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    TAKE TWO INTERACTIVE SOFTWARE (TTWO)

    TTWO Q4 2025: GTA VI’s 475M Trailer Views Fuel Growth, Margins 20%+

    Reported on May 20, 2025 (After Market Close)
    Pre-Earnings Price$232.34Last close (May 15, 2025)
    Post-Earnings Price$236.58Open (May 16, 2025)
    Price Change
    $4.24(+1.82%)
    • Variable Pricing & Value Proposition: Management’s emphasis on variable pricing—exemplified by the approach for titles like Mafia: The Old Country—ensures that TTWO can deliver premium entertainment at a price point that maximizes consumer adoption while driving revenue growth.
    • Robust Mobile Growth: TTWO’s mobile segment, led by Zynga, is consistently producing profitable native hits such as Match Factory! and Color Block Jam, positioning the company strongly in a highly competitive market.
    • Strong Franchise Performance & Anticipation: Flagship franchises like NBA 2K continue to post near-record performance, and the unprecedented excitement for GTA VI—as evidenced by 475 million trailer views in 24 hours—suggests a powerful catalyst for future revenue expansion.
    • Margin pressure and rising expenses: The company has seen significant increases in operating expenses—impacted by impairment charges and rising development and marketing costs—which could pressure margins if revenue growth does not keep pace.
    • Heavy reliance on blockbuster franchises: Future growth is highly dependent on anticipated releases (e.g., GTA VI), meaning any underperformance of these key titles could disproportionately affect net bookings and overall financial guidance.
    • Risks with Zynga integration: A substantial goodwill impairment linked to the Zynga acquisition raises concerns about the challenges of integration and volatility in the mobile segment’s performance.
    MetricYoY ChangeReason

    Total Revenue

    +13% (from $1,399.4M to $1,582.5M)

    Total Revenue increased driven by higher digital performance and strong geographic momentum—with U.S. revenue up 10% (from $861.4M to $946.1M) and International revenue up 18% (from $538M to $636.4M), indicating a successful mix of market expansion and product strength compared to Q4 2024.

    PC and Other Revenue

    +110% (from $115.6M to $243.6M)

    The dramatic surge in PC and Other revenue suggests significant improvement in PC-related sales, possibly due to successful launches or enhanced monetization strategies that more than doubled the previous year’s performance.

    Full Game and Other Revenue

    +28% (from $289.4M to $372.1M)

    Full Game and Other revenue climbed substantially, likely driven by better performance from key franchises and stronger overall product reception compared to Q4 2024.

    Digital Online Revenue

    +14% (from $1,335.2M to $1,525.6M)

    The Digital Online revenue growth reflects ongoing trends in digital consumption, where increased online engagement and digital sales led to a moderate but steady rise over the previous year’s figures.

    Physical Retail and Other Revenue

    -11% (from $64.2M to $56.9M)

    Physical Retail and Other revenue declined as brick-and-mortar channels continued to face headwinds and consumers increasingly shifted toward digital purchasing channels, a trend that deepened compared to the previous period.

    U.S. Revenue

    +10% (from $861.4M to $946.1M)

    The increase in U.S. revenue indicates robust domestic market performance, reflecting improved digital and game sales domestically, building on last year’s figures.

    International Revenue

    +18% (from $538M to $636.4M)

    Growth in International revenue was even more pronounced, showing stronger market penetration and localized efforts abroad compared to the previous period.

    Operating Expenses/Operating Loss

    Operating loss of $3,776.90M & net loss of $3,726.20M

    A dramatic surge in operating expenses contributed to a massive operating loss—far exceeding prior periods—likely due to escalated spending in areas such as marketing, R&D, and other investments that outpaced revenue growth, marking an extraordinary deterioration in cost management.

    Total Stockholders’ Equity

    60% decline (from $5,701.9M to $2,137.7M)

    Despite higher cash levels, Total Stockholders’ Equity plummeted primarily due to the large net loss, which severely eroded retained earnings and overall equity, reflecting the substantial impact of the operating losses and other extraordinary expenses compared to Q3 2025.

