players increasingly purchase our games as digital downloads , as opposed to purchasing physical discs , and engage with the live services we provide on an ongoing basis . our live services provide additional depth and engagement opportunities for our players and include microtransactions , extra content , subscriptions , and esports . our net revenue attributable to live services comprised 40 percent of our total net revenue during fiscal year 2018 and we expect that live services net revenue will continue to be material to our business . our most popular live service is the ultimate team mode associated with our sports franchises . ultimate team allows players to collect and trade current and former professional players in order to build and compete as a personalized team . net revenue from ultimate team represented approximately 21 percent of our total net revenue during fiscal year 2018 , a substantial portion of which was derived from fifa ultimate team . our digital transformation is also creating opportunities in platforms , business models and the way in which players engage with our games and services . for example , we have leveraged brands and assets from franchises typically associated with consoles and traditional pc gaming , such as fifa , madden nfl , the sims , simcity and star wars , to create mobile and pc games that are monetized through live services associated with the game . we also provide our ea access and origin access subscription services , which offer players access to a selection of ea games and other benefits for a monthly or annual fee . we significantly increased our digital net revenue from $ 2,409 million in fiscal year 2016 to $ 2,874 million in fiscal year 2017 and $ 3,450 million during fiscal year 2018. we expect this portion of our business to continue to grow through fiscal year 2019 and beyond as we continue to focus on developing and monetizing products and services that can be delivered digitally . technological infrastructure . as our digital business has grown , our games and services increasingly depend on the reliability , availability and security of our technological infrastructure . we are investing and expect to continue to invest in technology , hardware and software to support our games and services , including with respect to security protections . our industry is prone to , and our systems and networks are subject to , cyber-attacks , computer viruses , worms , phishing attacks , malicious software programs , and other information security incidents that seek to exploit , disable , damage , disrupt or gain access to our networks , our products and services , supporting technological infrastructure , intellectual property and other assets . we expect these threats to our systems and networks to continue . player network . we have made , and expect to continue to make , investments that strengthen our player network , which connects our players to each other and to the games they love . we are adopting consistent , cross-company methodologies to better understand our players ' needs and will continue to invest in technology that enables us to build personalized player relationships that can last for years instead of days or weeks by connecting our players to us and to each other . this connection allows us to market and deliver content and services for popular franchises like fifa , battlefield and star wars to our players more efficiently . that same foundation also enables new player-centric ways to discover and try new games and experiences , such as our subscription-based ea access and origin access services . concentration of sales among the most popular games . in all major segments of our industry , we see a large portion of games sales concentrated on the most popular titles . similarly , a significant portion of our revenue historically has been derived from games based on a few popular franchises , several of which we have released on an annual or bi-annual basis . in particular , we have historically derived a significant portion of our net revenue from our largest and most popular game , fifa , the annualized version of which is consistently one of the best-selling games in the marketplace . mobile and pc free-to-download games . the global adoption of mobile devices and a business model for those devices that allows consumers to try new games with no up-front cost , and that are monetized through the live service associated with the game , has led to significant growth in the mobile gaming industry . we expect this growth to continue during our 2019 fiscal year . likewise , the wide consumer acceptance of free-to-download , live service-based pc games played over the internet has broadened our consumer base . we expect revenue generated from mobile and pc free-to-download games to remain an important part of our business . recurring revenue sources . our business model includes revenue that we deem recurring in nature , such as revenue from our annualized titles ( such as fifa and madden nfl ) and associated live services , subscriptions and our ongoing mobile business . we have been able to forecast revenue from these areas of our business with greater relative confidence than for new games , services and business models . as we continue to leverage the digital transformation in our industry and incorporate new content models and modalities of play into our games , our goal is to continue to look for opportunities to expand the recurring portion of our business . net bookings . in order to improve transparency into our business , we disclose an operating performance metric , net bookings . net bookings is defined as the net amount of products and services sold digitally or sold-in physically in the period . story_separator_special_tag key indicators that we evaluate in determining gross versus net treatment include but are not limited to the following : the party responsible for delivery/fulfillment of the product or service to the end consumer the party responsible for the billing , collection of fees and refunds to the end consumer the storefront and terms of sale that govern the end consumer 's purchase of the product or service the party that sets the pricing with the end consumer and has credit risk based on evaluation of the above indicators , we have determined that generally the third party is considered the primary obligor to end consumers for the sale of our interactive software games . we therefore report revenue related to these arrangements net of the fees retained by the storefront . sales returns and allowances we reduce revenue for estimated future returns and price protection which may occur with our distributors and retailers ( “ channel partners ” ) . price protection represents our practice to provide our channel partners with a credit allowance to lower their wholesale price on a particular product that they