$TTWO Q3 2025 AI-Generated Earnings Call Transcript Summary

TTWO

Feb 08, 2025

The paragraph introduces a conference call for Take-Two Interactive Software, Inc.'s third quarter fiscal year 2025 earnings. The call is hosted by Abby, the conference operator, who explains the process for participating in the Q&A session. Nicole Shevins, Senior VP of Investor Relations and Corporate Communications, introduces the call, stating it will cover results for the quarter ending December 31, 2024. The call will be led by key executives including Strauss Zelnick, Karl Slatoff, and Lainie Goldstein. Nicole reminds participants that forward-looking statements may vary from actual results and notes that such information is detailed in the company's filings with the SEC.

The paragraph discusses Take-Two Interactive Software's financial performance and outlook. It reports that their net bookings of $1.37 billion during the holiday season met guidance expectations, with notable performance from NBA 2K offsetting weaker mobile franchise results. Their operating results exceeded expectations due to NBA 2K and expense shifts. They reaffirm their fiscal 2025 net bookings guidance of $5.55 to $5.65 billion but anticipate fourth-quarter impacts from ongoing mobile trends and expense shifts. The year is expected to be strong, with new releases including Civilization VII, Mafia: The Old Country, Grand Theft Auto VI, and Borderlands 4, and confidence in Zynga's mobile franchise development.

The company is highly optimistic about the long-term commercial potential of its entertainment titles, projecting record net bookings in fiscal 2026 and 2027. NBA 2K had a standout quarter with over 7 million units sold, increased consumer spending, and heightened user engagement, driven by gameplay enhancements and technological updates. This success extended across various editions, including NBA 2K Arcade Edition and NBA 2K Mobile. Meanwhile, Grand Theft Auto V's exemplary performance continues, with over 210 million units sold, supported by successful updates like GTA Online's "Agents of Sabotage" and growing GTA Plus memberships. Red Dead Redemption is also seeing a surge in popularity, achieving its highest concurrent player count on Steam.

The paragraph highlights Red Dead Online's success with its Halloween Pass and notes a mid-single-digit growth in mobile consumer spending, driven largely by Zynga's games like Tune Blast and Toy Blast. Match Factory is expected to become Zynga's second-largest title in net bookings. Despite Empires and Puzzles underperforming, new content is being launched to invigorate the game. Zynga is expanding partnerships within pop culture and has seen strong direct-to-consumer conversion rates. Looking forward, Zynga plans to release new titles and brand extensions, including CSR 3, with anticipation that 2025 will mark a significant turning point for Take-Two Interactive Software, Inc.

The paragraph highlights upcoming video game releases from 2K, which are expected to drive growth and shareholder returns. It mentions the anticipated release of Sid Meier's Civilization VII by 2K and Firaxis Games on February 11th, 2025, which has already set a franchise preorder record. Additionally, PGA Tour 2K25 will launch on February 28th, featuring major championships, new franchise features, and Tiger Woods. WWE 2K25 by 2K and Visual Concepts will release on March 14th. The paragraph emphasizes positive media reception and player sentiment for these titles.

The paragraph discusses upcoming gaming releases from 2K, highlighting the new features in WWE 2K25, including an online WWE-themed world and a large roster. It mentions a collaboration with Netflix for mobile devices and anticipates a fiscal 2026 release for Grand Theft Auto VI. Additionally, it previews Mafia: The Old Country set in 1900 Sicily and the highly anticipated Borderlands 4 with its new world and villain. The text emphasizes the strong growth trajectory expected from these releases and concludes with a transition to Lainie Goldstein.

In the article's seventh paragraph, the company reports strong third-quarter results driven by its diversified business. It achieved net bookings of $1.37 billion, within their projected range, thanks to the success of NBA 2K, which grew by over 30% and compensated for slower growth in mobile franchises. Recurring consumer spending also rose by 9%. Mobile growth was below expectations due to underperformance in certain areas. GAAP net revenue was flat at $1.36 billion, while cost of revenue decreased. Operating expenses increased but were better than forecast due to a timing shift in expenses. The overall outlook for the fiscal year remains unchanged, with expected net bookings growth of 5% over fiscal 2024.