    MetricPeriodPrevious GuidanceCurrent GuidanceChange

    Net Bookings [USD, billions]

    Q1 2026

    no prior guidance

    $1.25B – $1.3B

    no prior guidance

    Recurrent Consumer Spending

    Q1 2026

    no prior guidance

    Increase 7%

    no prior guidance

    GAAP Net Revenue [USD, billions]

    Q1 2026

    no prior guidance

    $1.35B – $1.4B

    no prior guidance

    Cost of Revenue [USD, billions]

    Q1 2026

    no prior guidance

    $544M – $562M

    no prior guidance

    Operating Expenses [USD, millions/billions]

    Q1 2026

    no prior guidance

    $908M – $980M

    no prior guidance

    Net Bookings [USD, billions]

    FY 2026

    no prior guidance

    $5.9B – $6B, 5% YoY

    no prior guidance

    Recurrent Consumer Spending

    FY 2026

    no prior guidance

    Flat vs. fiscal 2025 (76% of net bookings)

    no prior guidance

    Net Bookings Breakdown by Labels

    FY 2026

    no prior guidance

    Zynga 45%, 2K 39%, Rockstar Games 16%

    no prior guidance

    Operating Cash Flow

    FY 2026

    no prior guidance

    Approximately $130 million

    no prior guidance

    Capital Expenditures

    FY 2026

    no prior guidance

    Approximately $140 million

    no prior guidance

    GAAP Net Revenue [USD, billions]

    FY 2026

    no prior guidance

    $5.95B – $6.05B

    no prior guidance

    Cost of Revenue [USD, billions]

    FY 2026

    no prior guidance

    $2.52B – $2.55B

    no prior guidance

    Operating Expenses

    FY 2026

    no prior guidance

    $3.78B – $3.8B with 3% YoY

    no prior guidance

    MetricPeriodGuidanceActualPerformance
    GAAP Net Revenue
    Q4 2025
    $1.52B – $1.62B
    $1.58B
    Met
    GAAP Net Revenue
    FY 2025
    $5.57B – $5.67B
    $5.63B (sum of Q1 $1.3382B, Q2 $1.3531B, Q3 $1.3598B, Q4 $1.5825B)
    Met
    Operating Expenses
    Q4 2025
    $0.90B – $0.92B
    $4.58B
    Missed
    Operating Expenses
    FY 2025
    $3.77B – $3.79B
    $7.45B (sum of Q1 $0.956B, Q2 $1.0251B, Q3 $0.892B, Q4 $4.5802B)
    Missed
    Cost of Revenue
    FY 2025
    $2.41B – $2.44B
    $2.57B (sum of Q1 $0.5671B, Q2 $0.6252B, Q3 $0.5999B, Q4 $0.7792B)
    Missed
    Capital Expenditures
    FY 2025
    $140M
    $169.4M (sum of Q1 $35.1M, Q2 $36.8M, Q3 $43.4M, Q4 $54.1M)
    Missed
    Geographic Net Booking Split (U.S./Int.)
    FY 2025
    60% U.S., 40% International
    59.8% U.S. / 40.2% Int. for Q4 2025 (U.S. $946.1M, Int. $636.4M)
    Met
    TopicPrevious MentionsCurrent PeriodTrend

    Variable Pricing & Value Proposition

    Not mentioned in Q1, Q2, or Q3 [Q1: –, Q2: –, Q3: –]

    Q4 features a strong emphasis on delivering more value with a variable pricing approach for games

    New topic introduced in Q4 with positive sentiment around consumer value delivery

    Mobile Growth & Zynga Integration Challenges

    Consistently discussed in Q1 ( ), Q2 ( ), and Q3 ( )—highlighting mobile title growth, some challenges with mature games, and evolving integration details

    Q4 continues to highlight impressive mobile performance and successful Zynga integration (despite goodwill impairment) while noting some moderation for mature titles

    Recurring topic with ongoing focus; overall sentiment remains positive and the integration strategy is viewed as high impact

    Blockbuster Franchise Dependency (GTA VI & NBA 2K)

    Addressed in Q1 ( ), Q2 ( ), and Q3 ( ); discussions centered on performance metrics, strong franchise legacies, and anticipated launches

    Q4 reiterates the high anticipation for GTA VI’s blockbuster launch and reinforces NBA 2K’s robust performance

    A consistently critical theme with robust, positive sentiment; remains central to future growth prospects

    Shifting Sentiment in NBA 2K Performance

    Q1 noted slight misses and flat recurring consumer spending ( ); Q2 mentioned improved reviews and engagement ( ); Q3 highlighted a clear positive shift driven by innovation ( )

    Q4 describes NBA 2K performance as fantastic with notable consumer engagement and innovations (e.g. MyTEAM improvements)

    Recurring topic with steadily improving sentiment across periods, reflecting better consumer response and innovation focus

