Take-Two Interactive Software, Inc. (TTWO)

Sector: Communication Services|Industry: Electronic Gaming & Multimedia|Market Cap: $31.95B|Employees: 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.

  1. Filings
  2. Company Profile

Business Summary

Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe. The company develops, operates, and publishes products principally through Rockstar Games, 2K, Private Division, and Zynga. Their products are designed for console gaming systems, PCs, and mobile, including smartphones and tablets. They deliver their products through physical retail, digital download, online platforms, and cloud streaming services. Most of their intellectual property is internally owned and developed, which they believe best positions them financially and competitively. The company has established a portfolio of proprietary software content for the major hardware and mobile platforms in a wide range of genres. Their strategy is to be the most creative, innovative, and efficient company in the evolving interactive entertainment industry.

Key Statistics

  • Employees: 12,371 (as of March 31, 2024)
  • Geographic Footprint: Operations in Australia, Canada, France, Germany, Japan, Singapore, South Korea, Spain, Taiwan, the United Kingdom, and the United States.
  • Headquarters: New York, New York
  • Founded: 1993
  • Number of locations/facilities: Internal development studios located in Australia, Canada, China, Czech Republic, Finland, Germany, Hungary, India, Serbia, South Korea, Spain, Turkey, the United Kingdom (U.K.), and the United States (U.S.)
  • Revenue: $5.35 billion (FY2024)
  • Key Subsidiaries/Brands: Rockstar Games, 2K, Private Division, and Zynga

Leadership

  • CEO: Strauss Zelnick
  • CFO: Lainie Goldstein
  • Board Chair: Strauss Zelnick
  • Other Key Executives: Karl Slatoff (President)

Strauss Zelnick is also a partner at ZMC Advisors, L.P. The creative teams at their labels are known for their consistent ability to deliver games that set new benchmarks for excellence.

Key Financial Metrics

  • Annual Revenue: $5.35 billion (FY2024)
  • Net Income: -$3.74 billion
  • Total Assets: $12.22 billion
  • Number of Employees: 12,371 (as of March 31, 2024)
  • Key Financial Highlights: Net revenue for the fiscal year ended March 31, 2024 was essentially flat year-on-year at $5,349.6, a decrease of $0.3 or 0.0%. Operating loss for the fiscal year ended March 31, 2024 was $3,590.6. Net loss was $3,744.2. Diluted loss per share for the fiscal year ended March 31, 2024 was $22.01.

Products and Services

The company derives substantially all of its revenue from the sale of interactive entertainment content, which includes the sale of internally developed software titles and software titles developed by third parties, the sale of in-game virtual items and advertising, and live services on console, PC, and mobile.

  • Rockstar Games: Known for quality and longevity, primarily internally developed titles such as Grand Theft Auto and Red Dead Redemption.
  • 2K: Publishes a variety of popular entertainment properties across all key platforms and genres, including NBA 2K, WWE 2K, and PGA TOUR 2K.
  • Private Division: Dedicated to bringing titles from top independent developers to market, including Kerbal Space Program and OlliOlli World.
  • Zynga: Publishes popular free-to-play mobile games, including CSR Racing, Empires & Puzzles, and FarmVille.

Key Business Segments

The company has one operating and reportable segment.

Business Strategy

The company's strategy is to be the most creative, innovative, and efficient company in the evolving interactive entertainment industry. They focus on publishing high-quality titles based on internally owned and developed intellectual properties. They also selectively develop titles based on licensed properties and publish externally developed titles. They use a product investment review process to evaluate potential titles for investment, to review existing titles in development, and to assess titles after release. They also leverage emerging technologies, platforms, and distribution channels, including digitally-delivered content. The company aims to drive ongoing engagement and incremental revenue from recurrent consumer spending on their titles through virtual currency, add-on content, and in-game purchases. They also seek to expand their international business, particularly in Asia, the Middle East, and Latin America.

  • Key strategic initiatives: Focus on core strength of producing high-quality titles, leverage emerging technologies, platforms, and distribution channels, and expand international business.
  • Growth drivers: Internally owned and developed intellectual properties, focus on high-quality titles, and expansion of international business.
  • Investment priorities: Investing in emerging opportunities in mobile and online gameplay, as well as downloadable content and microtransactions.

Industry Context

The interactive entertainment industry is highly competitive and is based on innovation, features, playability, product quality, brand name recognition, compatibility with popular platforms, access to distribution channels, price, marketing, and customer service.

  • Market Position: A leading developer, publisher, and marketer of interactive entertainment for consumers around the globe.
  • Key Competitors: Activision Blizzard, Electronic Arts Inc., Embracer Group AB, Playrix, Playtika, Roblox, Scopely, Tencent, and Ubisoft Entertainment S.A.
  • Industry Trends: Convergence of gaming, technology/internet, and entertainment industries; increasing use of mobile devices for gaming; and increasing importance of digital sales and free-to-play games.

Risk Factors

  • Market Risks: Highly competitive industry; uncertainty of achieving market acceptance; dependence on key management and product development personnel; dependence on key products; and competition for retailer support.
  • Operational Risks: Development risks and adapting to changes in software technologies; reliance on complex information technology systems; reliance on third-party developers; and the risk of distributors, development, and licensing partners being unable to honor their commitments.
  • Financial Risks: Increasing importance of digital sales and free-to-play games; dependence on a limited number of customers; and increasing competition for limited shelf space and promotional support from retailers.
  • Regulatory Risks: Government regulation of the internet; legislation subjecting the company to claims; failure to comply with laws and regulations, including data privacy; and adverse effect of alleged or actual infringement on the intellectual property rights of third parties.

Last Updated

2024-05-21

(Generated from latest 10-K filing)