- World rank, all time
- #20,770 of 42,892
- Rank in United States
- #4,495 of 8,685
- Research works
- 131 ▲ 11% vs 2013–17
- Citations
- 2.7k 20.4 per fractional work
- Top-10% rate
- 8.1% record average 16.5%
- Open access
- 30% world 28%
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, 5.6×. Every wedge is a field page.
- Computer Science 5.6×
- Decision Sciences 2.1×
- Immunology and Microbiology 1.3×
- Engineering 1.2×
- Mathematics 1.1×
- Psychology 1.0×
- Biochemistry, Genetics and Molecular Biology 0.9×
- Business, Management and Accounting 0.8×
- Economics, Econometrics and Finance 0.8×
- Chemistry 0.7×
- Medicine 0.6×
- Neuroscience 0.5×
- Social Sciences 0.5×
- Health Professions 0.4×
- Earth and Planetary Sciences 0.2×
- Arts and Humanities 0.2×
- Physics and Astronomy 0.2×
- Materials Science 0.1×
- Environmental Science 0.1×
Who are the top researchers at Electronic Arts (United States)?
Ranked on the composite score, Alessandro Sestini lead among researchers whose main affiliation is Electronic Arts (United States).
- 1 Alessandro Sestini United States · #1,507,081 worldwide 11 citations · 16 works
Which keywords describe research at Electronic Arts (United States)?
By fractional works in 2022–2025, weighted toward what it does more of than the world: Deep Learning, Neural Networks, Convolutional Neural Networks, Monte Carlo Tree Search, Procedural Content Generation, Pose Estimation, Unsupervised Learning and 3D Reconstruction.
- Territorial Governance
- Reinforcement Learning
- Medical Image Analysis
- Image Synthesis
- Artificial Intelligence
- Shape Representation
- Facial Landmark Detection
- Point Clouds
- Unsupervised Learning
- Procedural Content Generation
- Machine Learning
- Neural Networks
- Deep Learning
- Convolutional Neural Networks
- Monte Carlo Tree Search
- Pose Estimation
- 3D Reconstruction
- Face Recognition
- Mesh Segmentation
- Virtual Reality
- Generative Adversarial Networks
- Environmental Participation
- RNA Interference
- Robotics
- siRNA Delivery
Size is fractional works in 2022–2025 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 25 words are chosen for being large and distinctive. Each links to the topic it comes from most.
All 25 words, with their numbers
- Deep Learning9▲ 8.8×19 topics
- Neural Networks3▲ 7.5×9 topics
- Convolutional Neural Networks2▲ 9.2×4 topics
- Machine Learning2▲ 1.88×9 topics
- Monte Carlo Tree Search2▲ 443×1 topic
- Procedural Content Generation2▲ 443×1 topic
- Pose Estimation2▲ 48×2 topics
- Unsupervised Learning2▲ 38×2 topics
- 3D Reconstruction1▲ 51×2 topics
- Point Clouds1▲ 51×2 topics
- Face Recognition1▲ 38×1 topic
- Facial Landmark Detection1▲ 104×1 topic
- Mesh Segmentation1▲ 146×1 topic
- Shape Representation1▲ 146×1 topic
- Virtual Reality1▲ 8.4×3 topics
- Artificial Intelligence1▲ 2.8×3 topics
- Generative Adversarial Networks1▲ 46×1 topic
- Image Synthesis1▲ 92×1 topic
- Environmental Participation1▲ 42×1 topic
- Medical Image Analysis1▲ 19×2 topics
- RNA Interference1▲ 39×1 topic
- Reinforcement Learning1▲ 31×1 topic
- Robotics1▲ 14×1 topic
- Territorial Governance1▲ 27×1 topic
- siRNA Delivery1▲ 56×1 topic
Which research topics does Electronic Arts (United States) publish most on?
By volume in 2022–2025: Artificial Intelligence in Games, Face recognition and analysis, 3D Shape Modeling and Analysis and Generative Adversarial Networks and Image Synthesis.
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 1 works
- 3 3D Shape Modeling and Analysis Computational Mechanics 1 works
- 4 Generative Adversarial Networks and Image Synthesis Computer Vision and Pattern Recognition 1 works
- 5 RNA Interference and Gene Delivery Molecular Biology 1 works
- 6 French Urban and Social Studies Sociology and Political Science 1 works
- 7 Reinforcement Learning in Robotics Artificial Intelligence 1 works
- 8 Digital Games and Media Sociology and Political Science 1 works
- 9 Human Motion and Animation Control and Systems Engineering 1 works
- 10 Medical Imaging and Analysis Biomedical Engineering 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: 28% of research is openly available.
World: 19% is written across borders.
How has Electronic Arts (United States)'s research output changed?
Output in 2018–2022 was 11% higher than in 2013–2017.
The same series as a ribbon — one cell per year, darker for more. The line above answers how much; this answers when.
Other research institutions in Redwood City
- Heron Therapeutics (United States)
- Chan Zuckerberg Initiative (United States)
- Emergency University
- Guardant (United States)
- 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 are in the interactive view on the map.