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Take-Two Q1 Net Bookings Up 17%
The Motley Fool· 2025-08-08 18:29
Core Insights - Take-Two Interactive Software reported strong Q1 FY2026 results, with Net Bookings of $1.42 billion, exceeding both company guidance and analyst expectations [1][2] - Non-GAAP earnings per share reached $0.61, significantly higher than the estimated $0.29, while GAAP net loss narrowed to $11.9 million from $262 million year-over-year [1][7] - The company raised its full-year Net Bookings guidance to $6.05–$6.15 billion, reflecting optimism for upcoming game launches, particularly Grand Theft Auto VI [1][14] Financial Performance - Net Bookings increased by 17% year-over-year, driven by strong recurring consumer spending, which accounted for 83% of total Net Bookings [2][5] - GAAP revenue rose by 11.9% compared to the same quarter last year, supported by established franchises like NBA 2K25 and Grand Theft Auto V [6] - Operating expenses remained high at $923.4 million, with R&D spending at $261.4 million, contributing to a GAAP net loss of $11.9 million [7] Business Overview - Take-Two develops and publishes interactive entertainment across various platforms, with notable franchises including Grand Theft Auto, NBA 2K, and Red Dead Redemption [3] - The company focuses on expanding its multi-platform reach and enhancing player engagement through investments in talent and technology [4] Strategic Focus - Key strategies include driving recurring spending within games, maintaining cost control, and innovating on new platforms like virtual reality [4][12] - The company is preparing for significant launches, including Mafia: The Old Country and NBA 2K26, alongside the anticipated Grand Theft Auto VI [10] Market Trends - Mobile gaming remains a critical area, with the Zynga division releasing profitable titles and leveraging direct-to-consumer sales [11] - Take-Two is exploring new trends such as virtual reality and global expansion, particularly in Asian markets [13] Future Guidance - For Q2 FY2026, Net Bookings are projected between $1.70 and $1.75 billion, with GAAP revenue expected at $1.65–$1.70 billion [14] - The company anticipates a full-year GAAP net loss of $442 to $377 million, despite raising its adjusted EBITDA guidance [14][15]
Take-Two Interactive Software(TTWO) - 2026 Q1 - Earnings Call Presentation
2025-08-07 20:30
Q1 FY2026 Results - GAAP Net Revenue reached $1504 million, exceeding the guidance range of $1350 million to $1400 million[6] - Net Bookings were $1423 million, significantly above the guidance range of $1250 million to $1300 million[8] - Recurrent Consumer Spending (RCS) grew by 17%, surpassing the guidance of 7% year-over-year[8] - GAAP Net Loss was $(12) million, better than the guided loss of $(139) million to $(115) million[6] FY2026 Guidance - GAAP Net Revenue is projected to be $6100 million to $6200 million, revised up from the prior guidance of $5950 million to $6050 million[19] - Net Bookings are expected to be $6050 million to $6150 million, an increase from the previous guidance of $5900 million to $6000 million, representing 8% growth at the midpoint[21] - Recurrent Consumer Spending (RCS) growth is now expected to be 4% year-over-year, revised upward from the prior expectation of flat growth[21, 23] - GAAP Net Loss is projected to be $(442) million to $(377) million, an improvement from the prior guidance of $(499) million to $(439) million[19] Q2 FY2026 Guidance - GAAP Net Revenue is projected to be $1650 million to $1700 million[24] - Net Bookings are expected to be $1700 million to $1750 million[26] - Recurrent Consumer Spending (RCS) is projected to increase by approximately 1% year-over-year[26, 27]
Take-Two Set to Report Q1 Earnings: What's in Store for the Stock?
