Take-Two Interactive Q1 Fiscal 2027 Earnings Call — Transcript
Auto-transcribed with timestamps. Confirm exact figures against the official results hub, which links the source release.
Hello, everyone. Thank you for joining us and welcome to the Take-Two Interactive Software
First Quarter Fiscal Year 2027 Results Conference Call.
After today's prepared remarks, we will host a question and answer session. If you would
like to ask a question, please press star 1 to raise your hand. To withdraw your question,
press star 1 again. I will now hand the conference over to Nicole Shevins, SVP Investor
Relations and Corporate Communications. Nicole, please go ahead.
Good morning. Thank you for joining our conference call to discuss our results for the first quarter
of Fiscal Year 2027 and to June 30, 2026. Today's call will be led by Straus Zelnik,
Take-Two's Chairman and Chief Executive Officer, Carl Sladoff, our President, and Lainey
Goldstein, our Chief Financial Officer. We will be available to answer your questions
during the Q&A session following our prepared remarks.
Before we begin, I'd like to remind everyone that statements made during this call that
are not historical facts are considered forward-looking statements under federal securities laws.
These forward-looking statements are based on the beliefs of our management, as well
as assumptions made by and information currently available to us. We have no obligation to
update these forward-looking statements. Actual operating results may vary significantly
from these forward-looking statements based on a variety of factors. These important
factors are described in our filings with the SEC, including the company's
most recent annual report on Form 10K and quarterly report on Form 10Q, including the
risk summarized in the section entitled Risk Factors. I'd also like to note that unless
otherwise stated, all numbers we will be discussing today are GAP and all comparisons
are year-over-year. Additional details regarding our actual results and outlook are contained
in our press release, including the items that our management uses internally to adjust
our GAP financial results in order to evaluate our operating performance. Our press release
also contains a reconciliation of any non-GAP financial measure to the most comparable GAP
measure. In addition, we have posted to our website a slide deck that visually presents
our results and financial outlook. Our press release and filings with the SEC may be obtained
from our website at TakeTwoGames.com. And now I'll turn the call over to Strauss.
Thanks, Nicole. Good morning and thank you for joining us today.
Fiscal 2027 is off to an excellent start led by the power of our diverse portfolio
and the strong consistent execution of our strategy at all of our labels. We delivered
first quarter net bookings of approximately $1.39 billion, which was slightly above the
high end of our guidance range, primarily due to the outperformance of MBA2K and the
Grand Theft Auto series. We're reiterating our fiscal 2027 outlook for net bookings
of $8 to $8.2 billion, which reflects both ongoing positive trends in our business
and our high degree of confidence around the November 19th release of Grand Theft Auto 6.
We expect to sustain this new level of scale and generate strong cash flows for the next
several years as we release a robust development pipeline, capitalize on incremental opportunities
within our highly established hit franchises, and continue to apply our proven, long-term
approach to managing the company. Now, turning to highlights for the period.
MBA2K26's performance was outstanding and concluded a record year for the franchise.
To date, the title is sold in over 12 million units, reflecting 9% growth compared to
MBA2K25. Engagement was up meaningfully during the quarter with the current
consumer spending growing 7%, driven by a 15% increase in average daily active
users, a 25% increase in my career daily active users, and a 35% increase in average
games played per user. The achievements of this year's iteration of the series are a
testament to visual concepts ability continually to deliver new, innovative
ways for fans to stay engaged, and our live service execution remains a cornerstone
of MBA2K's sustained success. During the quarter, 2K also supported
Borderlands 4, Sid Meyers Civilization 7, and WWE2K26, with an array of new offerings,
which enhanced player engagement and sentiment. The Grand Theft Auto series
once again exceeded expectations, and to date, Grand Theft Auto 5 has sold in
over 230 million units worldwide. Our current consumer spending for the series
grew 3%, and GTA Plus continues to thrive, all led by a series of content
offerings, including the addition of the Rockstar mission creator, an all new
suite of innovative and in-depth tools empowering the player community to
bring missions to life. Global excitement for the launch of Grand
Theft Auto 6 continues to build, with the title having an exceptional start
to pre-orders. With Rockstar Games recent announcement of Grand Theft
Auto 6 and extended look coming on August 27th, we believe that
consumers passion and anticipation for the next evolution of this iconic
series will grow further, leading up to the title's November 19th release.
Turning to our mobile business, Zynga performed in line with our expectations
and were pleased that many of our forever franchises continue to resonate
with players. Net bookings for Tombblast grew 8% over last year. The
title was supported by a new marketing campaign featuring Emmy-nominated
actor Giancarlo Esposito. Empires and puzzles maintained steady
momentum, anchored by a successful ninth anniversary campaign and the
introduction of new heroes and character abilities. Words with Friends
exceeded our forecast with Net bookings growing 8% year over year, led by
strong ad performance and higher player engagement with several
features, including Dice Challenge, the title's latest permanent one-on-one
game mode. Top 11 surpassed our expectations with Net bookings
increasing 15% year over year as fans enjoyed a special in-game event
featuring player versus environment matches in 10 international locations.
