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Take-Two Interactive Software, Inc. (TTWO) is a prominent developer, publisher, and marketer of interactive entertainment products for a global audience. The company operates through several well-known labels, including Rockstar Games, 2K, Private Division, and Zynga, offering products for console gaming systems, PC, and mobile platforms. These products are distributed via physical retail, digital download, online platforms, and cloud streaming services . A significant portion of their revenue is derived from popular franchises, with Grand Theft Auto being a major contributor . Recurrent consumer spending, including virtual currency and in-game purchases, forms a substantial part of their business model .
- Grand Theft Auto Franchise - Develops and markets the Grand Theft Auto series, a major revenue driver known for its open-world action-adventure games.
- Recurrent Consumer Spending - Generates revenue through virtual currency, add-on content, in-game purchases, and in-game advertising, contributing significantly to the company's financial performance.
- Rockstar Games - Produces and publishes high-quality games, including the Grand Theft Auto series, known for their immersive storytelling and expansive worlds.
- 2K - Offers a diverse range of games, including sports titles like NBA 2K, catering to various gaming audiences.
- Zynga - Focuses on mobile gaming, delivering popular social games and interactive experiences on mobile platforms.
- Private Division - Publishes independent games, supporting and promoting innovative titles from smaller development teams.
- International Sales - Engages in global distribution, with a significant portion of revenue generated from markets outside the U.S.
What went well
- Take-Two boasts one of the strongest portfolios of owned intellectual property in the industry, positioning the company for significant future growth.
- Expanding partnerships with platforms like Netflix enhances their reach and opens new revenue streams through licensing their IPs.
- Their enormous internal database reduces reliance on third-party user acquisition channels, improving efficiency and profitability in their mobile business.
What went wrong
- Potential Bear Case for Take-Two Interactive ($TTWO) Based on Q&A Section:*
- Increasing Costs and Complexity in Game Development: The CEO acknowledged that creating big hit games is becoming "harder and harder," with development becoming "harder, more complex, more expensive" despite advances in technology like generative AI . This could strain resources and impact profitability.
- Challenges with Hardware Platform Optimization: Take-Two may face technical hurdles in optimizing games for lower-spec consoles like the Xbox Series S, which could complicate development and increase costs . This could affect game performance and delay releases.
Q&A Summary
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Future Pipeline and Guidance
Q: Any color on growth assumptions in fiscal '27 after a busy '26?
A: Management is excited about the robust and durable pipeline, emphasizing that their statements about record net bookings in fiscal '26 and '27 are made seriously. However, they declined to provide specific details about the fiscal '27 lineup more than 2.5 years in advance. -
GTA Performance Improvement
Q: Is GTA's improved performance broad-based or timing-related?
A: The improvement in GTA's performance is broad-based, with the title doing extremely well and strong engagement expected to continue through the rest of the year. -
Sale of Private Division
Q: Can you elaborate on the decision to sell Private Division?
A: Management explained that while Private Division launched successful titles, they were not significant compared to core IPs like 2K and Rockstar. The focus is on making the biggest hits, and selling Private Division aligns with that strategy. The P&L impact this year is immaterial, with any effect on net bookings offset by the strength of the NBA franchise. -
NBA 2K Monetization
Q: How does higher NBA 2K review scores translate to sales and RCS?
A: Higher review scores reflect increased engagement, leading to significant improvements in player engagement and recurrent consumer spending (RCS). While unit sales are flat at 4.5 million units, enhanced engagement has driven economic improvements. The Gen 9 PC version had a positive impact, but the decline of Gen 8 consoles still affects overall sales. -
Mobile Growth from New Titles
Q: How much of mobile growth is from top-performing titles?
A: Significant mobile growth is attributed to the strong performance of Match Factory! and Toon Blast, which contribute greatly but are not the only drivers. Management feels positive about the mobile industry and emphasizes that their investment in new IP is paying off. -
Shift to In-App Purchases in Hypercasual Games
Q: How much of hypercasual success is from ads vs. in-app purchases?
A: Success comes from both advertising and in-app purchases. Games like Screw Jam are demonstrating significant in-app purchase success, reflecting longer-lasting and more engaging gameplay. This shift contributes to profitability, and revenue comes from both sources. -
Strategy on New IP and Sports Portfolio
Q: Are you planning to broaden the sports portfolio and invest in new IP?