ZACKS· 2025-08-05 16:01
Core Insights - Take-Two Interactive Software (TTWO) is set to release its first-quarter fiscal 2026 results on August 7, with expected GAAP net revenues between $1.35 billion and $1.40 billion, and a GAAP net loss per share anticipated between 78 cents and 65 cents [1][9] - The Zacks Consensus Estimate for TTWO's fiscal first-quarter revenues is $1.28 billion, reflecting a year-over-year growth of 5.42% [1][2] Revenue and Earnings Expectations - The consensus estimate for earnings is 26 cents per share, unchanged over the past 30 days, showing an improvement from the previous year's earnings of 5 cents [2] - TTWO has consistently beaten the Zacks Consensus Estimate for earnings in the last four quarters, with an average surprise of 121.1% [2] Key Factors Influencing Performance - Take-Two's gaming portfolio and recurrent consumer spending model are expected to benefit from sustained franchise engagement, particularly in core console franchises and live service titles [3] - NBA 2K is projected to maintain engagement due to strong fiscal 2025 performance, with monetization from virtual currency and MyTEAM contributing significantly [4] - Zynga's mobile portfolio is expected to show mixed performance, with newer titles like Match Factory and Color Block Jam contributing to bookings, while mature games like Words With Friends may see a decline [4] Challenges and Constraints - Grand Theft Auto Online bookings are expected to decline modestly year over year due to platform maturity and late-cycle usage trends, although engagement is likely supported through GTA+ and content updates [5] - Seasonal softness in the spring quarter and high mobile acquisition costs are anticipated to limit margin improvement, with operating expenses projected to rise by 3% year over year [6][9] Earnings Model Insights - According to the Zacks model, TTWO currently has an Earnings ESP of 0.00% and a Zacks Rank of 3 (Hold), indicating a neutral outlook for an earnings beat [7]
Roblox vs. Take-Two: Which Gaming Stock Is in a Better Position Now?
ZACKS· 2025-07-29 16:56
Core Insights - Roblox Corporation (RBLX) and Take-Two Interactive Software, Inc. (TTWO) represent different growth strategies in the gaming industry, with Roblox focusing on user-generated content and social gaming, while Take-Two relies on established franchises for revenue [1][2]. Group 1: Roblox (RBLX) - Roblox has experienced significant user growth, with daily active users (DAUs) increasing by 26% year-over-year in Q1 2025, approaching 100 million [3][4]. - Engagement metrics are strong, with users spending over 21.7 billion hours on the platform, a 30% increase [3]. - International expansion has been crucial, with India and Japan seeing DAUs grow by 77% and 48%, respectively [4]. - The demographic shift shows that users aged 13 and older now make up 62% of DAUs, presenting monetization opportunities [4]. - Developer payouts increased by 39% year-over-year to $281 million, indicating a healthy creator economy [5]. - The top 100 creators earned an average of $6.7 million over the past year, with over 100 developers making at least $1 million [6]. - Operational efficiency improvements led to an 86% rise in cash from operations and a 123% surge in free cash flow in Q1 [7]. - The company is leveraging AI for content moderation and development, enhancing productivity and reducing costs [8]. - Despite strong performance, reliance on discretionary consumer spending poses risks during economic downturns [9]. Group 2: Take-Two Interactive (TTWO) - Take-Two's growth is driven by strong franchises like NBA 2K and Grand Theft Auto, which maintain user engagement and retention [10][12]. - The mobile segment, led by Zynga, is a key growth area, with successful titles generating profits shortly after launch [13]. - Direct-to-consumer mobile monetization strategies are being implemented to improve margins and reduce reliance on third-party app stores [14]. - The long-term outlook is supported by a robust release pipeline, including anticipated titles like Grand Theft Auto VI and Borderlands 4 [15]. - Management is investing in new technologies and partnerships to drive growth and improve margins [16]. - However, the company faces challenges with rising development costs and a potential decline in mobile monetization [17][18]. - The Zacks Consensus Estimate for TTWO's fiscal 2026 sales implies a year-over-year growth of 6.1% [21]. Group 3: Comparative Analysis - RBLX stock has surged 69.5% in the past six months, outperforming the industry growth of 15.9%, while TTWO shares rose 18.3% [22]. - RBLX is trading at a forward price-to-sales ratio of 13.16X, above its median of 8.28X, while TTWO's ratio is 5.61X, above its median of 4.90X [25]. - Both companies have compelling growth narratives, but Roblox's recent momentum and engagement expansion give it a slight edge over Take-Two [28][29].
