Take-Two Interactive Software(TTWO)

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Take-Two Interactive delivers earnings beat for Q4 as GTA 6 delay weighs on outlook
Proactiveinvestors NA· 2025-05-16 21:57
About this content About Emily Jarvie Emily began her career as a political journalist for Australian Community Media in Hobart, Tasmania. After she relocated to Toronto, Canada, she reported on business, legal, and scientific developments in the emerging psychedelics sector before joining Proactive in 2022. She brings a strong journalism background with her work featured in newspapers, magazines, and digital publications across Australia, Europe, and North America, including The Examiner, The Advocate, ...
Take-Two Interactive (TTWO) Q4 Earnings and Revenues Beat Estimates
ZACKS· 2025-05-16 06:36
Take-Two Interactive (TTWO) came out with quarterly earnings of $1.09 per share, beating the Zacks Consensus Estimate of $1.08 per share. This compares to earnings of $0.31 per share a year ago. These figures are adjusted for non-recurring items.This quarterly report represents an earnings surprise of 0.93%. A quarter ago, it was expected that this publisher of "Grand Theft Auto" and other video games would post earnings of $0.57 per share when it actually produced earnings of $0.72, delivering a surprise o ...
Take-Two CEO calls 'Grand Theft Auto VI' the 'most-anticipated entertainment property of all time'
Business Insider· 2025-05-16 06:00
The company behind "Grand Theft Auto 6" tried to spin the game's delayed release as a good thing during an earnings call on Thursday. "I believe affording Rockstar additional time for such a groundbreaking project is a worthy investment," Take-Two CEO Strauss Zelnick said.Zelnick went so far as to call the crime-filled video game the "most anticipated entertainment property of all time." Wall Street doesn't seem to be buying it, however.Rockstar Games, which produces the "Grand Theft Auto" series, announc ...
TTWO Earnings: Waiting for GTA VI
The Motley Fool· 2025-05-16 05:39
Here's our initial take on Take-Two Interactive's (TTWO 1.35%) financial report.Key MetricsMetricQ4 2024Q4 2025Changevs. ExpectationsRevenue$1.40 billion$1.58 billion+13%BeatEarnings per share($17.02)($21.08)N/AMissedNet Bookings$1.35 billion$1.58 billion+17%n/aEBITDA($19.6 million)$161 millionN/An/aTreading Water in Fiscal 2026Take-Two Interactive finished out fiscal 2025 on a strong note, with double-digit revenue and net bookings growth. Around three-quarters of net bookings came from recurrent consumer ...
Take-Two Interactive Software(TTWO) - 2025 Q4 - Earnings Call Transcript
2025-05-16 05:32
Take-Two Interactive (TTWO) Q4 2025 Earnings Call May 15, 2025 04:30 PM ET Company Participants Nicole Shevins - SVP of IR & Corporate CommunicationsStrauss Zelnick - Chairman and CEOKarl Slatoff - PresidentLainie Goldstein - CFODoug Creutz - Managing DirectorChristopher Schoell - Equity Research AssociateAndrew Marok - DirectorJames Heaney - SVP - Equity Research Conference Call Participants Eric Handler - MD & Senior Research AnalystColin Sebastian - Senior Research AnalystMatthew Cost - AnalystEric Sheri ...