The company projects strong net bookings driven by titles such as NBA 2K, the Grand Theft Auto series, and others, with a notable increase in recurring consumer spending, specifically from NBA 2K. While mobile growth is anticipated to be modest, Grand Theft Auto Online is expected to decline. The net bookings distribution is forecasted at 49% Zynga, 34% 2K, and 17% Rockstar Games, with a geographical split of 60% U.S. and 40% international. Non-GAAP cash flow is projected to remain an outflow of $150 million, with capital expenditures of around $140 million. GAAP net revenue is estimated between $5.57 billion and $5.67 billion, with specific costs of revenue and operating expenses outlined. Operating expenses are largely driven by marketing for new launches and increased personnel costs, but savings from the cost reduction program and the acquisition of Gearbox are noted. Operating expenses are set to grow 10% year-over-year, with a single-digit increase excluding specific factors.

The company reported that despite better-than-expected third-quarter results, they are maintaining their fiscal year outlook due to certain challenges, such as ongoing mobile trends and shifting expenses to the fourth quarter. For the upcoming fiscal fourth quarter, they anticipate net bookings between $1.48 billion and $1.58 billion, with contributions from NBA 2K, the Grand Theft Auto series, Sid Meier's Civilization VII, and other titles. They expect a 3% increase in recurring consumer spending, with a notable rise in NBA 2K offset by declines in mobile and Grand Theft Auto Online. GAAP net revenue is projected between $1.52 billion and $1.62 billion, while operating expenses are set to be $900 to $920 million. Management expects a 2% decline in operating expenses due to reduced marketing for Match Factory and cost-saving measures. The company is optimistic about the future, anticipating a milestone year that will enhance creativity, profitability, and shareholder value.

In the paragraph, Strauss Zelnick addresses a question about the potential revenue synergies expected from acquiring Zynga. He clarifies that while there is an opportunity to bring existing core intellectual property (IP) to mobile platforms, the most successful mobile games tend to originate as mobile-first. Although he points out the rarity of mobile successes based on core game IP, he mentions that they are working on some interesting, yet-to-be-announced projects related to this theme.

The paragraph discusses the successful development of a direct-to-consumer business within the mobile sector, a joint effort by Take-Two Interactive Software and Zynga, which has become a significant revenue contributor. It addresses questions about the profitability of Match Factory, indicating it will turn profitable by the end of the fiscal year due to ongoing marketing efforts. Despite perceived weakness in the mobile market, Strauss Zelnick asserts that Zynga's business remains broad-based, with a strong portfolio of owned and licensed intellectual property, offering both protective and growth opportunities.

The mobile gaming industry experienced growth challenges after 2022, with slower growth rates compared to previous years and no top-five business potential. However, there is potential for significant impact among the top fifty to two hundred titles. Development and marketing costs in mobile gaming are not capitalized, which affects current financial results, particularly for Take-Two Interactive's Zynga division. Despite these challenges, Take-Two expects benefits from successful titles like Match Factory and anticipates more hits in the future. Some legacy titles like "Empires and Puzzles" face challenges, but these are being addressed.

Andrew Marok asks about the NBA game's recent success and whether it's due to overcoming previous generation transition issues or its popularity among fans. Strauss Zelnick attributes the success to benefits from the transition from gen eight to gen nine consoles and the game's constant innovation and quality. He praises the 2K and Visual Concepts teams for setting standards in sports gaming and feels confident about future growth. When asked about the approach to franchises with less frequent releases like Mafia and Borderlands, Zelnick explains that they market each release as a new title, rather than relying on past successes.

The paragraph discusses the launch of Civilization VII, highlighting its blend of familiar and new elements. It mentions the importance of engaging with consumers and acknowledges both praise and criticism for the game. The conversation then shifts to a Q&A session where Cory Carpenter from JPMorgan asks about recent changes to an NBA game and the company's future relationship with Nintendo, particularly regarding the Switch 2. Strauss Zelnick responds by emphasizing the long-standing relationship with Nintendo, noting that the Switch can now cater to a broader audience, and mentions Civilization VII's availability on the platform.

In the paragraph, several executives discuss aspects of their company's gaming titles. Karl Slatoff highlights new features in NBA 2K, such as revamped mechanics, a new badge system, a smaller city layout, and improvements to MyTeam mode, as efforts to engage core players. Lainie Goldstein explains their marketing strategy, noting that marketing efforts typically ramp up around the launch of a new title and have evolved to include a broader timeframe, especially for games with online components. She emphasizes that marketing budgets remain consistent with past spending levels, pointing out the importance of promoting both new titles and updated versions to generate excitement among consumers.

