Take-Two Interactive Software(TTWO)
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Take-Two Interactive Software(TTWO) - 2022 Q3 - Quarterly Report
2022-02-07 16:00
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q ☒ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the quarterly period ended December 31, 2021 OR ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to . Delaware 51-0350842 (State or Other Jurisdiction of Incorporation or Organization) 110 West 44th Street 10036 New York New York (Zip Code) (Add ...
Take-Two Interactive Software(TTWO) - 2021 Q3 - Earnings Call Presentation
2021-11-09 19:34
Q3 2 0 2 1 FINANCIAL RESULTS NOVEMBER 8, 2021 Table of Contents Overview of Q3 2021 Performance Q4 and Updated FY 2021 Financial Guidance GAAP to Non-GAAP Reconciliations Appendix 2 Management Team Frank Gibeau CHIEF EXECUTIVE OFFICER Gerard Griffin CHIEF FINANCIAL OFFICER 3 zynga。 PLUS coBoost BossAlien GRAM GAMES Games emart | follic | ELHTRA | peak | Chartboost STARLARK Forward-Looking Statements This presentation contains forward-looking statements, including those statements relating to our outlook for ...
Take-Two Interactive Software(TTWO) - 2021 Q3 - Earnings Call Transcript
2021-11-09 02:47
Financial Data and Key Metrics Changes - Zynga reported Q3 2021 revenue of $705 million, a 40% increase year-over-year, and bookings of $668 million, up 6% year-over-year [4][12][13] - The company raised its full-year revenue guidance to $2.78 billion, reflecting a 41% year-over-year increase [17][18] - Adjusted EBITDA for Q3 was $197 million, significantly exceeding guidance by $47 million, and up 159 million year-over-year [16][18] Business Line Data and Key Metrics Changes - Live services were the primary driver of Q3 results, with user-pay revenue reaching $571 million, up 31% year-over-year [13][15] - Advertising revenue and bookings reached a record $134 million, up 99% year-over-year, largely due to Rollic's hyper-casual portfolio [13][14][9] - The deferred revenue balance at the end of Q3 was $734 million, compared to $655 million a year ago [14] Market Data and Key Metrics Changes - Average mobile daily active users (DAUs) increased to 38 million, up 21% year-over-year, while average mobile monthly active users (MAUs) surged to 183 million, up 120% year-over-year [6][4] - The advertising business is expected to continue growing, driven by live services and new game releases, particularly from Rollic's portfolio [9][10] Company Strategy and Development Direction - Zynga is focused on executing a multi-year growth strategy, with expectations for continued expansion in 2022 and beyond [24][23] - The company is investing in emerging opportunities such as direct-to-consumer billing, NFTs, and blockchain technology [24] - Zynga anticipates that its progress in hyper-casual games, cross-platform play, and building an ad platform will be significant growth contributors [24] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in Zynga's position within the interactive entertainment industry, expecting to finish 2021 with the largest mobile audience in the company's history [23][24] - The company is optimistic about the long-term growth potential of interactive entertainment, driven by innovations and new technologies [23] - Management noted that while they expect to expand operating margins, marketing investments for new game launches will influence margins in 2022 [22] Other Important Information - Zynga's integration with Chartboost is progressing, which is expected to enhance its mobile advertising capabilities [10] - The company has approximately $1.3 billion in cash and investments, which will primarily be used for future acquisitions [16] Q&A Session Summary Question: Marketing strategy for cross-platform title Star Wars: Hunters - Zynga plans to use a mix of user acquisition, PR, and channel marketing, with potential differences in marketing strategies for mobile and console platforms [27] Question: Blockchain gaming initiatives - Zynga is focusing on wholly-owned IP for blockchain gaming, particularly in builder and RPG genres, with early-stage development ongoing [30] Question: Contributions from recent acquisitions - Chartboost is expected to contribute around $10 million in bookings for the quarter, while Golf Rival is anticipated to contribute approximately $20 million [33] Question: User acquisition yields and IDFA changes - The user acquisition market has improved, allowing Zynga to launch new games like FarmVille 3 with confidence, and they are comfortable navigating the IDFA changes [52] Question: Cost synergies from Chartboost acquisition - Zynga expects to achieve $20 to $30 million in cost synergies from the Chartboost acquisition, with potential for more as new games are launched [62] Question: Marketing spend for new titles - Zynga anticipates a significant increase in marketing spend for new titles in 2022 compared to 2021, which may pressure margins [42] Question: Growth in Rollic's ad revenue - Growth in Rollic's ad revenue is expected from both additional game installs and improved ad productivity per game [75]
Take-Two Interactive Software(TTWO) - 2022 Q2 - Quarterly Report
2021-11-03 16:00
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q ☒ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the quarterly period ended September 30, 2021 OR ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to . Commission file number 001-34003 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact Name of Registrant as Specified in Its Charter) (State or Other Ju ...