3 Reasons Take-Two Stock is a Sell Despite a 32% YTD Surge
ZACKS· 2025-06-25 16:51
Core Viewpoint - Take-Two Interactive Software (TTWO) has seen a 32% increase year to date, but this rally is viewed with caution due to fundamental weaknesses and concerning financial metrics indicating the stock may be overvalued and due for a correction [1][10]. Financial Performance - Take-Two reported a GAAP net loss of $4.48 billion for fiscal 2025, worsening from a $3.74 billion loss the previous year, primarily due to goodwill impairment charges of $3.55 billion [2]. - The company's operational cash flow turned negative at $45.2 million for fiscal 2025, highlighting fundamental weaknesses despite the stock's recent surge [3]. - Adjusted EBITDA for the full year was only $199.1 million, indicating a disconnect between financial performance and stock price appreciation [4]. Revenue and Growth Expectations - The Zacks Consensus Estimate for fiscal 2026 revenues is $5.99 billion, reflecting a 6.1% year-over-year growth, with earnings expected to rise 42.93% to $2.93 per share [5]. - The company's fiscal 2026 guidance for net bookings is $5.9-$6 billion, representing only 5% growth, which does not justify the recent stock surge [7]. Dependence on Key Releases - Take-Two's business model is heavily reliant on a few blockbuster releases, with the anticipated Grand Theft Auto VI release delayed to May 26, 2026, impacting near-term revenue expectations [6][7]. - The concentration risk is evident as a small number of franchises, such as NBA 2K and Grand Theft Auto, generate the majority of income, limiting diversification [8]. Growth Trajectory and Margin Pressures - The company faces a declining growth trajectory, with guidance indicating flat recurrent consumer spending in fiscal 2026, raising concerns for its business model [9]. - Operating expenses are projected to increase by 3% year-over-year, primarily due to higher marketing costs, which, combined with modest revenue growth, suggests margin compression [12]. - Capital expenditures are planned at approximately $140 million for fiscal 2026, which may not yield immediate returns, adding pressure to near-term financial performance [13]. Competitive Landscape - Take-Two trades at a premium P/E ratio of around 55.11, significantly above the industry average of 34.38, indicating a stretched valuation [14]. - The gaming industry is increasingly competitive, with major players like Microsoft and Sony capturing market share, while Take-Two struggles to match operational metrics of competitors like Electronic Arts and Activision Blizzard [22].
Take-Two Interactive (TTWO) Earnings Call Presentation
2025-06-19 13:44
Company Overview - Take-Two Interactive is a leading multi-platform developer, publisher, and marketer of interactive entertainment[7] - The company's strategy is to create hit entertainment experiences delivered on every platform relevant to its audience[9] - The company has significantly expanded its development staff headcount to support its pipeline[24] - As of March 31, 2025, the company's development studio staff headcount is 10,099[26] Market Opportunity - The global video game market is projected to reach $210 billion in 2025[29] - The interactive entertainment market is estimated to reach $95 billion in 2025[31] - There were nearly 136 billion new app downloads in 2024[31] Key Franchises - The Grand Theft Auto franchise has sold-in nearly 450 million units[43] - Grand Theft Auto V has sold-in over 215 million units to date[43] - The Red Dead Redemption series has sold-in over 100 million units worldwide[47] - The NBA 2K franchise has sold-in over 160 million units worldwide[58] Financial Performance - Net bookings are diversified across various platforms, with mobile accounting for 51%, console for 38%, and PC and other for 11% of FY2025 net bookings[128] - FY2025 net bookings is $5,648 million[128]
Take-Two vs. Roblox: Which Gaming Titan is a Better Pick?
