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Balance Sheet Details
12 Months Ended
Mar. 31, 2017
Balance Sheet Related Disclosures [Abstract]  
Balance Sheet Details
(8)  BALANCE SHEET DETAILS
Property and Equipment, Net
Property and equipment, net, as of March 31, 2017 and 2016 consisted of (in millions): 
 
As of March 31,
 
2017
 
2016
Computer equipment and software
$
723

 
$
684

Buildings
316

 
313

Leasehold improvements
126

 
129

Equipment, furniture and fixtures, and other
82

 
80

Land
61

 
61

Construction in progress
7

 
15

 
1,315

 
1,282

Less: accumulated depreciation
(881
)
 
(843
)
Property and equipment, net
$
434

 
$
439


Depreciation expense associated with property and equipment was $115 million, $119 million and $126 million for the fiscal years ended March 31, 2017, 2016 and 2015, respectively.
Accrued and Other Current Liabilities
Accrued and other current liabilities as of March 31, 2017 and 2016 consisted of (in millions): 
 
As of March 31,
 
2017
 
2016
Accrued compensation and benefits
$
267

 
$
256

Other accrued expenses
210

 
218

Accrued royalties
165

 
159

Deferred net revenue (other)
147

 
77

Accrued and other current liabilities
$
789

 
$
710



Deferred net revenue (other) includes the deferral of subscription revenue, advertising revenue, licensing arrangements, and other revenue for which revenue recognition criteria has not been met.
Deferred Net Revenue (Online-Enabled Games)
Deferred net revenue (online-enabled games) was $1,539 million and $1,458 million as of March 31, 2017 and 2016, respectively. Deferred net revenue (online-enabled games) generally includes the unrecognized revenue from bundled sales of online-enabled games for which we do not have VSOE for the obligation to provide unspecified updates. We recognize revenue from the sale of online-enabled games for which we do not have VSOE for the unspecified updates on a straight-line basis, generally over an estimated nine-month period beginning in the month after shipment for physical games sold through retail and an estimated six-month period for digitally-distributed games. However, we expense the cost of revenue related to these transactions generally during the period in which the product is delivered (rather than on a deferred basis).