Take-Two Interactive Software(TTWO) - 2021 Q2 - Earnings Call Presentation
2021-08-06 19:18
Q2 2 0 2 1 FINANCIAL RESULTS AUGUST 5, 2021 Table of Contents Overview of Q2 2021 Performance Q3 and Updated FY 2021 Financial Guidance GAAP to Non-GAAP Reconciliations Appendix 2 Management Team Frank Gibeau CHIEF EXECUTIVE OFFICER Gerard Griffin CHIEF FINANCIAL OFFICER 3 zynga。 BossAlian Games GRAM GAMES peak | follic | ECHTRA | Chartboost smay Forward-Looking Statements This presentation contains forward-looking statements, including those statements relating to our outlook for the full year and third qu ...
Take-Two Interactive Software(TTWO) - 2021 Q2 - Earnings Call Transcript
2021-08-06 01:28
Zynga Inc. (ZNGA) Q2 2021 Results Conference Call August 5, 2021 5:00 PM ET Company Participants Rebecca Lau - Head of Investor Relations Frank Gibeau - Chief Executive Officer Ger Griffin - Chief Financial Officer Conference Call Participants Mike Ng - Goldman Sachs Group, Inc Tyler Parker - KeyBanc Capital Markets Inc Eric Handler - MKM Partners LLC Douglas Creutz - Cowen and Company, LLC Matthew Cost - Morgan Stanley David Karnovsky - JPMorgan Chase & Co Mario Lu - Barclays Bank PLC Angie Song - Oppenhei ...
Take-Two Interactive Software(TTWO) - 2022 Q1 - Earnings Call Presentation
2021-08-03 20:20
| --- | --- | --- | --- | |-------|-------|-------|-------| | | | | | | | | | | | | | | | | | | | | Cautionary Note: Forward Looking Statements • Content The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," "should," "will," or words of similar meaning and include, but are ...