A: Management sees selective opportunities to expand but notes the competitive nature of major sports titles. They stress the importance of developing new IP to avoid stagnation, acknowledging that while sequels are lower-risk, innovation is crucial for long-term success. -
Impact of New Consoles
Q: Thoughts on new consoles like PS5 Pro and Switch 2?
A: The company doesn't comment on hardware makers' decisions but supports successful platforms. They have no product announcements but believe that supporting where consumers are is beneficial. They note that one should never count Nintendo out. -
Partnership with Netflix
Q: What are your learnings from the Netflix partnership, and will you scale such efforts?
A: Management values the relationship with Netflix and sees the importance of offering interactive entertainment to subscribers. They hope to do more business with them but did not provide specific plans. -
Platform Support Challenges
Q: Does the bifurcation of Xbox platforms pose challenges for upcoming titles?
A: Management isn't worried about hardware differences impacting their games. They support platforms where consumers are, and their teams are adept at making the tech work across different levels. They believe in being on an array of platforms and note strong growth in PC gaming.
Guidance Changes
Quarterly guidance for Q3 2025:
- Net Bookings: $1.35 billion to $1.4 billion (no prior guidance)
- GAAP Net Revenue: $1.36 billion to $1.41 billion (no prior guidance)
- Operating Expenses: $913 million to $923 million (no prior guidance)
Annual guidance for FY 2025:
- Net Bookings: $5.55 billion to $5.65 billion (no change from $5.55 billion to $5.65 billion )
- Recurrent Consumer Spending: 4% growth, 78% of net bookings (raised from 3% growth, 77% of net bookings )
- GAAP Net Revenue: $5.57 billion to $5.67 billion (no change from $5.57 billion to $5.67 billion )
- Cost of Revenue: $2.4 billion to $2.42 billion (raised from $2.38 billion to $2.41 billion )
- Total Operating Expenses: $3.77 billion to $3.79 billion (raised from $3.7 billion to $3.72 billion )
- Non-GAAP Adjusted Unrestricted Operating Cash Flow: Outflow of $150 million (no change from Outflow of $150 million )
- Capital Expenditures: Approximately $140 million (no change from Approximately $140 million )
- With the increasing costs and complexities of game development, how do you plan to balance investing in new IP versus focusing on existing successful franchises to ensure sustainable growth in a maturing industry?
- Considering the competitive nature of the sports gaming market and your current portfolio, what specific strategies are you implementing to expand your presence in major sports genres beyond basketball, and how do you plan to overcome barriers in acquiring licenses for other big sports?
- Given the delays in releasing the seven core titles you mentioned earlier this fiscal year, with line of sight on only four, have any titles been pushed back, and how will this impact your financial guidance and pipeline expectations?
- With record net bookings anticipated for fiscal '26 and '27, can you provide more clarity on how you plan to sustain growth beyond the major releases like Mafia, Borderlands, and GTA VI, especially considering the challenges in maintaining momentum in subsequent years?
- As the mobile gaming landscape evolves, particularly in terms of advertising and user acquisition costs, how are you adapting your strategies to maintain growth in your mobile division, and do you see the need to rely more on third-party platforms like Chartboost, or can your internal resources suffice?
Q2 2025 Earnings Call
- Issued Period: Q2 2025
- Guided Period: Q3 2025 and FY 2025
Guidance:
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Fiscal Third Quarter (Q3 2025):
- Net Bookings: $1.35 billion to $1.4 billion .
- GAAP Net Revenue: $1.36 billion to $1.41 billion .
- Operating Expenses: $913 million to $923 million .
-
Full Fiscal Year (FY 2025):
- Net Bookings: $5.55 billion to $5.65 billion .
- Recurrent Consumer Spending: 4% growth, 78% of net bookings .
- GAAP Net Revenue: $5.57 billion to $5.67 billion .
- Cost of Revenue: $2.4 billion to $2.42 billion .
- Total Operating Expenses: $3.77 billion to $3.79 billion .
- Non-GAAP Adjusted Unrestricted Operating Cash Flow: Outflow of $150 million .
- Capital Expenditures: Approximately $140 million .