2K's mobile offerings continue to perform well with strong downloads
and engagement across key titles. NBA 2K All-Star, our mobile title in
China in partnership with Tencent, surpassed 10 million registered users
since launching last year and is yielding strong profit margins. Our
mobile direct-to-consumer channel remains a significant driver of
revenue and margin enhancement with many of Zynga's titles offering this
feature and further growth anticipated. Guided by our core
pillars to be the most creative, innovative and efficient entertainment
company in the world, our 13,000 colleagues share a singular vision
for excellence and hit creation. Each day we strive to bring joy to
our player communities and value to our shareholders. I'd like to express
my gratitude to our teams for their immense passion and unwavering commitment
to our mission to make the most captivating and engaging experiences
in the entertainment business. We believe that Fiscal 2027 will be an
inflection point for take two, one that will write an exciting new
chapter in our history and provide the foundation for new levels of
success and the creation of groundbreaking
entertainment experiences. I'll now turn the call over to Carl.
Thanks, Trouse. I'd like to thank our teams for delivering a great start to the
year and setting the stage for the most exciting pipeline in our company's
history. And I'll discuss our recent and
upcoming releases. On July 8th, 2K and HB Studios
launched Season 7 for PGA Tour 2K25, a free update which
added the 154th Open Championship at Royal Berkdorf
Golf Club. The team is planning to launch Season 8 in late September
and is hard at work on this year's release of PGA
Tour 2K27. 2K will share more details in the coming months.
On July 14th, Rockstar Games launched the Quartz Center Heist
for GTA Online, which introduced an all-new blockbuster heist
targeting Los Santos' premier cultural institution
with an array of artwork for the taking. On July 30th,
2K and Gearbox launched Bounty Pack 4, murders and acquisitions for Borderlands
4, which includes a new story mission and cosmetic items.
Fans can look forward to even more action in September when Gearbox releases
additional content including the title's next story pack.
On August 14th, 2K and Hangar 13 will release
The Man of Honor Story expansion for Mafia the Old Country.
With Hangar 13's industry leading capabilities and narrative driven
action titles, players will enjoy two new story chapters
and all new content for the game's free ride mode.
2K and Visual Concepts will launch the WrestleMania 42 pack for
WWE 2K26 on August 19th, followed by new
seasons as part of the ringside pass during the fall.
WWE 2K27 is currently in development and 2K will provide updates later this year.
On September 4th, 2K and Visual Concepts will launch
NBA 2K27, the next installment of our industry
leading basketball simulation that provides the most realistic
and authentic NBA experience in interactive entertainment.
This year, Victor Wembanyama of the San Antonio Spurs will be on the cover
of the Standard Edition, Katelyn Clark of the Indiana Fever will be on the cover
of the Deluxe Edition, and Chicago Bulls legend Derek Rose will be on the cover
of the Ultra Edition with early access available as part of the Deluxe
and Ultra Editions. Last week, a first look trailer of NBA 2K27's gameplay
was revealed and the response has been positive
with fans and the media expressing excitement over the title's improved
graphics and enhanced player movement and presentation.
2K will share more about the game soon including the NBA 2K27 preseason breakdown
full game reveal on August 18th. Zingo will continue to focus on enhancing
its existing mobile portfolio with bold beats and updates as well as
releasing new titles including Top Goal which is currently in
soft launch. The title recently introduced
real world soccer stars as well as enhanced 3D match simulation
and player versus player gameplay. In closing, we are deeply excited about
this year highlighted by the November 19th launch of Grand Theft Auto 6
which will usher in a new era of growth for our company and returns for
our shareholders. We remain steadfast in our mission
and commitment to delivering the highest quality entertainment experiences
that captivate and engage audiences throughout the world.
I'll now turn the call over to Laney. Thanks Carl and good morning everyone.
We achieved excellent first quarter results driven by our powerful franchises
industry leading talent and unwavering commitment to our strategic vision.
I'd like to thank our teams for their hard work which has enabled us to
reach this exciting point within our company's history.
Turning to our results, we delivered first quarter net bookings of $1.39
which was slightly above our guidance range of $1.32 to $1.37
billion. This primarily reflected better than expected
performance from NBA 2K and the Grand Theft Auto series.
Recurring consumer spending declined 1% for the period
which was favorable to our guidance of a 3% decline
and accounted for 84% of net bookings. NBA 2K grew 7%. The Grand Theft Auto
series rose 3% and as expected mobiles declined 7% over last year.
Gap net revenue increased 2% to $1.5 billion while cost of revenue
rose 17% to $651 million and included a $43
million impairment charge related to the decision
not to proceed with an unannounced title from a third-party developer.
Operating expenses were flat at $918 million.
On a management basis, operating expenses declined 1% year over year
which was favorable to our forecast of 3% growth
due to timing of marketing expenses across our labels.
With the ongoing positive trends in our business and excitement around the
November 19th release of Grand Theft Auto 6,
we are reiterating our fiscal 2027 net bookings outlook range
of $8 to $8.2 billion which represents approximately 20% growth
over fiscal 2026 at the midpoint. The largest contributors to net bookings
are expected to be the Grand Theft Auto series, NBA 2K,
Tombblast, MASH Factory, Empires and Puzzles,
Wars with Friends, the Red Dead Redemption series,
WWE 2K, Color Block Jam and Zynga Program. We continue to expect what
current consumer spending to be in line with fiscal 2026
and to represent 64% of net bookings. The underlying drivers remain unchanged.