have not resold to end consumers . the amount of the price protection is generally the difference between the old wholesale price and the new reduced wholesale price . in certain countries for our pc and console packaged goods software products , we also have a practice of allowing channel partners to return older software products in the channel in exchange for a credit allowance . as a general practice , we do not give cash refunds . when evaluating the adequacy of sales returns and price protection allowances , we analyze the following : historical credit allowances , current sell-through of our channel partners ' inventory of our software products , current trends in retail and the video game industry , changes in customer demand , acceptance of our software products , and other related factors . in addition , we monitor the volume of sales to our channel partners and their inventories , as substantial overstocking in the distribution channel could result in high returns or higher price protection in subsequent periods . in the future , actual returns and price protections may materially exceed our estimates as unsold software products in the distribution channels are exposed to rapid changes in consumer preferences , market conditions or technological obsolescence due to new platforms , product updates or competing software products . while we believe we can make reliable estimates regarding these matters , these estimates are inherently subjective . accordingly , if our estimates change , our returns and price protection allowances would change and would impact the total net revenue and related balance sheet accounts that we report . fair value estimates business combinations . we must estimate the fair value of assets acquired , liabilities and contingencies assumed , acquired in-process technology , and contingent consideration issued in a business combination . our assessment of the estimated fair value of each of these can have a material effect on our reported results as intangible assets are amortized over various estimated useful lives . furthermore , the estimated fair value assigned to an acquired asset or liability has a direct impact on the amount we recognize as goodwill , which is an asset that is not amortized . determining the fair value of assets acquired requires an assessment of the highest and best use or the expected price to sell the asset and the related expected future cash flows . determining the fair value of acquired in-process technology also requires an assessment of our expectations related to the use of that technology . determining the fair value of an assumed liability requires an assessment of the expected cost to transfer the liability . determining the fair value of contingent consideration requires an assessment of the probability-weighted expected future cash flows over the period in which the obligation is expected to be settled , and applying a discount rate that appropriately captures the risk associated with the obligation . the significant unobservable inputs used in the fair value measurement of the contingent consideration payable are forecasted earnings . significant changes in forecasted earnings would 28 result in significantly higher or lower fair value measurement . this fair value assessment is also required in periods subsequent to a business combination . such estimates are inherently difficult and subjective and can have a material impact on our consolidated financial statements . royalties and licenses our royalty expenses consist of payments to ( 1 ) content licensors , ( 2 ) independent software developers , and ( 3 ) co-publishing and distribution affiliates . license royalties consist of payments made to celebrities , professional sports organizations , movie studios and other organizations for our use of their trademarks , copyrights , personal publicity rights , content and or other intellectual property . royalty payments to independent software developers are payments for the development of intellectual property related to our games . co-publishing and distribution royalties are payments made to third parties for the delivery of products . royalty-based obligations with content licensors and distribution affiliates are either paid in advance and capitalized as prepaid royalties or are accrued as incurred and subsequently paid . these royalty-based obligations are generally expensed to cost of revenue generally at the greater of the contractual rate or an effective royalty rate based on the total projected net revenue for contracts with guaranteed minimums . significant judgment is required to estimate the effective royalty rate for a particular contract . because the computation of effective royalty rates requires us to project future revenue , it is inherently subjective as our future revenue projections must anticipate a number of factors , including ( 1 ) the total number of titles subject to the contract , ( 2 ) the timing of the release of these titles , ( 3 ) the number of software units and amount of extra content that

cash provided by investing activities increased $ 1,381 million during fiscal year 2018 as compared to fiscal year 2017 primarily driven by a $ 1,885 million increase in proceeds from the sales and maturities of short-term investments as a result of repositioning such investments in order to make offshore funds available for repatriation . this was partially offset by a $ 370 million decrease in the purchase of short-term investments and a payment of $ 150 million in connection with the acquisition of respawn . financing activities . cash used in financing activities decreased $ 86 million during fiscal year 2018 as compared to fiscal year 2017 primarily due to the repayment of $ 163 million of our formerly outstanding convertible notes in fiscal year 2017 without a corresponding transaction in fiscal year 2018 , offset by a $ 93 million increase in the repurchase and retirement of our common stock in the current year . comparison of fiscal year 2017 to fiscal year 2016 operating activities . cash provided by operating activities increased $ 113 million during fiscal year 2017 as compared to fiscal year 2016. the increase is primarily driven by a $ 385 million increase in sales related to fifa 17 , battlefield 1 , and titanfall 2 . this was partially offset by a $ 263 million decrease associated with a net increase in accounts receivable balances as of march 31 , 2017 as compared to march 31 , 2016 primarily due to the timing of game launches and higher digital sales during the three months ended march 31 , 2017. investing activities .


 Write a concise suspicious activity report of the following text delimited by triple backquotes. Return your response as a formal report which covers the key points highlighting the location,dates,entity names and account holder information in chronological order of the text.