Q1 2025 Earnings Call
- Issued Period: Q1 2025
- Guided Period: Q2 2025 and FY 2025
Guidance:
-
Fiscal Second Quarter (Q2 2025):
- Net Bookings: $1.42 billion to $1.47 billion .
- GAAP Net Revenue: $1.29 billion to $1.34 billion .
- Operating Expenses: $982 million to $992 million .
-
Full Fiscal Year (FY 2025):
- Net Bookings: $5.55 billion to $5.65 billion .
- Recurrent Consumer Spending: 3% growth, 77% of net bookings .
- Net Bookings Breakdown by Labels: 50% Zynga, 32% 2K, 17% Rockstar Games, 1% other .
- Geographic Net Booking Split: 60% United States, 40% international .
- Non-GAAP Adjusted Unrestricted Operating Cash Flow: Outflow of $150 million .
- Capital Expenditures: Approximately $140 million .
- GAAP Net Revenue: $5.57 billion to $5.67 billion .
- Cost of Revenue: $2.38 billion to $2.41 billion .
- Total Operating Expenses: $3.7 billion to $3.72 billion .
Q4 2024 Earnings Call
- Issued Period: Q4 2024
- Guided Period: Q1 2025 and FY 2025
Guidance:
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First Quarter (Q1 2025):
- Net Bookings: $1.2 billion to $1.25 billion .
- GAAP Net Revenue: $1.3 billion to $1.35 billion .
- Operating Expenses: $928 million to $938 million .
- Recurrent Consumer Spending: 1% increase .
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Full Fiscal Year (FY 2025):
- Net Bookings: $5.55 billion to $5.65 billion .
- Recurring Consumer Spending: 3% increase, 76% of net bookings .
- Net Bookings Breakdown by Labels: 50% Zynga, 31% 2K, 17% Rockstar Games, 2% other .
- Geographic Net Booking Split: 60% United States, 40% international .
- Non-GAAP Adjusted Unrestricted Operating Cash Flow: Outflow of $200 million .
- Capital Expenditures: Approximately $140 million .
- GAAP Net Revenue: $5.57 billion to $5.67 billion .
- Cost of Revenue: $2.43 billion to $2.46 billion .
- Operating Expenses: $3.56 billion to $3.58 billion .
Q3 2024 Earnings Call
- Issued Period: Q3 2024
- Guided Period: Q4 2024 and FY 2024
Guidance:
-
Fiscal Fourth Quarter (Q4 2024):
- Net Bookings: $1.27 billion to $1.32 billion .
- GAAP Net Revenue: $1.32 billion to $1.37 billion .
- Operating Expenses: $896 million to $906 million .
- Recurrent Consumer Spending: 5% decrease .
-
Full Fiscal Year (FY 2024):
- Net Bookings: $5.25 billion to $5.3 billion .
- GAAP Net Revenue: $5.7 billion to $5.32 billion .
- Operating Expenses: $3.55 billion to $3.56 billion .
- Recurring Consumer Spending: 1% growth .
- Non-GAAP Adjusted Unrestricted Operating Cash Flow: Approximately $100 million .
- Capital Expenditures: Approximately $150 million .
Competitors mentioned in the company's latest 10K filing.
- Activision Blizzard, Inc. - Competes in interactive entertainment and mobile games .
- Electronic Arts Inc. - Competes in interactive entertainment and mobile games .
- Embracer Group AB - Competes in interactive entertainment and mobile games .
- Playrix - Competes in interactive entertainment and mobile games .
- Playtika - Competes in interactive entertainment and mobile games .
- Roblox - Competes in interactive entertainment and mobile games .
- Scopely - Competes in interactive entertainment and mobile games .
- Tencent - Competes in interactive entertainment and mobile games .
- Ubisoft Entertainment S.A. - Competes in interactive entertainment and mobile games .
- Sony - Competes for licenses and sale of interactive entertainment software, large developer and marketer for its own platforms .
- Microsoft - Competes for licenses and sale of interactive entertainment software, large developer and marketer for its own platforms .
- Nintendo - Competes for licenses and sale of interactive entertainment software .
- Apple - Competes with new and expanded mobile gaming offerings .
- Google - Competes with new and expanded mobile gaming offerings .