The NBA 2K projected to grow high single digits. The Grand Theft Auto series
expected to be up and mobile expected to be down
due to last year's success of Color Block Jam
and our assumption that trends will moderate for several of Zynga's
mature mobile titles. We now expect the net bookings breakdown
from our labels to be roughly 37% Rockstar Games,
34% Zynga and 29% 2K. We continue to forecast operating cashflow in
excess of $1 billion and we remain on track to be in a net cash
position by the end of the fiscal year. We now plan to deploy
approximately $290 million of capital expenditures
which is up from our prior forecast due to a planned real estate
purchase. We continue to expect GapNet revenue
to range from $7.9 to $8.1 billion while we now expect
cost of revenue to range from $3.54 to $3.66 billion.
Our total operating expenses are now expected to range
from $4.15 to $4.17 billion. On a management basis we expect operating
expense growth of approximately 7% year over year
which is down slightly from our prior forecast.
Now moving on to our guidance for the fiscal second quarter.
We project net bookings to range from $1.62 to $1.67 billion
compared to $1.96 billion in the second quarter last year.
Our release date for the quarter includes NBA 2K 27
as well as new content updates for various titles.
The largest contributors to net bookings are expected to be NBA 2K,
The Grand Theft Auto series, Tombblast, Match Factory,
Empires and Puzzles, Words with Friends, Hellerblock Jam,
The Borderlands Franchise, The Red Dead Redemption Series
and Zynga Poker. We project recurring consumer spending to decline by
approximately 5% which assumes growth for NBA 2K
and The Grand Theft Auto series while mobile is expected to be down.
We expect net revenue to range from $1.42 to $1.47 billion.
Operating expenses are planned to range from $1.01 to $1.02 billion.
On a management basis operating expenses are expected to decline
by approximately 5% year over year as last year included
significant marketing expenses for the launch of Borderlands 4.
Looking ahead, fiscal 2027 is on track to be a milestone year for our company
led by the release of Grand Theft Auto 6.
We have great ambitions as our teams have carefully curated new opportunities
that we believe will sustain this new level of scale for the foreseeable future
including live service enhancements, franchise extensions,
a launch of new IP and international expansion.
In addition, we will continue to evaluate a creative M&A.
As we bring these opportunities to fruition,
we are confident in our ability to enhance our financial profile further
and generate strong cash flows setting us on a path to deliver continued growth
and long-term shareholder returns.
Thank you. I'll now turn the call back to Strauss.
Thanks, Lenny and Carl. On behalf of our entire management team,
I'd like to thank our colleagues for an excellent start
to what is poised to be an outstanding year for take two.
And to our shareholders, I want to express our appreciation
for your continued support.
We'll now take your questions. Operator.
Thank you. We will now begin the question and answer session.
If you would like to ask a question, please press star one to raise your hand.
To withdraw your question, press star one again.
We ask that you pick up your handset when asking a question
to allow for optimum sound quality.
If you are muted locally, please remember to unmute your device.
Please stand by while we compile the Q&A roster.
Your first question comes from the line of Doug Croots with TD Cohen.
Your line is open. Please go ahead.
Thank you. One of your peers that reported previously suggested
that there had been some slowdown in the mobile market
in Q2, which they attributed to macro uncertainty.
Just wondered if you saw the same thing.
If you saw different things, any commentary you could offer would be helpful.
No, it's really not what we're seeing.
Our results have been affected by how color block jam
is doing versus last year in terms of copying
because it was a new title last year.
But apart from that, we've delivered some really good news in mobile.
There's no doubt there's a bit of pressure on user acquisition at the moment.
And I think that that comes and goes in the marketplace.
But no, we don't feel like the consumer is pulling back at all.
Great. Thank you.
Your next question comes from the line of Andrew Maroc with Raymond James.
Your line is open. Please go ahead.
Hi. Thanks for taking my questions.
Maybe one on the GTA VI extended look.
I guess if you could give us a little bit more color on the thinking
that went into the decision to go with Netflix for the timed exclusivity
rather than just the traditional route of releasing it on a free platform
like YouTube or through Rockstar Socials.
You know, this is the first of its kind partnership with Netflix.
They're a great marketing partner for us and distribution partner, as you know.
We also work with virtually every social media outlet on Earth.
This is part of Rockstar Games' marketing strategy.
We're excited for everyone to see an extended look of Grand Theft Auto VI.
I'm not prepared to tell you how it's going to go.
But I feel really good about it.
And of course, six hours after the initial launch on Netflix,
it will be available on Rockstar Games' channel on YouTube
and I think ultimately many other outlets.
Great. Thank you.
Maybe one more if I could.
Not that you needed any other tailwinds into GTA VI launch excitement,
but can you talk a little bit about the court center update for GTA online
and maybe how that's been in terms of bringing in some lapsed players
ahead of the GTA VI launch?
Thank you.
We're actually very pleased how things are going right now.
We typically don't give specific details about how releases are doing,
but I can tell you that right now we're very pleased with how things are going.
And like all the Rockstar releases, they're exciting.
They're well received by players and they always bring in,
they always reactivate folks so far so good.
Your next question comes from the line of Brian Pitts with BMO Capital Markets.
Your line is open. Please go ahead.
Thanks for the question.
Recently announced the $80 base game for GTA VI,
but ultimately decided to leave NBA 2K27 base pricing at $70.