     ```cash provided by investing activities increased $ 1,381 million during fiscal year 2018 as compared to fiscal year 2017 primarily driven by a $ 1,885 million increase in proceeds from the sales and maturities of short-term investments as a result of repositioning such investments in order to make offshore funds available for repatriation . this was partially offset by a $ 370 million decrease in the purchase of short-term investments and a payment of $ 150 million in connection with the acquisition of respawn . financing activities . cash used in financing activities decreased $ 86 million during fiscal year 2018 as compared to fiscal year 2017 primarily due to the repayment of $ 163 million of our formerly outstanding convertible notes in fiscal year 2017 without a corresponding transaction in fiscal year 2018 , offset by a $ 93 million increase in the repurchase and retirement of our common stock in the current year . comparison of fiscal year 2017 to fiscal year 2016 operating activities . cash provided by operating activities increased $ 113 million during fiscal year 2017 as compared to fiscal year 2016. the increase is primarily driven by a $ 385 million increase in sales related to fifa 17 , battlefield 1 , and titanfall 2 . this was partially offset by a $ 263 million decrease associated with a net increase in accounts receivable balances as of march 31 , 2017 as compared to march 31 , 2016 primarily due to the timing of game launches and higher digital sales during the three months ended march 31 , 2017. investing activities .
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 Suspicious Activity Report : players increasingly purchase our games as digital downloads , as opposed to purchasing physical discs , and engage with the live services we provide on an ongoing basis . our live services provide additional depth and engagement opportunities for our players and include microtransactions , extra content , subscriptions , and esports . our net revenue attributable to live services comprised 40 percent of our total net revenue during fiscal year 2018 and we expect that live services net revenue will continue to be material to our business . our most popular live service is the ultimate team mode associated with our sports franchises . ultimate team allows players to collect and trade current and former professional players in order to build and compete as a personalized team . net revenue from ultimate team represented approximately 21 percent of our total net revenue during fiscal year 2018 , a substantial portion of which was derived from fifa ultimate team . our digital transformation is also creating opportunities in platforms , business models and the way in which players engage with our games and services . for example , we have leveraged brands and assets from franchises typically associated with consoles and traditional pc gaming , such as fifa , madden nfl , the sims , simcity and star wars , to create mobile and pc games that are monetized through live services associated with the game . we also provide our ea access and origin access subscription services , which offer players access to a selection of ea games and other benefits for a monthly or annual fee . we significantly increased our digital net revenue from $ 2,409 million in fiscal year 2016 to $ 2,874 million in fiscal year 2017 and $ 3,450 million during fiscal year 2018. we expect this portion of our business to continue to grow through fiscal year 2019 and beyond as we continue to focus on developing and monetizing products and services that can be delivered digitally . technological infrastructure . as our digital business has grown , our games and services increasingly depend on the reliability , availability and security of our technological infrastructure . we are investing and expect to continue to invest in technology , hardware and software to support our games and services , including with respect to security protections . our industry is prone to , and our systems and networks are subject to , cyber-attacks , computer viruses , worms , phishing attacks , malicious software programs , and other information security incidents that seek to exploit , disable , damage , disrupt or gain access to our networks , our products and services , supporting technological infrastructure , intellectual property and other assets . we expect these threats to our systems and networks to continue . player network . we have made , and expect to continue to make , investments that strengthen our player network , which connects our players to each other and to the games they love . we are adopting consistent , cross-company methodologies to better understand our players ' needs and will continue to invest in technology that enables us to build personalized player relationships that can last for years instead of days or weeks by connecting our players to us and to each other . this connection allows us to market and deliver content and services for popular franchises like fifa , battlefield and star wars to our players more efficiently . that same foundation also enables new player-centric ways to discover and try new games and experiences , such as our subscription-based ea access and origin access services . concentration of sales among the most popular games . in all major segments of our industry , we see a large portion of games sales concentrated on the most popular titles . similarly , a significant portion of our revenue historically has been derived from games based on a few popular franchises , several of which we have released on an annual or bi-annual basis . in particular , we have historically derived a significant portion of our net revenue from our largest and most popular game , fifa , the annualized version of which is consistently one of the best-selling games in the marketplace . mobile and pc free-to-download games . the global adoption of mobile devices and a business model for those devices that allows consumers to try new games with no up-front cost , and that are monetized through the live service associated with the game , has led to significant growth in the mobile gaming industry . we expect this growth to continue during our 2019 fiscal year . likewise , the wide consumer acceptance of free-to-download , live service-based pc games played over the internet has broadened our consumer base . we expect revenue generated from mobile and pc free-to-download games to remain an important part of our business . recurring revenue sources . our business model includes revenue that we deem recurring in nature , such as revenue from our annualized titles ( such as fifa and madden nfl ) and associated live services , subscriptions and our ongoing mobile business . we have been able to forecast revenue from these