ZACKS· 2025-06-16 15:36
Core Insights - The gaming industry is rapidly evolving with two dominant approaches: traditional gaming represented by Take-Two Interactive (TTWO) and a platform-based model exemplified by Roblox (RBLX) [1][2] Company Analysis: Roblox (RBLX) - Roblox reported a 29% year-over-year revenue growth to $1.035 billion in Q1 2025, significantly outperforming industry averages [3] - Bookings increased by 31% to $1.207 billion, and daily active users rose by 26% to 97.8 million, indicating strong user acquisition and retention [3] - Engagement metrics showed a 30% increase in hours engaged, totaling 21.7 billion hours, with users aged 13 and older now making up 62% of total DAUs and growing at 36% year-over-year [4] - International markets are showing significant growth potential, with DAU growth of 48% in Japan and 77% in India [5] - Operating cash flow surged 86% to $443.9 million, and free cash flow more than doubled to $426.5 million, highlighting strong financial performance [6] Company Analysis: Take-Two Interactive (TTWO) - Take-Two reported net bookings of $1.58 billion in Q4 2025, driven by strong performance from NBA 2K25 and a 14% increase in recurrent consumer spending [7] - The anticipated release of Grand Theft Auto VI is a significant future growth catalyst, although its delay to May 2026 pushes potential revenue further out [8] - Fiscal 2025 net bookings grew only 6% to $5.65 billion, with guidance for fiscal 2026 suggesting continued modest growth of 5% [10] - The company recorded goodwill impairment charges of $3.55 billion, raising concerns about previous acquisitions and capital allocation decisions [10] - Take-Two's business model relies heavily on blockbuster releases, creating volatility and execution risk, and it lacks the diversified creator economy that supports sustainable growth [11] Valuation and Performance Comparison - Roblox's shares have increased by 67.9% year-to-date, outperforming Take-Two's 25.1% gain [13] - Roblox's price-to-sales (P/S) ratio is 11.24x, while Take-Two's is 5.99x, reflecting different growth profiles and investor expectations [17] - Roblox's superior revenue growth and expanding margins justify its higher valuation, contrasting with Take-Two's modest growth outlook and reliance on infrequent releases [20] Conclusion - Roblox is positioned as the superior investment choice due to stronger growth fundamentals, better financial performance, and more compelling long-term prospects [21] - The platform's growth metrics and creator economy provide multiple growth vectors, while Take-Two's reliance on blockbuster releases and goodwill impairments raise concerns [21]
Sea Limited's Gaming Growth Accelerates: Can Garena Push It Higher?
ZACKS· 2025-06-10 17:31
Core Insights - Sea Limited's digital entertainment division, Garena, has shown strong performance in Q1 2025, primarily due to the success of its flagship game, Free Fire, which is expected to maintain momentum throughout the year [1] Financial Performance - Garena's revenues increased by 8.2% year over year to $495.6 million, while bookings surged by 51.4% to $775.4 million, driven by strong user engagement with 661.8 million active users and improved monetization per user [2] - The adjusted EBITDA margin for Garena reached 59%, indicating operational efficiency [3] - The Zacks Consensus Estimate for Sea Limited's 2025 earnings is projected at $4.23 per share, reflecting a 151.79% growth compared to fiscal 2024 [11] User Engagement and Growth - Free Fire's engagement levels are exceptionally high, with daily active users approaching pandemic highs, showcasing its dominance in the mobile gaming sector [3] - Garena anticipates maintaining double-digit year-over-year growth in both user base and bookings, supported by the launch of Delta Force Mobile and the pre-registration for Free City [4][10] Competitive Landscape - Sea Limited faces competition from Take-Two Interactive and Roblox, with each company employing different monetization strategies and market approaches [5][6] - Roblox reported a 26% increase in daily users to nearly 100 million and a 31% rise in bookings to $1.21 billion, focusing on user-generated content and scalability [7] Stock Performance and Valuation - Sea Limited's shares have increased by 55.1% year to date, outperforming the Zacks Internet – Software industry's return of 13.3% [8] - The company is currently trading at a forward 12-month price-to-earnings ratio of 33.18, which is higher than the sector's average of 26.22 [11]