As you think about go-forward base pricing,
help us understand how you're thinking about being able to price games
at a more premium price with more traditional AAA game prices
around the $70 price point.
Thank you.
Look, we've said this many, many, many times.
Our goal is to deliver way more value to consumers than what we charge them.
And the truth is that the real cost of a AAA video game
is a whole lot lower today than it was 20 years ago.
Pricing has not kept pace with inflation.
And our goal is to continue to over deliver for our consumers
because how do you feel about any experience
is the intersection of the experience itself and what you pay for it.
So to say that we expect that Grand Theft Auto VI
will be an incredible bargain as experiences go
is a gross understatement
because Rockstar Games is known for over delivering.
And when people engage with our titles
and Carl just answered a question about GTA Online,
remember we're 13 years after GTA Online was launched
and people are still highly engaged.
And we have record-setting engagement at times.
So that's our goal.
Our goal is not to maximize price.
So in this case, I think what we've decided to do
makes a whole lot of sense in the context of what we're delivering
and that's the lens through which we're going forward as well.
Thanks, chef.
Your next question comes from the line of Eric Handler with Roth Capital.
Your line is open.
Please go ahead.
A gentle reminder to unmute locally.
Sorry about that.
Good morning.
Apologize for I had you unmute.
Strauss, I wonder if you could give a little bit of background
on the decision to go with Netflix
for the extended trailer lines?
Did they approach you?
Did you approach them?
I assume for exclusivity,
they probably paid a little bit of a premium to get that.
Netflix is a close partner of the company
and we have tight relationships up and down the line.
So we're always in conversation about things that we can do together.
And this is a groundbreaking partnership that Rockstar arranged
with our friends at Netflix
and we're really excited about how it's going to come about.
I wouldn't normally give detail on sort of the nature
of the back and forth or the terms of the arrangement.
Okay, thanks.
And then as a follow-up, with tip costs rising so much
the input costs for hardware rising significantly.
There's talks about the next-gen consoles maybe getting delayed.
I know you're a software company
and you produce for whatever is out there.
But I'm curious about your big picture thoughts on the industry
just given the rising cost of hardware.
Look, the rising cost of hardware is not a good thing.
And we wouldn't argue that it is.
I don't think it will slow us down any
because we believe we're delivering experiences that people want.
However, a lower price point for hardware would be a good thing
because there'd be more hardware in people's hands.
So I cannot argue this is a positive
but equally we don't see it as a headwind either.
And going forward, look, two things that I think are relevant.
Probably the most relevant thing is the world continues to move
to open systems and that will continue.
So 20 years ago, when we showed up here at Take 2
for a console release that was available on PC at launch,
PC would represent 1% to 2% of the overall sales.
Today, that can be 40% or 50% in a similar situation.
And I believe that's going to grow because people have PCs
that have outboard controllers.
They work great as game machines and I think that will continue.
Number two, with the advent of streaming,
which we really do believe is around the corner
in terms of having something in slow latency
and really works well for consumers,
machines that weren't game machines before will become game machines.
So without regard to what happens in the console business,
which is a consequence to us, of course,
we see the overall installed base
as a practical matter growing materially.
And if you believe in streaming, and to be clear, we really do.
And I'm happy to put a timeline on that.
I think we'll be in commercial streaming mode within three years.
And by commercial, I mean low latency.
I mean, that can 10X the effective installed base.
Now, it doesn't mean we're in a 10X our revenue
and we wouldn't project that we would,
but because obviously your avid consumers already had access
to video game machines.
But I do think it creates great opportunity for titles
that are broadly desirable even outside of core markets.
And we do have titles like that, obviously.
The third thing is that interactive entertainment
and the most important thing remains America's pastime
and the world's pastime.
It is the fastest growing part of the entertainment business.
That's going to continue as the cohort ages and grows.
All we need to do is the hardest thing you can do,
which is continue to make hits.
Thank you.
Your next question comes from the line
of Colin Sebastian with Baird.
Your line is open.
Please go ahead.
Thanks.
Good morning.
I appreciate the questions.
I guess on NBA, the next game coming up here shortly,
I mean, following another strong year for the franchise,
what do you think is going to be part of this game
that might differentiate or provide
the opportunity to grow the franchise another year?
And then secondly, on an unrelated topic,
just curious on any update to how
your studios are deploying AI tools internally.
I know we've talked about this quite a bit,
but the technology seems to be developing fairly quickly.
So are those tools capturing any additional value
and perhaps maybe more measurable efficiency?
So any commentary on that would be helpful.
Thank you.
So in terms of NBA, obviously,
NBA 2K26 performance was outstanding.
It was a record for us,
both on units and engagement.
And I think that's the key.
And we get the same question almost every quarter,
certainly every year, about how high can high be
and how the growth is.
And every time we get the question,
we answer it the same way.
And it's really, I don't want to say it's unlimited,
but there's still a huge amount of growth potential
in the NBA franchise.
And that would be coming both from increased units,
geographic expansion, et cetera.
And bringing more customers back,
year over year, still a lot of wood to chop there
and also more and more engagement.
So we continue to refine that.
And what really drives that is the folks
at Visual Concepts and 2K and their efforts
to year upon year to innovate.
And it's really hard to do that on an annual release.