areas of our business with greater relative confidence than for new games , services and business models . as we continue to leverage the digital transformation in our industry and incorporate new content models and modalities of play into our games , our goal is to continue to look for opportunities to expand the recurring portion of our business . net bookings . in order to improve transparency into our business , we disclose an operating performance metric , net bookings . net bookings is defined as the net amount of products and services sold digitally or sold-in physically in the period . story_separator_special_tag key indicators that we evaluate in determining gross versus net treatment include but are not limited to the following : the party responsible for delivery/fulfillment of the product or service to the end consumer the party responsible for the billing , collection of fees and refunds to the end consumer the storefront and terms of sale that govern the end consumer 's purchase of the product or service the party that sets the pricing with the end consumer and has credit risk based on evaluation of the above indicators , we have determined that generally the third party is considered the primary obligor to end consumers for the sale of our interactive software games . we therefore report revenue related to these arrangements net of the fees retained by the storefront . sales returns and allowances we reduce revenue for estimated future returns and price protection which may occur with our distributors and retailers ( “ channel partners ” ) . price protection represents our practice to provide our channel partners with a credit allowance to lower their wholesale price on a particular product that they have not resold to end consumers . the amount of the price protection is generally the difference between the old wholesale price and the new reduced wholesale price . in certain countries for our pc and console packaged goods software products , we also have a practice of allowing channel partners to return older software products in the channel in exchange for a credit allowance . as a general practice , we do not give cash refunds . when evaluating the adequacy of sales returns and price protection allowances , we analyze the following : historical credit allowances , current sell-through of our channel partners ' inventory of our software products , current trends in retail and the video game industry , changes in customer demand , acceptance of our software products , and other related factors . in addition , we monitor the volume of sales to our channel partners and their inventories , as substantial overstocking in the distribution channel could result in high returns or higher price protection in subsequent periods . in the future , actual returns and price protections may materially exceed our estimates as unsold software products in the distribution channels are exposed to rapid changes in consumer preferences , market conditions or technological obsolescence due to new platforms , product updates or competing software products . while we believe we can make reliable estimates regarding these matters , these estimates are inherently subjective . accordingly , if our estimates change , our returns and price protection allowances would change and would impact the total net revenue and related balance sheet accounts that we report . fair value estimates business combinations . we must estimate the fair value of assets acquired , liabilities and contingencies assumed , acquired in-process technology , and contingent consideration issued in a business combination . our assessment of the estimated fair value of each of these can have a material effect on our reported results as intangible assets are amortized over various estimated useful lives . furthermore , the estimated fair value assigned to an acquired asset or liability has a direct impact on the amount we recognize as goodwill , which is an asset that is not amortized . determining the fair value of assets acquired requires an assessment of the highest and best use or the expected price to sell the asset and the related expected future cash flows . determining the fair value of acquired in-process technology also requires an assessment of our expectations related to the use of that technology . determining the fair value of an assumed liability requires an assessment of the expected cost to transfer the liability . determining the fair value of contingent consideration requires an assessment of the probability-weighted expected future cash flows over the period in which the obligation is expected to be settled , and applying a discount rate that appropriately captures the risk associated with the obligation . the significant unobservable inputs used in the fair value measurement of the contingent consideration payable are forecasted earnings . significant changes in forecasted earnings would 28 result in significantly higher or lower fair value measurement . this fair value assessment is also required in periods subsequent to a business combination . such estimates are inherently difficult and subjective and can have a material impact on our consolidated financial statements . royalties and licenses our royalty expenses consist of payments to ( 1 ) content licensors , ( 2 ) independent software developers , and ( 3 ) co-publishing and distribution affiliates . license royalties consist of payments made to celebrities , professional sports organizations , movie studios and other organizations for our use of their trademarks , copyrights , personal publicity rights , content and or other intellectual property . royalty payments to independent software developers are payments for the development of intellectual property related to our games . co-publishing and distribution royalties are payments made to third parties for the delivery of products . royalty-based obligations with content licensors and distribution affiliates are either paid in advance and capitalized as prepaid royalties or are accrued as incurred and subsequently paid . these royalty-based obligations are generally expensed to cost of revenue generally at the greater of the contractual rate or an effective royalty rate based on the total projected net revenue for contracts with guaranteed minimums . significant judgment is required to estimate the effective royalty rate for a particular contract . because the computation of effective royalty rates requires us to project future revenue , it is inherently subjective as our future revenue projections must anticipate a number of factors , including ( 1 ) the total number of titles subject to the contract , ( 2 ) the timing of the release of these titles , ( 3 ) the number of software units and amount of extra content that