Take-Two Interactive Software(TTWO) - 2022 Q1 - Earnings Call Transcript
2021-08-03 03:06
Financial Data and Key Metrics Changes - The company reported first quarter net bookings of $711 million, exceeding expectations and marking the second highest Q1 on record [7][53] - GAAP net revenue declined 2% to $830 million, while cost of goods sold decreased by 31% to $330 million [55] - GAAP net income was $152 million, or $1.30 per share, compared to $89 million or $0.77 per share in the same quarter last year [56] Business Line Data and Key Metrics Changes - Grand Theft Auto Online and Grand Theft Auto V were significant contributors to performance, with Grand Theft Auto V selling over 150 million units [10][53] - Red Dead Redemption 2 exceeded expectations, selling over 38 million units, with Red Dead Online showing strong performance due to new content [13][53] - NBA 2K21 sold over 11 million units and remains the number one sports title in the U.S., with a 13% growth in first-time spenders [14][53] Market Data and Key Metrics Changes - The company expects net bookings to be approximately 60% from the United States and 40% from international markets [58] - The largest contributors to recurrent consumer spending were NBA 2K and Grand Theft Auto Online, with strong performance across free-to-play offerings [22][53] Company Strategy and Development Direction - The company is focused on enhancing its mobile gaming segment, integrating acquisitions like Nordeus to leverage expertise and achieve cost synergies [8][9] - The company reiterated its guidance for net bookings of $3.2 billion to $3.3 billion for fiscal 2022, despite some shifts in planned releases [25][57] - The company aims to provide innovative ways for audiences to stay engaged with titles post-launch, reflecting a strategic priority [20][27] Management's Comments on Operating Environment and Future Outlook - Management expressed optimism about the interactive entertainment sector's future and the company's competitive positioning, citing a strong balance sheet and a robust pipeline of titles [27][50] - The company noted that media consumption patterns are stabilizing, with recurrent consumer spending expected to decline by 9% compared to a prior outlook of a 15% decline [21][59] Other Important Information - The company has made significant investments in talent and infrastructure to support its multi-year pipeline [8][29] - The NBA 2K League continues to grow its audience, with over 2 million followers on social media platforms [48] Q&A Session All Questions and Answers Question: Thoughts on gender inequality in the industry - The company emphasizes diversity as key to success, with a diverse board and management team, and initiatives to enhance diversity in recruitment [67][69] Question: Impact of COVID on recurrent consumer spending - Recurrent consumer spending declined 25%, better than the expected 30%, driven by strong performance in GTA Online and the addition of Nordeus [72][73] Question: Interest levels for GTA Enhanced Edition - Management is optimistic about the Enhanced Edition's performance, noting the consistent success of GTA V and GTA Online [76][77] Question: Delays in immersive core titles - The delays are due to the need for more time to polish the titles, not related to COVID [109][111] Question: Current thoughts on the Chinese market - The company sees significant opportunities in China, with NBA 2K Online being the number one online PC sports game in the region [115] Question: Valuations in the mobile acquisition market - The company has not seen changes in the market yet, with valuations remaining high due to sector growth [118]
Take-Two Interactive Software(TTWO) - 2022 Q1 - Quarterly Report
2021-08-02 16:00
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q ☒ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the quarterly period ended June 30, 2021 OR ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to . Commission file number 001-34003 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact Name of Registrant as Specified in Its Charter) Delaware 51-0350842 (St ...
Take-Two Interactive Software(TTWO) - 2021 Q4 - Earnings Call Presentation
2021-05-19 21:38
Financial Performance Highlights - GAAP net revenue for Q4 FY21 reached $839 million, exceeding guidance of $702 to $752 million[4] - GAAP net revenue for FY21 was $3,373 million, surpassing guidance of $3,235 to $3,285 million[4] - Net bookings for Q4 FY21 were $785 million, exceeding guidance of $602 to $652 million[10] - Net bookings for FY21 reached $3,553 million, exceeding initial guidance by approximately $1 billion[8,10] - Adjusted Unrestricted Operating Cash Flow (AUOCF) for FY21 reached $920 million, exceeding initial expectations of over $750 million[8,10] Revenue and Bookings Composition - Recurrent Consumer Spending (RCS) accounted for 63% of net bookings in FY21, a new record level[8] - Digitally delivered net bookings exceeded expectations due to the outperformance of RCS and digitally-delivered game sales[7,8] - Recurrent Consumer Spending grew by 17% in Q4 FY21 and 48% in FY21[10] - Digitally-Delivered Net Bookings Growth increased by 8% in Q4 FY21 and 27% in FY21[10] FY22 Guidance - The company projects net bookings for FY22 to be between $3,200 million and $3,300 million[14] - The company anticipates Recurrent Consumer Spending to decrease by 15% year-over-year in FY22[34] - The company expects Digitally-Delivered Net Bookings Growth to decrease by 8% year-over-year in FY22[36] - The company is making significant investments in marketing, personnel, and IT to bring its pipeline to market[39]