And yet somehow through the brilliance
and hard work of the team, they're able to do it.
So I would just answer the same way we had before,
which is the growth is going to be coming
from the same place it always does,
and that's through the innovation
and the creativity of the teams.
We did announce some fun things
in terms of cover athletes for NBA 2K27.
I'm going to leave all the exciting news
about what's next for that title with 2K,
which is August 18th, I think,
is when there's going to be a more of a reveal.
And with regard to your question about AI,
look, we are first and foremost an entertainment company
and always have been.
However, we're an entertainment company
that creates its entertainment in computers and always has.
So this company, its products and its approach
was built on AI and machine learning
well before it became buzzword du jour.
So we're dyed in the wool adopters of new technology
to the extent it enhances our ability to do what we do.
And we have a three-part strategy,
two parts of which are innovation and efficiency.
So we have projects that sort of fall
into both the basic research
and the applied research buckets here
to see the basic research side,
the art of the possible on the applied research side,
how we can innovate more
and how we can create additional efficiencies.
And that threads through our entire company.
All that said, the first of our core pillars is creativity.
And we have 13,000 colleagues around the world,
the vast majority of whom are people who are creative every day.
And we believe that technology can enhance their creativity,
but we do not believe it can or should replace their creativity.
And ultimately, we make the spoke entertainment products
and we aim to make the best ones in the world.
And technology should make it easier
for incredibly creative people to innovate.
But for better or for worse,
and I happen to think it's very much for the better,
those tools are not going to replace anyone.
So unlike some of our competitors
who are announcing opportunities
to save hundreds of millions of dollars with AI,
I've said since the beginning
that the history of new technology
in the interactive entertainment business
is efficiencies are created, are indeed created.
But then we find ways to do bigger and bigger things.
And we actually don't reduce the cost of doing those things,
but we can meaningfully increase the quality.
And what does meaningfully increase the quality mean for us?
It means making bigger and bigger hits
that appeal to more and more consumers.
And that's our job.
Our job is not to lead in technology.
Our job is to lead in entertainment.
And as it happens, we use technology to try to do that.
Great. Thank you.
Your next question comes from the line of Chris Scholl with UBS.
Your line is open.
Please go ahead.
Great. Thank you.
In the slides and prepared remarks,
you mentioned international expansion
and evaluating a creative M&A.
Can you just walk us through the opportunities
you see overseas for your franchises
that are maybe untapped today?
And for M&A, remind us of the criteria you use
when evaluating deals,
the types of assets you would be most interested in
and any particular regions
where you feel like you would like to scale your operations.
Thank you.
Yeah, we've been very focused here
on increasing our international footprint.
As you know, companies like T2 and there are many of us,
but there are some,
basically derived by 80% of their revenue
from the US, Western Europe,
and one or two countries in Asia.
The rest of the world's really underrepresented,
even though they love video games, of course,
and even though they have devices typically low-res,
low-capable mobile devices, but devices nonetheless.
So for example, despite the number of people in India,
our revenue out of India is really, really tiny.
People in India love mobile video games.
Same is true for Africa, a massive market,
but our revenue footprint is very low.
And we're also underrepresented in places like Latin America.
Obviously, Russia, much of the Middle East and much of Asia,
although we do have a significant amount of business in China.
And the select of other countries,
South Korea, Taiwan, for example,
growing business in Indonesia, little business in Vietnam.
So it's been an enormous strategic priority
for us to begin to build up in these underrepresented
territories in a way that appeals to local consumers.
We have a geo-pricing tool for that purpose
because the different markets have a different ability to pay.
That's a tool that we created in-house
that allows us to experiment in a way that doesn't infect
other parts of our business and other parts of the world.
And in certain instances, we're working on properties
that may only appeal to some of those markets very selectively.
So my goal is that in the next 10 years,
we flip the percentage of our revenue that comes from the U.S.
and international markets in the other direction
because we've grown the overall business.
And if we don't invest here now,
we run the risk of being behind in 10 years.
So it's an area of enormous focus.
Turning to your second question about M&A,
we've always looked at inorganic growth
through the same sort of three categories.
First, are we buying owned intellectual property?
Secondly, are we buying tools and teams
that are valuable?
And third, is the transaction immediately
accretive to EBITDA and to GAP earnings?
And generally speaking, our acquisitions
have ticked all those boxes.
Then we have the broad river because is there a cultural fit?
We've done many small talking acquisitions
and then we've obviously done one very, very large acquisition.
And I'm proud to say that unlike history
for most corporations, public corporations,
our track record is excellent.
I think virtually all of our deals have worked out
if you define worked out as being accretive and long lasting.
And certainly the Zynga deal has been terrifically successful
as has the Gearbox deal, our most recent larger transactions.
So we'll continue to look at the world that way
and in terms of areas in which we're not representative,
thankfully we don't really have that anymore.
We're a big mobile company, we're a big console and PC company.
So we don't have any must haves,
but there are certainly some nice to haves
and we think some opportunities will come our way.
We also, to finish the thought,
have this allergy to being over leveraged.
And we have very, very light net leverage now.
We expect to be in a net cash position in about 30 seconds.
Sorry, not exactly 30 seconds, but you get what I mean.
And once we're back in a net cash position,
I think that would be the time when we'd be more likely
to think about an organic opportunity.
