Communication Services
Electronic Gaming & Multimedia
$31.95B
12.4K
Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment. They develop and publish games primarily through their Rockstar Games, 2K, Private Division, and Zynga labels. The company's core business model centers around creating high-quality, engaging franchises across various platforms, including consoles, PCs, and mobile devices, and they have a strong global presence with a diverse portfolio of owned intellectual property.
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Net revenue for the fiscal year ended March 31, 2025, increased by $284.0 million or 5.3% to $5,633.6 million, up from $5,349.6 million in the prior year. This growth was primarily driven by new releases like Match Factory!, Sid Meier's Civilization VII, and Toon Blast, partially offset by declines in Grand Theft Auto and NBA 2K franchises.
The company reported a net loss of $(4,478.9) million for the fiscal year ended March 31, 2025, a substantial increase from $(3,744.2) million in the prior year. This was primarily due to a significant goodwill impairment charge of $3,545.2 million in FY2025, following $2,342.1 million in FY2024, related to a reduction in forecasted performance of a reporting unit.
Gross profit as a percentage of net revenue improved to 54.3% for the fiscal year ended March 31, 2025, up from 41.9% in the prior year. This increase was primarily attributed to lower impairment charges related to intangible assets from the Zynga acquisition.
In June 2024, Take-Two completed the acquisition of 100% of The Gearbox Entertainment Company, Inc. for an initial consideration of 2.8 shares of common stock. This acquisition is part of the company's ongoing strategy to strengthen its industry-leading creative talent and portfolio of owned intellectual property.
Net revenue from digital online channels increased by $319.6 million, accounting for 96.4% of total net revenue in FY2025, up from 95.6% in FY2024. Mobile revenue also grew by $194.0 million, comprising 52.2% of total net revenue, indicating successful execution of the strategy to expand digital and mobile presence.
The company continues to rely heavily on its core franchises, with Grand Theft Auto products contributing 12.6% of net revenue and the top five best-selling franchises accounting for 53.1% in FY2025. The highly anticipated Grand Theft Auto VI is planned for release on May 26, 2026, which is expected to be a significant future revenue driver.
Management implemented a '2024 Plan' cost reduction program to identify efficiencies and streamline organizational structure, with $106.5 million in business reorganization expenses in FY2025. This included $35.1 million related to title cancellations and $51.5 million in employee-related costs, indicating a proactive approach to operational optimization.
Total operating expenses increased by $1,620.9 million (27.8%) to $7,453.3 million in FY2025, primarily driven by goodwill impairment. General and administrative expenses also rose by 23.3% to $883.3 million, suggesting that cost reduction initiatives have not yet fully offset other rising operational costs.
The company maintains a formal information security program, led by the CTO and CISO, with regular internal IT control testing and third-party penetration tests. This indicates management's commitment to addressing cybersecurity threats, especially after experiencing a network intrusion in September 2022.
The company has faced sophisticated cyberattacks, including a network intrusion in September 2022 that resulted in the illegal access and download of confidential information from Rockstar Games' systems. This risk is heightened by world events and could lead to loss of sales, increased costs, and reputational harm.
Grand Theft Auto and other hit titles (Red Dead Redemption, NBA 2K) historically account for a substantial portion of revenue, with the top five franchises comprising 53.1% of net revenue in FY2025. Sales to the five largest customers accounted for 81.0% of net revenue in FY2025, creating significant concentration risk if these titles or customer relationships falter.
New and evolving laws and regulations, particularly in the EU and Australia, regarding 'loot boxes,' 'virtual currencies,' and data privacy (e.g., Apple's AppTracking Transparency, Google's privacy changes) could force game modifications, increase compliance costs, and negatively impact monetization and player engagement.
The interactive entertainment industry is highly competitive, with competitors ranging from small to very large, including Sony, Microsoft, Electronic Arts, and Tencent, many of whom have greater financial and technical resources. This intense competition impacts pricing power, market share, and the ability to attract talent and develop hit titles.
The company derives a substantial portion of its revenue (37.3% in FY2025) from products for Sony PlayStation and Microsoft Xbox consoles, and 92.9% of mobile revenue from Apple and Google platforms. These platform providers are also direct competitors and have broad discretion over terms, fees, and product approval, potentially prioritizing their own titles.