Take-Two Interactive Software(TTWO) - 2025 Q4 - Earnings Call Transcript
2025-05-16 05:30
财务数据和关键指标变化 - 2025财年第四季度净预订额为15.8亿美元,处于14.8 - 15.8亿美元指导区间上限,GAAP净收入增长13%至15.8亿美元,收入成本下降16%至7.79亿美元,运营费用因商誉和无形资产减值费用增加44%至46亿美元,管理基础上运营费用同比增长3% [6][26][28] - 2025财年净预订额为56.5亿美元,处于55.5 - 56.5亿美元指导区间上限,经常性消费者支出增长7%,占净预订额的80%,GAAP净收入增长5%至56.3亿美元,收入成本下降17%至26亿美元,运营费用因第四季度减值费用增加28%至75亿美元,管理基础上运营费用同比增长11% [28][29] - 2025财年运营现金流流出4500万美元,资本支出约1.69亿美元,高于1.4亿美元的预测 [29] - 公司提供2026财年初步财务展望,预计净预订额在59 - 60亿美元之间,中点较2025财年增长5%,经常性消费者支出预计持平,占净预订额的76%,GAAP净收入预计在59.5 - 60.5亿美元之间,收入成本预计在25.2 - 25.5亿美元之间,总运营费用预计在37.8 - 38亿美元之间,管理基础上运营费用预计同比增长约3% [7][30][31] - 2026财年第一季度预计净预订额在12.5 - 13亿美元之间,经常性消费者支出预计增长约7%,GAAP净收入预计在13.5 - 14亿美元之间,收入成本预计在5.44 - 5.62亿美元之间,运营费用计划在9.08 - 9.18亿美元之间,管理基础上运营费用预计同比增长约2% [31][32] 各条业务线数据和关键指标变化 2K - NBA 2K25表现接近纪录,销量近1000万套,同比增长7%,参与度显著提升,日活跃用户、MyCareerDaily玩家和每位用户平均游戏数分别增长30%、40%和80%,品牌扩展表现出色 [10][11] - WWE 2K25获高度评价,Metacritic评分为84分,经常性消费者支出增长20%,WWE SuperCard在3月净预订额接近纪录水平 [12] - PGA Tour 2K25 Metacritic评分为80分,经常性消费者支出较上一版本显著增长 [13] - Sid Meier's Civilization VII发布,团队努力更新游戏关键领域,推出Civilization VII VR,即将在Switch 2发布 [14] Rockstar Games - Grand Theft Auto系列超预期,GTA 5销量超2.15亿套,经常性消费者支出同比增长5%,Red Dead Redemption 2净预订额增长23% [15] Zynga - Match Factory表现出色,净预订额较上季度显著增长并盈利,TuneBlast净预订额同比增长7%,Color Block Jam迅速扩张,成为美国苹果应用商店下载量前10和收入最高的游戏之一,运营四个月即实现盈利 [16][17] - Empires and Puzzles趋于稳定,Small Giant改进游戏内经济系统并开发新功能 [18] 直接面向消费者业务 - 该业务创纪录表现,团队推出新优惠活动和增强个性化,推动转化率提升 [19] 各个市场数据和关键指标变化 文档未提及相关内容 公司战略和发展方向和行业竞争 - 公司计划在2026财年发布13款游戏,包括4款沉浸式核心游戏,2027 - 2028财年预计发布25款游戏,包括17款沉浸式核心游戏,其中Grand Theft Auto 6计划于2026年5月26日发布 [7][21][23] - 公司采用可变定价策略,旨在为消费者提供更多价值,以吸引更多消费者购买,从而实现收入增长 [36][37] - 公司认为移动游戏市场竞争激烈,Zynga凭借优秀创意和发行团队,以及多工作室模式和实时运营能力,能够持续推出热门移动游戏,保持竞争力 [46][47] - 公司与Netflix合作良好,认为其是优秀的发行合作伙伴,未来可能在更多游戏上合作,并考虑将游戏IP转化为主流媒体IP [75][76] 管理层对经营环境和未来前景的评论 - 公司2025财年取得出色成绩,各品牌表现优异,对2026财年及未来充满信心,预计随着新游戏发布,净预订额将创纪录,实现长期增长和盈利能力提升 [6][7][20] - 2027财年是公司业务的重大转折点,有望显著提升多年财务状况 [33] 其他重要信息 - 公司发布的声明中,非历史事实的陈述为前瞻性声明,实际运营结果可能因多种因素与前瞻性声明有重大差异 [4] - 公司网站发布了展示业绩和财务展望的幻灯片,新闻稿和向美国证券交易委员会提交的文件可在take2games.com获取 [5] 总结问答环节所有的提问和回答 问题1: 公司选择为Mafia设定50 - 60美元价格SKU的原因,以及未来游戏是否会采用可变定价策略 - 公司一直采用可变定价策略,目标是为消费者提供远超价格的价值,Mafia游戏出色,希望让更多人购买,相信创造热门游戏能带来收入增长 [36][37] 问题2: 