By Sarah E. Needleman 

Electronic Arts Inc. swung to a profit on stronger-than-expected revenue in its third fiscal quarter, as more consumers in the holiday season snapped up software for discounted videogame consoles and downloaded more digital content.

The results easily topped analyst expectations and the company's own projections. But EA's forecast for the fourth quarter was weaker than Wall Street expected, which the company attributed partly to sales that may have been accelerated to the third period.

EA's shares rose 4.5% in after-hours trading.

The company, based in Redwood City, Calif., is known for videogames such as the Madden NFL franchise, FIFA soccer titles and the newer "Titanfall" shooting game. The company and some competitors have been aided by demand for new software following the fall 2013 introduction of new game consoles from Sony Corp. and Microsoft Corp.

But Blake Jorgensen, EA's chief financial officer, said sales of software for older consoles being sold at discounted prices such as the Xbox 360 were surprisingly strong.

"The discounts might have brought new buyers into the market that didn't exist before," he said in an interview. "There's a consumer that didn't want to spend $400 on a console."

Demand for software for the latest generation of consoles also outperformed EA's results last year, now that they have also come down in price, Mr. Jorgensen added. "Our products did better than we expected and the overall market was stronger than we expected," he said.

The sales surge above expectations in part prompted the company to temper its forecast for the quarter ending March 31. "Some people may have been buying in Q3 that we assumed would buy in Q4," Mr. Jorgensen said.

The conservative forecast also takes into account the highly anticipated mid-March launch of "Battlefield Hardline," the newest edition of the company's popular shooting franchise, which was originally supposed to hit shelves last fall but was delayed in response to feedback from beta testers, among other factors.

Other reasons for the tempered outlook next quarter include plans to delay shipment of two products--a PGA golf game and a Sims expansion pack--from the fourth quarter to the beginning of the next fiscal year.

Additionally, EA is awaiting revenue from sales of its FIFA franchise in Asia, which is dependent in part on help from partner Tencent Holdings Ltd. "We don't know if we'll be able to recognize that revenue in Q4 or Q1," Mr. Jorgensen said, adding that the company could be affected by worsening currency-exchange rates.

EA said it generated the most revenue and unit sales of software last year for Sony's PlayStation 4 and Microsoft's Xbox One of any game publisher in the world based on data it gathered from a variety of sources, including market-research firm NPD Group.

Two of the latest games from the company's FIFA and Madden NFL sports franchises made NPD's list of the top 10 selling games in December and all of 2014. And EA's third installment of fantasy franchise "Dragon Age, " released in mid-November, sold "substantially" more units last quarter than any made by the game studio BioWare, said Mr. Jorgensen, declining to provide specifics.

The company posted net income for the period ended Dec. 31 of $142 million, or 44 cents a share, compared with a loss in the year-earlier period of $308 million, or $1 a share. Revenue rose to $1.26 billion from $808 million.

Adjusting for items such as deferred revenue from services, the company reported earnings per share of $1.22 on $1.42 billion in revenue. Analysts on that basis had expected earnings of 92 cents a share on revenue of $1.29 billion, according to Thomson First Call.

For the quarter ending March 31, EA on that adjusted basis had projected earnings a share of 22 cents on revenue of $830 million. Analysts had expected earnings of 26 cents a share on revenue of $912 million.

EA said it generated a record digital revenue on a trailing 12-month basis of $2.18 billion, accounting for more than half of net revenue over the same period. For the latest quarter, digital revenue reached $693 million, including $139 million--or roughly 20%--in mobile sales.

Mr. Jorgensen said mobile revenue mainly comes from in-game transactions, with key drivers being "SimCity BuildIt," "Madden NFL Mobile" and "FIFA 15 Ultimate Team." "As players get deeper in the engagement with a title, they oftentimes will monetize by trying to improve their gameplay in some way," he said.

EA has trimmed its operating costs in recent years in part by spending less on traditional mass marketing such as TV commercials in favor of more targeted digital outreach such as through social channels, email and online gaming communities. "Our revenue keeps going up and our expenses keep going down," Mr. Jorgensen said.

Write to Sarah E. Needleman at sarah.needleman@wsj.com

Access Investor Kit for Sony Corp.

Visit http://www.companyspotlight.com/partner?cp_code=P479&isin=JP3435000009

Access Investor Kit for Electronic Arts, Inc.

Visit http://www.companyspotlight.com/partner?cp_code=P479&isin=US2855121099

Access Investor Kit for Sony Corp.

Visit http://www.companyspotlight.com/partner?cp_code=P479&isin=US8356993076

Subscribe to WSJ: http://online.wsj.com?mod=djnwires