The mobile gaming market has low barriers to entry, leading to a proliferation of titles and intense competition for players. This makes it difficult for Take-Two to differentiate its products and could lead to increased player acquisition and retention costs, negatively affecting financial results.
Total operating expenses increased by 27.8% to $7,453.3 million in FY2025 from $5,832.4 million in FY2024. While primarily driven by goodwill impairment, selling and marketing expenses also increased by 8.6% and general and administrative expenses by 23.3%, suggesting ongoing challenges in controlling operational costs.
The company implemented a '2024 Plan' cost reduction program to identify efficiencies and streamline its organizational structure, incurring $106.5 million in related expenses in FY2025. This initiative, which included title cancellations and employee-related costs, is a direct effort to improve operational efficiency.
The company's operations rely on complex IT systems and supply chains, which are vulnerable to disruptions from geopolitical events and remote work. Failure to scale technical infrastructure effectively or respond to security breaches could adversely affect reliable performance and increase costs, highlighting potential operational bottlenecks.
Research and development expenses increased by $57.0 million (6.0%) to $1,005.2 million in FY2025, primarily due to higher personnel and production/development expenses for new titles. This reflects the company's commitment to its strategy of creativity and innovation to deliver high-quality entertainment experiences.
The company is actively evaluating and investing selectively in emerging technologies like AI to grow its business. However, it also identifies potential operational and reputational risks associated with AI integration, including legal, ethical, and intellectual property concerns, indicating a cautious yet forward-looking approach.
Most of the company's intellectual property is internally owned and developed, which is believed to financially and competitively position them well. This focus on proprietary content, along with strategic acquisitions like Gearbox, aims to maximize profit potential and maintain a competitive edge in the interactive entertainment industry.
Cash, cash equivalents, and restricted cash increased by $457.2 million to $1,559.2 million at March 31, 2025, primarily due to $650.5 million in net cash provided by financing activities. This was driven by proceeds from the issuance of 2029 and 2034 Notes and common stock, partially offset by cash used in operating and investing activities.
The company did not repurchase shares of its common stock during the fiscal years ended March 31, 2025, 2024, and 2023, despite having a Board authorization for up to 21.7 million shares. This indicates a prioritization of cash for other capital needs, such as debt reduction and investments in the business, rather than returning capital through buybacks.
Take-Two has never declared or paid cash dividends and anticipates retaining all future earnings to finance business growth and pay down outstanding debt. This capital allocation strategy emphasizes reinvestment in the company's operations and strengthening its financial position over shareholder distributions.
The company has developed a comprehensive Sustainability Framework, reflecting top priority issues and stakeholder needs, which is led by an organization-wide Sustainability Committee and overseen by the Board of Directors. This demonstrates a structured approach to integrating sustainability into core business tenets of creativity, innovation, and efficiency.
With 12,928 full-time employees as of March 31, 2025, the company prioritizes attracting and retaining talent through competitive compensation, extensive benefits, and learning/development programs. This focus on employee well-being and career growth is a key component of their culture and social responsibility.
The company is committed to providing safe, inclusive, and welcoming environments for its player communities, actively addressing harassment, hate speech, toxic behavior, and other offensive content. This highlights a proactive stance on social responsibility within their interactive entertainment products.
International sales accounted for 39.5% of net revenue in FY2025, an increase from 38.7% in FY2024, indicating expanding global reach. However, the company is subject to risks from unforeseen geopolitical events, such as the Russia-Ukraine and Israel-Hamas wars, which can affect operating results and trade.
The business is sensitive to general economic conditions, including inflation, interest rates, and consumer confidence, which can reduce discretionary spending on entertainment products. Reduced consumer spending has and may continue to result in reduced demand for their products, posing a risk to financial performance.
The company faces continuous evolution in global laws and regulations concerning gaming, user privacy, and virtual items (e.g., EU Digital Services Act, Australian loot box guidelines). These changes could impose new compliance costs, limit product offerings, and impact monetization strategies, creating significant regulatory uncertainty.