35亿美元商誉减值是否与Zynga有关,Zynga是否有结构性变化 - 公司未说明减值来自哪个报告单位,这是部分减值,是更新长期预期的结果,公司会根据预测更新进行年度测试或在出现减值迹象时测试 [38] 问题3: 公司业务或行业结构是否发生变化,导致当前产品线成熟时无法达到过去的运营利润率水平 - 公司认为没有理由无法达到过去的利润率水平,一直在努力降低成本、提高效率,随着规模扩大,有望实现利润率提升 [42] 问题4: 移动业务表现出色的原因,以及该业务在本财年无法再次增长的原因 - Zynga拥有优秀创意和发行团队,多个工作室表现出色,能够持续推出热门移动游戏;2025财年部分成熟游戏表现出色,预计2026财年这些游戏趋势可能会有所缓和,影响业务增长 [46][47][48] 问题5: GTA 6推出后公司净预订额新基线的长期假设是否改变,以及GTA 6主机版发布后业绩可持续性的关键驱动因素 - 公司每年发布指导,距离结果越远越难预测,但对净预订额和自由现金流更乐观,预计2026和2027财年实现连续增长,当前指导在未考虑GTA 6发布的情况下仍反映了有意义的同比增长和净预订额新纪录 [52][53] 问题6: GTA 6第二个预告片是否带来与第一个预告片类似的GTA Online参与度和货币化提升,以及是否可能推动GTA Online在2026财年业绩超预期 - 第四季度GTA Online、Red Dead Online和GTA Plus表现好于预期,整个财年GTA Online和Red Dead Online略有下降;目前判断第二个预告片的影响还为时过早,公司更关注长期结果,预告片创24小时观看记录,对GTA 6发布有积极意义 [54] 问题7: 任天堂Switch作为发行合作伙伴的边界,是整个Take-Two产品线都适用,还是仅适用于特定游戏 - 公司将在Nintendo Switch 2上推出四款游戏,这是与新任天堂平台合作推出游戏最多的一次;公司会根据具体情况决定是否将游戏带到某个平台,同时也有很好的游戏库机会 [59][60] 问题8: Match Factory的成功经验对Zynga未来游戏发布和当前成功游戏(如Color Block Jam)的指导意义,以及有多少是该游戏特有的 - 公司从每次游戏发布中学习,Match Factory和Color Block Jam来自不同工作室,Color Block Jam反映了Rollock工作室的战略演变;所有工作室相互合作、共享最佳实践,公司的消费者数据库和移动客户生态系统为游戏发布提供竞争优势 [62][63] 问题9: NBA 2K持续强劲增长的驱动因素,以及近期法院裁决对直接面向消费者业务的财务影响 - NBA 2K的成功得益于团队持续创新,倾听消费者需求,专注于提升游戏质量和参与度;公司在收购Zynga后立即开展直接面向消费者业务,该业务已成为重要组成部分,近期法院裁决是积极信号,但仍处于早期阶段 [68][69][71] 问题10: 与Netflix合作扩展游戏规模的关键学习经验,以及Netflix是否有可能在中长期将公司游戏IP转化为更主流的媒体IP - 与Netflix合作良好,Netflix对游戏业务认真且有大量消费者和强大营销能力,双方合作是成功的秘诀;公司认为有机会在更多游戏上与Netflix合作,目前正在进行BioShock电影合作,但这不是合作的主要驱动力 [75][76][77] 问题11: 2026财年运营费用的增减因素,是否应预计移动营销费用保持高位,以及下半年GTA相关营销成本情况 - 预计运营费用同比增长约3%,主要是由于当前和未来游戏的营销费用增加,但净预订额计划增长6%,将实现运营费用杠杆效应 [81] 问题12: 2026财年预订额指导范围较窄的原因和信心来源 - 公司表示这并非比以往更窄的范围,通常全年会给出特定类型的范围,季度间可能不同 [83] 问题13: GTA VI的高需求驱动因素,除预告片观看次数外的需求衡量方式,以及公司是否会采用80美元的软件定价 - GTA VI备受期待是因为GTA 5长期成功且消费者持续参与,市场研究结果惊人;公司不谈论具体定价,采用可变定价策略,注重为消费者提供价值 [86][87][91] 问题14: 游戏机价格上涨对公司本财年指导的影响,以及资产负债表上20亿美元软件开发成本中与GTA VI相关的比例 - 公司认为本财年剩余时间内难以预测关税走向,但有信心指导不会受到重大影响,因为除Nintendo Switch 2外,目标平台已有大量安装基础;20亿美元开发成本支持未来几年的强劲发行计划,公司不按游戏逐一讨论 [96][97][98] 问题15: 成本明细中内部特许权使用费同比和环比增长的驱动因素,是否与Rockstar达成里程碑有关 - 内部特许权使用费的细分由产品组合驱动,会根据业务组合在季度和年度间变化 [103]
Take-Two Interactive Software(TTWO) - 2025 Q4 - Earnings Call Presentation
2025-05-16 04:47