That was very helpful. Thank you.
Your next question comes from the line of Mike Hickey with Stonex.
Your line is open. Please go ahead.
Hey, Strauss Carl, Lainy, Nicole, Gregor, guys.
Thanks for taking our questions.
First one, Strauss.
You mentioned in your prepared remarks
that you think 27 will be an inflection point
in your company's history.
Obviously, that's a strong statement.
I'm sure there's an obvious answer as well.
But I am curious sort of what that means to you exactly
when you say that and maybe details
and why you believe that.
And then we've got a quick follow-up.
Well, it's a great, it's obviously a great question.
And I think the point is that if you look historically
at big, really, really big releases for this company,
I'm thinking obviously of Grand Theft Auto and Red Dead.
They didn't just affect us positively for a quarter.
They had ongoing effects on our company.
And we also have this massive pipeline
that we think quite extraordinary.
And we have live services and we have a catalog.
So if you believe, as I said, I do before
that there are opportunities in terms of organic growth
because the market is growing
and because we're trying to extend it to other markets.
And we have a pipeline and we have a huge,
what we believe is a huge release coming up.
There's a lot of fuel for the fire.
Nice. As a follow-up to the streaming comment,
I think you said that you think we could have
a commercial streaming solution within three years
that would solve the latency problem.
Strauss, it feels like we've been down this road
at least twice.
But I'm curious to hear that.
Obviously the TAM is exciting at 10 times.
I've heard that before,
but it's never really materialized.
So is there something that you're seeing different today
in terms of the tech solution
or some change that's sort of giving you better visibility
that could actually have a real streaming solution
in the future?
Because obviously that would be a sea change to the industry.
It is a very fair and accurate comment.
And even when we supported Stadia some years ago,
we talked at the same time we were supporting Stadia
about concerns about latency.
And you're right, it's sort of certain things
remain perpetually in the future,
like nuclear fusion, which is perpetually 30 years away,
although people think it's not now.
I hope it's not.
I don't think that's the case here
because of enormous advances in hyperscalar networks
and advances in edge network technology.
And I think, for example,
there's one player in the market
that's looking at rolling out a significant edge network
that would address latency, at least in the US.
So I picked three years because we know it's not tomorrow,
but I don't think it's five years.
But of course I could be wrong
and we're not betting any of our company on this.
We just see it as another one of the many embedded
call options in our security.
Thanks for asking.
Your next question comes from the line of Alec Brondolo
with Wells Fargo.
Your line is open.
Please go ahead.
Yeah.
Hey, thanks so much.
Appreciate the question.
Maybe two for me.
Can you help us maybe walk us through the thinking
behind the GTA 6 premium skew mix?
I think Red Dead Redemption 2 launched with three skews.
GTA 6 only had two.
You didn't offer early access in the premium skew,
which I think has been a big part of the hook,
or the upsell driver on some of the other titles
over the last several years.
And then maybe secondly,
encouraging to hear pre-order data for GTA 6 is strong.
I guess I'd love to get your perspective
as someone that's been in the industry a long time.
How do you think about the incrementality
of pre-order units as they flow in?
Is it possible that kind of hype around the game
is pulling forward sales
that you otherwise would have earned post-release
into pre-release and the strong data
won't prove to be that incremental?
Thanks.
We don't tend to give a lot of color around pricing or additions.
We leave that to our labels,
but I think Rockstar feels that offering a phenomenal value
at $80 makes sense for some consumers,
and then offering incremental value
at a modestly increased price makes sense for consumers.
And given the hype around this title,
I mean, I think we could have made
any number of other pricing choices,
but as I said earlier,
our focus is on delivering way, way, way more value
than what we charge for something.
And with regard to pre-orders,
our pre-orders are exceptional.
No one's ever seen anything like this before
at take two or in the industry.
That said, you could absolutely be right.
We just don't know.
So could demand be pulled forward?
Sure.
And one of the reasons
that we're not changing our guidance is to be clear.
We haven't sold one unit yet.
You can cancel a pre-order.
So around here, we're sort of allergic to victory laps,
but one thing we certainly don't do
is take a victory lap before we run the event.
So the news is great so far.
We're incredibly excited.
We couldn't be more excited than we are,
and yet we are realistic and at best,
cautiously optimistic,
and we're going to leave it at that until the thing occurs.
Thank you.
Your next question comes from the line of Matthew Kost
with Morgan Stanley.
Your line is open.
Please go ahead.
Good morning.
Thanks for taking the questions.
I was wondering if you could comment on Sony's decision
to get rid of physical disk sales for new games
beginning in the beginning of 2028.
Will that have a material impact on their gross margins
or will you continue to sell box download codes
at a similar gross margin,
presumably at a similar scale going forward?
And then secondly, if you could just comment
on your progress shifting towards direct payments
inside of Zynga business,
and if that's still something that is currently increasing
and has a significant runway ahead.
Thank you.
Thanks for your questions.
So I'm not going to comment on Sony's own decision,
but in terms of our decision,
look, our business is well over 90%
digitally distributed as it is.
It's already a digital business.
So in certain instances,
especially if it's a big game,
disks just, and note I said disks,
don't really make sense for the consumer.
Also most instances,
you have to register online to play anyhow.