    Margin Pressure & Cost Optimization Initiatives

    Discussed in Q1 with a focus on cost-cutting ( ); also in Q2 with details of a cost reduction program ( ) and in Q3 with operating expense management ( )

    Q4 emphasizes margin pressure due to rising development costs but highlights ongoing cost optimization measures

    Consistent challenge managed with proactive cost-control strategies; sentiment remains cautiously optimistic

    Strategic Partnerships & Expanding IP Portfolio

    In Q1, strategic moves such as partnerships with the NFL, Lucasfilm, and the acquisition of Gearbox were noted ( ); Q2 focused on licensing (Netflix) and new IP creation ( ); Q3 expanded on mobile IP and pop culture tie‐ins ( )

    Q4 outlines robust pipeline releases, including titles for the Nintendo Switch 2 and a Netflix BioShock movie, reinforcing the expanding IP portfolio

    A persistent and increasingly strategic focus with growing optimism and potential for large future impact

    Game Development Complexity & Hardware Optimization Issues

    Q1 addressed development variability and hardware optimization challenges ( ); Q2 provided a detailed discussion of rising development complexity and hardware issues ( )

    Q4 only indirectly refers to these concerns via increased development costs; Q3 had no mention of these issues

    Declining emphasis in recent periods suggests a reduced focus on this topic as the company shifts its narrative toward value, pipeline, and strategic partnerships

    Pipeline and Future Release Outlook

    Strong pipeline details were a central theme in Q1 ( ), with clear discussions in Q2 ( ) and Q3 ( ) outlining major upcoming releases

    Q4 reiterates an extensive release slate (38 titles through fiscal 2028) with detailed release dates for key franchises such as GTA VI, Mafia, and Borderlands

    Consistently optimistic outlook with a robust pipeline viewed as pivotal to future long‐term growth

    Leadership Changes & Project Management Risks

    Not mentioned in Q1 and Q2; addressed in Q3 regarding the leadership transition at 31st Union/Project Ethos ( )

    Not mentioned in Q4

    Topic has dropped out in the latest period, indicating a lower current focus on leadership or project management risks

    1. Margin Outlook
      Q: Can margins return to 20% levels?
      A: Management stressed that no structural changes exist, and they remain confident that focused cost reduction and efficient operations will support a return to low-to-mid 20% margins, as achieved previously.

    2. Operating Expenses
      Q: Will operating expenses grow more than expected?
      A: They expect operating expenses to increase about 3% year-over-year, driven by heightened marketing costs, while overall net bookings growth should provide leverage.

    3. GTA VI Outlook
      Q: What drives GTA VI record anticipation?
      A: Management highlighted trailer view records (475 million views) and continued franchise momentum as clear signals of strong future performance, underscoring a value-based, flexible pricing approach.

    4. Direct-to-Consumer
      Q: How will direct-to-consumer impact mobile revenue?
      A: They noted that entering direct-to-consumer channels post-Zynga acquisition is already reducing third-party distribution costs and should enhance profitability as it scales.

    5. Mobile Performance
      Q: What explains recent mobile segment success?
      A: Executives praised Zynga’s ability to produce new hits like Match Factory! and Color Block Jam, although they expect some moderation in the next fiscal year.

    6. Netflix Partnership
      Q: How is Netflix contributing to your strategy?
      A: Management described Netflix as a strong, strategic partner whose distribution and marketing strength enhances gaming reach, even as current focus remains on immediate top- and bottom-line benefits.

    7. Variable Pricing
      Q: Will pricing remain variable for releases?
      A: They reiterated a long-standing commitment to variable pricing, ensuring that consumers receive greater value than the price paid, regardless of the set price points.

    8. Goodwill Impairment
      Q: Is the goodwill impairment indicative of deeper issues?
      A: Management clarified that the partial impairment reflected updated long-term expectations rather than a fundamental change in Zynga’s business structure.

    9. Switch 2 Strategy
      Q: Will all titles launch on Nintendo Switch 2?
      A: They plan to launch a broader lineup—four titles on Switch 2—selecting releases on a case-by-case basis to best meet consumer demand.

    10. Development Costs
      Q: How significant are the software development costs?
      A: The $2 billion investment supports an extremely robust release schedule, although management does not break out costs by individual titles.

    11. Internal Royalties
      Q: What explains the rise in internal royalties?
      A: Increases in internal royalties are explained as variations driven by shifts in product mix from quarter to quarter.

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