TAKE-TWO INTERACTIVE TAKE-TWO INTERACTIVE SOFTWARE, INC. (NASDAQ: TTWO) FOURTH QUARTER AND FISCAL 2025 RESULTS & GUIDANCE SUMMARY CAUTIONARY NOTE: FORWARD LOOKING STATEMENTS The statements contained herein, which are not historical facts, including statements relating to Take-Two Interactive Software. Inc.'s ("Take-Two," the "Company, " "we." "us." or similar pronouns) outlook, are considered forward-looking statements under federal secur ties laws and may be identified by words such as "anticipates," "beli ...
GTA VI Delay Looms Over Take-Two Earnings: Sales Beat, EPS Miss, Outlook Updated
Benzinga· 2025-05-16 04:36
Video game company Take-Two Interactive TTWO reported fourth-quarter financial results after market close Thursday.Here are the key highlights.What Happened: Take-Two announced fourth-quarter net bookings of $1.58 billion, up 17% year-over-year. The total beat a Street consensus estimate of $1.55 billion according to data from Benzinga Pro.The company reported adjusted earnings pre share or $1.08 for the quarter, missing a Street consensus estimate of $1.10 per share.Net bookings from recurrent consumer spe ...
Take-Two Interactive Software(TTWO) - 2025 Q4 - Annual Results
2025-05-16 04:09
Exhibit 99.1 FOR IMMEDIATE RELEASE CONTACT: (Investor Relations) (Corporate Press) Nicole Shevins Alan Lewis Senior Vice President Vice President Investor Relations & Corporate Communications Take-Two Interactive Software, Inc. Take-Two Interactive Software, Inc. (646) 536-3005 (646) 536-2983 Nicole.Shevins@take2games.com Alan.Lewis@take2games.com Corporate Communications & Public Affairs Take-Two Interactive Software, Inc. Reports Results for Fourth Quarter and Fiscal Year 2025 $1.58 billion fourth quarter ...
TTWO Set to Report Q4 Earnings: What's in Store for the Stock?
ZACKS· 2025-05-13 23:55
TakeTwo Interactive Software (TTWO) is scheduled to release fourth-quarter fiscal 2025 results on May 15.For the fourth quarter of fiscal 2025, TakeTwo expects GAAP net revenues between $1.52 billion and $1.62 billion. It anticipates a GAAP net loss per share of 20 cents to earnings per share of 13 cents.The Zacks Consensus Estimate for TTWO’s fiscal fourth-quarter revenues is pegged at $1.55 billion, indicating growth of 14.73% on a year-over-year basis.The consensus mark for earnings is currently pegged a ...