Take-Two互动软件(TTWO US):关注GTA VI后续营销与玩家反馈
HTSC· 2025-05-22 01:35
Investment Rating - The investment rating for the company is "Buy" with a target price of $259.30 [8][9]. Core Insights - The company reported a revenue of $1.58 billion for Q4 FY25, which is a year-on-year increase of 13.1%, outperforming the consensus estimate of 12.1% [1]. - The GAAP net loss was $3.7 billion, which was worse than the consensus estimate of a $0.2 billion loss, primarily due to a one-time goodwill impairment of $3.6 billion [1]. - The company expects limited future impairments as the total goodwill value decreased from $4.43 billion at the end of FY24 to $1.06 billion at the end of FY25 [1]. - The release of the second trailer for GTA VI on May 6 received over 475 million views within 24 hours, indicating strong player anticipation despite the game's delay to May 26, 2026 [1][3]. Revenue and Profit Forecast - The company’s net bookings for Q4 FY25 were $1.58 billion, aligning with the previous guidance of $1.52 to $1.62 billion [2]. - The management indicated that growth was primarily driven by the strong performance of NBA 2K, with consumer spending increasing by 42% year-on-year [2]. - For FY26, the company guides net bookings of $5.9 to $6.0 billion and total revenue of $5.95 to $6.05 billion, with a GAAP net loss projected between $0.44 to $0.50 billion [2]. Product Pipeline - The core product GTA VI is now expected to launch on May 26, 2026, which is clearer than the previously vague timeline of Fall 2025, reducing the likelihood of further delays [3]. - The company plans to release major titles such as Mafia and Borderlands 4 in August FY26, with a total of 21 core games, 9 mobile games, and 8 sequels expected between FY26 and FY28 [4]. Adjusted Profit and Valuation - The profit forecasts for FY26 and FY27 have been adjusted to net losses of $0.45 billion and a profit of $0.73 billion, respectively, with FY28 projected at $1.01 billion [5][13]. - The revenue forecast for FY26 has been reduced to $6.01 billion, while FY27 revenue is expected to be $9.45 billion, reflecting a 14.2% increase from previous estimates [5][13]. - The valuation window has been adjusted to FY27, with a target price-to-sales ratio of 4.9x, leading to a new target price of $259.30, up from $213.60 [5][16].
Take-Two Interactive Software(TTWO) - 2025 Q4 - Earnings Call Presentation
2025-05-15 20:47
Financial Performance & Results - Q4 FY2025 GAAP Net Revenue was $1583 million, exceeding the guidance range of $1519 million to $1619 million[6] - Q4 FY2025 Net Bookings reached $1582 million, hitting the top of the guidance range of $1480 million to $1580 million[8] - FY2025 GAAP Net Revenue was $5634 million, within the guidance of $5570 million to $5670 million[11] - FY2025 Net Bookings totaled $5648 million, also at the top of the guidance range of $5550 million to $5650 million[13] - The company projects FY2026 Net Bookings to range from $5900 million to $6000 million, representing approximately 5% growth over FY2025 at the midpoint[27] Recurrent Consumer Spending (RCS) - Q4 FY2025 Recurrent Consumer Spending (RCS) grew by 14% year-over-year, significantly exceeding guidance[8] - FY2025 Recurrent Consumer Spending (RCS) increased by 7% year-over-year, exceeding the company's outlook[13] - The company expects FY2026 Recurrent Consumer Spending (RCS) to be flat compared to FY2025[27] - The company projects Q1 FY2026 Recurrent Consumer Spending (RCS) to increase by approximately 7% year-over-year[32] Fiscal Year 2026 Guidance - The company anticipates GAAP Net Revenue between $5950 million and $6050 million for FY2026[23] - Operating expenses for FY2026 are projected to be between $3780 million and $3800 million[23] - The company expects a GAAP Net Loss between $499 million and $439 million for FY2026[23]