So if you're already connected,
like who cares if you download digitally,
it's all the same and it's much more convenient.
So that's where the world is going in our opinion.
And I think Sony understands that.
We certainly understand that.
That doesn't mean that we won't have physical additions now
and then I'm sure we will in the same way
that they're still vinyl in the recorded music business.
But in other instances, it just won't make sense.
On direct to consumer,
yes that remains growth business for us.
We are not direct to consumer
across our entire mobile portfolio yet,
but we're getting closer
and we are seeing growth there.
We have not,
we don't talk about the actual percentage
and we don't talk about our goals
in terms of the percentage of our business.
What we want to do is be where the consumer is.
So we will support and continue to support
all third party distributors
who treat us appropriately
and with which we can make sound economic arrangements.
And at the same time,
we'll offer direct to consumer opportunities
for consumers who want to avail themselves with those.
There is no doubt that our direct to consumer business
has had a material effect positive
on our margins in the mobile business.
Great, thank you.
Your next question comes from the line
of Jason Bazanay with Citi.
Your line is open.
Please go ahead.
As you can imagine,
the buy side is doing everything they can
to sort of monitor these pre-orders
to gauge sort of demand for GTA.
I don't know if there's anything
you can share from a historical perspective
as experts on sort of ranges
or how people should sort of think
about pre-orders in terms of
what bookings ultimately are for a title.
I think it would be helpful just because
there's some risk that the buy.
I've just gotten some crazy emails
from buy side or something.
How big the GTA should be.
So any sort of ring fencing or dimensionalization
that you could offer I think would be super helpful.
I like that ring fencing of dimensionalization
which is another way of saying
how many units are you going to sell?
The answer is I don't know
and I'm not going to tell you.
But I can say that the level of pre-orders
is unprecedented and astonishing
and we're very grateful for that.
But they are so unprecedented
that we just don't know how it will translate
into sales.
And which is a question I answered earlier.
We genuinely don't know.
And we just don't believe
in claiming victory before it occurs.
Thank you.
Your next question comes from the line
of Eric Sheridan with Goldman Sachs.
Your line is open.
Please go ahead.
Thanks so much for taking the question.
Strauss wanted to know if you could
apply it about any evolution
in your thinking about mobile gaming
and being more tied into AAA quality of content
when you think about the advances
in mobile silicon and processing.
And a second part of the question
would be with Grand Theft Auto
and the community you have there
how should we be thinking about
either engagement or maybe even gameplay
components of Grand Theft Auto
that could be an extension
of the launch later this year.
Thanks so much.
Yeah.
You're 100 percent right that if you believe
in Moore's law what we'll be able to do
with mobile games will grow materially
if not exponentially.
And what I said earlier about streaming
basically means that all games
will become mobile games if you wish.
But I think and I haven't used the word
mobile all the time as a result
when we talk about mobile versus console
we're really not talking about
where you consume the title
or on what device.
We're talking about two different types
of interactive entertainment.
What we call a console or PC title
is big and you spend hours on it
and often you consume it on a big screen.
What we call mobile is light experience
typically an avid consumer of a mobile game
will play that game five to seven times a day
for around nine minutes per session.
It's a very different consumption experience.
A console experience is akin
to sitting down and watching a movie
or binge watching a series for an evening.
A mobile experience is something you do
when you have a few moments free
and you want to relax and enjoy
and be entertained.
And so the change in technology
that will allow a console experience
effectively to become a mobile experience
probably broadens the market
but I don't think means that casual
or hyper casual or semi casual
or double A games necessarily go away.
I think there's going to be a need
and a desire for all different kinds
of interactive entertainment
and as technology enhances the art of the possible
there'll be new formats that are delivered.
An example of that not that's not interactive
but an example of a new format
that digital technology has enabled is micro dramas
and that's huge business in China
and a growing business in the US
that didn't exist five years ago.
So there's some moral equivalent there of
an interactive entertainment
and one of the things that we think about here
is the unknown unknown
like what's the next thing that's coming
in interactive entertainment
at which we can excel
which our customers would love
that new technology enables.
We spent a lot of time thinking about that.
In terms of Grand Theft Auto
and you know where it's going
in the future that's something
that we're not talking about today
and in the fullness of time
I'm sure Rockstar will talk about.
Thank you.
Your next question comes from the line
of Ron Song with Wolf Research.
Your line is open please go ahead.
Good morning.
Can you guys share any updates
on your thoughts about
advertising's place in T2
especially with a continued shift
to open platforms and streaming.
You've been clear that it makes
less sense for the consumers
who are paying $70 plus
for a triple A game
but how can you strategically
employ advertising
beyond mobile games
in a way that's not overly
intrusive.
Thanks.
Yeah advertising
is a growing part
of our mobile business.
We've rolled out ad units
and many of our titles
have previously did not have them
and our view really is
look if you're going to engage
with one of our mobile titles
we ought to be able to monetize
that engagement in some way.
So if you only engage
within that payments
your monetize
pardon me
less than 20% of the audience
typically
often quite a bit less than 20%
but if you have advertising
as an option
you could monetize 100%
of the audience
in one form or another.
So that has been a big part
of our strategy in mobile
and we have rolled out
advertising units
in most but not all of our
titles so far.
On the console side
look
you're correcting
and quoting me saying
if you're paying
you know premium price
you probably shouldn't be
subject to advertising
unless the advertising
is sort of endemic to the title.