The paragraph discusses the increasing role of digital marketing and analytics in reaching consumers, with a significant focus on marketing during a product's launch and throughout its life cycle. In response to a question about partnerships, specifically with Netflix for WWE, Strauss Zelnick explains that distribution opportunities are assessed based on consumer benefits rather than being limited to specific platforms. The company values having various distribution partners like Netflix and believes in being present where their consumers are, without being restricted to their own platforms. Additionally, the paragraph touches on media reports about a potential new mediation partner for ad inventory at Zynga, mentioning a possible payment of $150 million and how that would be accounted for, which is addressed by Lainie.

The paragraph features a discussion with Lainie Goldstein about the economic considerations surrounding opportunities and deals, although specific details are not provided. The conversation shifts to the financial outlook, where Goldstein emphasizes strong cash flow expectations from future projects and outlines a capital allocation strategy that includes debt reduction and potential acquisitions. Chris Schoell also inquires about the anticipated impact of Civ VII's launch on the company's guidance compared to previous franchise iterations.

The paragraph features a conversation during an earnings call where key individuals, Lainie Goldstein and Strauss Zelnick, discuss the company's future plans and projects. Goldstein notes that the company is in the middle of its budgeting process and will provide guidance during a May call. They are optimistic about upcoming releases and expect to achieve high levels of net bookings in fiscal years 2026 and 2027. Michael Hickey from Benchmark asks about the fiscal 2026 game pipeline and leadership changes at 31st Union related to Project Ethos. Zelnick confirms the release schedule for the rest of the calendar year and acknowledges Michael's departure from 31st Union, emphasizing gratitude for his work. Leadership for Project Ethos will transition to a mix of 31st Union and 2K executives, who remain committed to the project.

The paragraph contains a Q&A session between financial analysts and company representatives. Jason Bazinet from Citigroup asks about the $1.9 billion capitalized on the balance sheet for software and whether it reflects a policy change affecting the quantity or quality of upcoming games. Lainie Goldstein clarifies that there is no policy change, and the capitalized amount represents software for games that will be amortized over their release periods. Omar Dessouky from Bank of America then inquires about the potential reactivation of past "GTA" fans with the release of "GTA VI," which is reaffirmed for a fall 2025 launch. He speculates whether lapsed players returning could significantly expand the current active player base, envisioning scenarios such as intergenerational engagement with the game.

Strauss Zelnick emphasizes the importance of humility and continuous improvement for success, particularly in the entertainment industry. He cites the success of "GTA V," which has sold over 210 million units across three console generations, as evidence that giving consumers what they want leads to long-term engagement. Zelnick acknowledges the challenges of maintaining this success, particularly with the upcoming "GTA VI" release. He notes the importance of knowing their consumer base and targeting them effectively, aided by a large corporate consumer database, while suggesting that success will naturally follow if they focus on delivering quality.

The paragraph discusses Take-Two Interactive Software's approach to marketing and engaging with their existing customer base for games like GTA and GTA Online, emphasizing that they focus on controllable factors rather than predicting sales figures. Omar Dessouky corrects a previous remark about the size of the consumer database, clarifying it as a billion records. The conversation then shifts to the Roblox platform, where Strauss Zelnick expresses skepticism about Roblox being a suitable platform for Take-Two's games, viewing it more as a competitor, but leaves open the possibility if a compelling reason arises. Clay Griffin acknowledges this before moving the discussion to NBA 2K.

In this discussion, Clay Griffin suggests that small changes in live service games can lead to significant results, referencing a competitor's performance. Karl Slatoff, while not commenting on competitors, emphasizes the importance of aligning game development and monetization in live service games. He highlights that in sports games, engagement is crucial, and that the focus should be on delivering quality experiences rather than merely tweaking the in-game economy. Achieving high engagement levels is key to benefiting from the game's economic potential, and straying from this focus can lead to issues.

In the paragraph, Strauss Zelnick addresses the impact of improvements made in NBA 2K, noting that while not massive, they had a significant effect, unlike their competitor. He refutes the idea of losing focus on live services, asserting their commitment to delivering the best experience despite occasional shortcomings. Zelnick apologizes for technical issues during the session and expresses gratitude for a solid quarter, an extraordinary upcoming release schedule, and rosy expectations for fiscal 2026 and 2027, crediting the creative and business teams for their dedication and excellence.

The speaker expresses gratitude to shareholders for their ongoing support and commits to continuing to meet and exceed expectations in the future. The conference call is then concluded by the operator, thanking participants and indicating they may disconnect.

This summary was generated with AI and may contain some inaccuracies.

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