotherapy
- Environmental Participation
- Medical Image Analysis
- Territorial Governance
Size is fractional works in 2022-now in the topics tagged with each word; colour is the word's share of this institution's work against its share of the world's. The 39 words are chosen for being large and distinctive. Each links to the topic it comes from most.
All 39 words, with their numbers
- Deep Learning10▲ 7.8×20 topics
- Neural Networks4▲ 7.1×10 topics
- Immunotherapy3▲ 9.4×4 topics
- Convolutional Neural Networks2▲ 8.8×5 topics
- Gene Therapy2▲ 32×2 topics
- Machine Learning2▲ 1.71×10 topics
- Tumor Targeting2▲ 31×2 topics
- Pose Estimation2▲ 44×2 topics
- Unsupervised Learning2▲ 34×2 topics
- Monte Carlo Tree Search2▲ 303×1 topic
- Procedural Content Generation2▲ 303×1 topic
- Face Recognition2▲ 38×1 topic
- Facial Landmark Detection2▲ 98×1 topic
- Virtual Reality2▲ 8.6×3 topics
- Artificial Intelligence2▲ 2.7×4 topics
- 3D Reconstruction1▲ 40×2 topics
- Generative Adversarial Networks1▲ 43×1 topic
- Image Synthesis1▲ 77×1 topic
- Point Clouds1▲ 40×2 topics
- Mesh Segmentation1▲ 111×1 topic
- Nanoparticles1▲ 2.8×2 topics
- RNA Interference1▲ 43×1 topic
- Shape Representation1▲ 111×1 topic
- Tumor Regression1▲ 31×2 topics
- siRNA Delivery1▲ 61×1 topic
- Photothermal Therapy1▲ 24×1 topic
- Reactive Oxygen Species1▲ 7.5×1 topic
- Reinforcement Learning1▲ 25×1 topic
- Robotics1▲ 12×1 topic
- Social Justice1▲ 4.8×2 topics
- Arginine Deprivation1▲ 68×1 topic
- Bacterial Therapy1▲ 68×1 topic
- Cancer Immunotherapy1▲ 17×2 topics
- Character Animation1▲ 168×1 topic
- Environmental Participation1▲ 37×1 topic
- Innate Immunity1▲ 8.2×2 topics
- Medical Image Analysis1▲ 15×2 topics
- Motion Synthesis1▲ 168×1 topic
- Territorial Governance1▲ 23×1 topic
Which research topics does Electronic Arts (United States) publish most on?
By volume in 2022-now: Artificial Intelligence in Games, Face recognition and analysis, Generative Adversarial Networks and Image Synthesis and 3D Shape Modeling and Analysis.
Area is fractional works; colour is the subfield each topic belongs to.
- 1 Artificial Intelligence in Games Artificial Intelligence 2 works
- 2 Face recognition and analysis Computer Vision and Pattern Recognition 2 works
- 3 Generative Adversarial Networks and Image Synthesis Computer Vision and Pattern Recognition 1 works
- 4 3D Shape Modeling and Analysis Computational Mechanics 1 works
- 5 RNA Interference and Gene Delivery Molecular Biology 1 works
- 6 Nanoplatforms for cancer theranostics Biomedical Engineering 1 works
- 7 Reinforcement Learning in Robotics Artificial Intelligence 1 works
- 8 French Urban and Social Studies Sociology and Political Science 1 works
- 9 Human Motion and Animation Control and Systems Engineering 1 works
- 10 Cancer Research and Treatments Biotechnology 1 works
How open and international is its research?
Against the world's own shares: the tick on each track. Both are shares of its output, so they sit on one scale and can be read against each other as well as against the world.
World: 40% of research is openly available.
World: 18% is written across borders.
How has Electronic Arts (United States)'s research output changed?
Output in 2022-2025 was 58% higher than in 2018-2021.
The same series as a ribbon: one cell per year, darker for more. The line above answers how much; this answers when.
Its share of all research
Growing output can still be a shrinking share: all of science grows. This is Electronic Arts (United States) as a percentage of every work published that year, 0.00013% in 2024.
Fractional works of Electronic Arts (United States) over all fractional works that year. How the balance of science has shifted.
Other research institutions in Redwood City
- Heron Therapeutics (United States)
- Chan Zuckerberg Initiative (United States)
- Emergency University
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- Box (United States)
- OncoMed (United States)
- Genomic Health (United States)
- Ubiquitous Energy (United States)
Research measures only: rankings here say nothing about teaching, admissions or student experience. Comparable institutions and collaboration partners have tabs of their own, above.
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