So when you go to a basketball game
or watch a basketball game
on television
you know you're accustomed
to seeing advertising
in and around that game
you know advertising
in the arena for example
and in our video game
you'll see that too
and that's appropriate
and we are able to monetize that.
It is a relatively small part
of the console business though
and I expect that
that will continue to be
the case.
Your next question
comes from the line of
Martin Yang with Oppenheimer.
Your line is open
please go ahead.
Hi thank you for taking my
question.
Two questions
one on the
Netflix partnership
do you think this is a
one-off deal
or this more creative
use of Roxx or IP
signals a broader framework
for licensing
Roxx or content
in the longer term
especially when you consider
there will be numerous
ways to
share
derivative content
off gameplay
after the game launches.
Well while this particular
partnership is groundbreaking
and unique
you know
Roxx star has licensed
content to Netflix
before as has
the rest of
take two
we have a close partnership
with Netflix
and they they are
in the video game business
and we're very happy
to be their partner
and you know
I'm sure there'll be
plenty of things
that we can do with Netflix
and many other outlets
in the future.
So you know
we we want to be ubiquitous
we want to be where our
customers are
we have
you know
we believe the
best
and biggest collection
of owned intellectual
property
in the interactive
entertainment business
and
and you know
wherever you are
when you wake up
if you want to engage
with our content
we want you to be able
to do so.
The question on
GTA online
more recently we see
a higher frequency
of content updates
does that
require
you putting
additional resources
into GTA online
development team
or you're really
just spreading out
cutting historically
larger
less frequent updates
into smaller chunks.
You know
generally speaking
our update
cadence
for GTA online
has been pretty stable
and
you know
some of the updates
have been amazing
some have been
less successful
but generally speaking
consumers really love them
but the cadence
hasn't really changed
and we do apply
significant resources
to that
and you know
we expect to continue
to support GTA online
going forward.
Thank you.
Your next question
comes from the line
of Jim Callahan
with Piper Sandler.
Your line is open
please go ahead.
Hi thanks for taking
the questions.
I guess one on kind of
GTA 6
pre-orders
it's something that
the demand
for the deluxe edition
has been
extremely strong
any comment
we can kind of
provide on
what that could look like
what that maybe the mix
kind of looks like
as we
get closer
to
to release of the game
would be helpful.
Thank you.
Look I
think that Rockstar
got it right
in terms of
the pricing
of this standard edition
and the pricing
of the deluxe edition
and I think
there's no doubt
the consumers are
really excited about both
and I think
depending on
you know
your own ability
to pay
and
how avid a consumer
you are
you can choose
between them but
the pre-orders
have been exceptional
and we're happy
with the mix as well.
That's great
and then maybe
just a follow-up on
the user acquisition
cost
comment on mobile
I guess kind of
how do we parse that out
from
what overall
engagement looks like
broadly on mobile
that would be
any comment there
would be helpful
thank you.
Engagement is
is fine
and as I said
you know
we're very happy
with what we see
in the marketplace
and you know
we have some titles
that are just doing
incredibly well
we have the top for
year-over-year
comp
on
our color block jam
so
that has affected
our numbers
but that's really
a copying issue
not a performance issue
so
give people what they want
they show up for it
and we have some
titles that just
continue to do great
like tune blast
and you know
match factory
and words with friends
and appires and puzzles
and
many other big titles
so
the consumers there
that said
user acquisition
a cost
or a reflection
of any number of things
at any given time
including what else
is going on in the market
and what our competitors
are doing
and in certain instances
we'll have
competitors who from
our point of view
are vastly
overspending in UAE
and that'll make it
less economic
for us to spend
so we really
pay attention to
how much we spend on UAE
and
how that
fits with the lifetime value
of
the property
and
you know
we want to make sure that
every nickel
that we spend
in marketing
comes back
you know
at a significant multiple
and some of our competitors
don't seem to look at the world
that way
and if there are a bunch of them
in a given period of time
that can crowd us
out of the market
sometimes it happens
very helpful
thank you
there are no further questions
at this time
I will now turn the call
back to Strauss Selnick
for closing remarks
the first thing
and the most important thing
is
that we all
want to reiterate
our enormous gratitude
to our 13,000
colleagues around the world
who work hard every day
to deliver
the best
entertainment properties
to consumers
wherever they are
whatever devices they have
and whatever interests they have
and more often than not
our teams
are brilliantly
succeeded
that task
and
that's everything
that's the whole shoot and match
and
and
and we are aware of that
and as I said
highly grateful for that
we're also really excited
about what we believe
the future will bring
for our company
and for our colleagues
and all of that
should translate
into enormous benefits
for our shareholders
we have a wonderful year
that we're in process
hoping things are going
really well
and we have great expectations
for the upcoming launch
of the GTA 6
NBA 2K
WWE
and lots of other titles
coming from
with the console
on the mobile side
and as I said
we expect that
this will usher
in a new period of success
at a different
and enhanced level
for take two
so
you know
we couldn't feel
more optimistic
than we do
we've big smiles
on our faces
and yet we know
we have to
wake up every day
and do the hard work
to deliver
that's our goal
thank you so much
for joining us today
this concludes today's call
thank you for attending
you may now disconnect