
Rockstar Games
CompanyUnited States · Founded 1998
Reports and documents about Rockstar Games
Take-Two Interactive Form 10-K: FY2015
Take-Two Interactive’s fiscal year 2015 report details a business model defined by high-quality, internally owned intellectual property and a strategic pivot toward digital distribution.
- Digital revenue grew significantly to 42.0% of total net revenue in fiscal year 2015, up from 15.8% in the prior year.
- Recurrent consumer spending, including microtransactions and add-on content, accounted for 49.4% of digital online revenue in fiscal 2015, an increase from 40.4% in 2014.
- Grand Theft Auto products remained a critical revenue driver, contributing approximately 28.0% of the company's total net revenue for the fiscal year ended March 31, 2015.
Take-Two Interactive Form 10-Q: Q3 Fiscal Year 2015
Take-Two Interactive maintains a robust financial position as of the third quarter of fiscal year 2015, characterized by strong liquidity and a strategic pivot toward digital distribution.
- Net revenue for the nine months ended December 31, 2014, decreased by $1,372.5 million compared to the prior year, primarily driven by a $1,378.3 million decline in Grand Theft Auto franchise sales following the initial launch of Grand Theft Auto V on PS3 and Xbox 360 in the previous year.
- The revenue decline was partially offset by $134.8 million in net sales from the October 2014 releases of Borderlands: The Pre-Sequel and Sid Meier's Civilization: Beyond Earth, alongside growth in Grand Theft Auto Online revenue.
- Console platforms accounted for 79.3% of total net revenue for the nine months ended December 31, 2014, down from 92.6% in the prior year period, while PC and other sales grew to 20.7% of total revenue.
Take-Two Interactive Form 10-Q: Q2 Fiscal Year 2015
Take-Two Interactive’s financial position for the second quarter of fiscal year 2015 reflects a strategic transition toward digital distribution and recurrent consumer spending, even as the company navigates the cyclical nature of major title releases.
- The Grand Theft Auto franchise is a critical revenue driver, accounting for approximately 40% of Take-Two's total net revenue for the six months ended September 30, 2014.
- Digital online channels accounted for 63.9% of total net revenue for the six months ended September 30, 2014, up from 55.7% in the same period the previous year.
- Recurrent consumer spending, including microtransactions, add-on content, and online play, represented 47.9% of net revenue from digital online channels during the first half of fiscal year 2015.
Take-Two Interactive Form 10-Q: Q1 FY2015
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2015, ending June 30, 2014, reflects a strategic transition toward digital distribution and a continued reliance on core intellectual property.
- Digital online channels accounted for 63.9% of Take-Two's total net revenue for the three months ended June 30, 2014.
- Recurrent consumer spending, driven by add-on content, microtransactions, and online play, represented 45.0% of net revenue from digital online channels for the quarter ended June 30, 2014.
- Gross profit margin increased significantly to 56.8% for the quarter ended June 30, 2014, compared to 34.2% in the prior year, due to lower product costs and the absence of prior-year software impairment charges.
Take-Two Interactive Annual Report: Fiscal Year 2014
Take-Two Interactive’s 2014 annual report details a period of significant financial turnaround and operational growth, primarily driven by the blockbuster release of Grand Theft Auto V. During this fiscal year, the company achieved $2.35 billion in net revenue—a 93.5% increase over the previous year—and transitioned from a net…
- Take-Two Interactive relies heavily on a concentrated customer base, with its five largest customers accounting for 39.4% of net revenue and GameStop alone representing 18.4% for the fiscal year ended March 31, 2014.
- The company operates through two primary publishing labels, Rockstar Games and 2K, developing interactive entertainment for console, PC, handheld, and mobile platforms.
- Revenue recognition for software titles is contingent upon the transfer of title and risk of loss, with sales of products featuring a 'street date' recognized on the later of that date or the actual sale date.
Take-Two Interactive Form 10-Q: Q3 Fiscal Year 2014
Take-Two Interactive’s financial performance for the third quarter of fiscal year 2014 reflects a period of substantial growth and strategic capital restructuring, driven primarily by the global commercial success of Grand Theft Auto V. For the nine months ended December 31, 2013, the company achieved a net income of $392.4…
- Take-Two Interactive remains heavily reliant on third-party console hardware, with 92.5% of net revenue for the nine months ended December 31, 2013, derived from platforms like Sony's PS4/PS3 and Microsoft's Xbox One/360.
- The company successfully redeemed its 4.375% Convertible Notes in August 2013, resulting in a $9.0 million loss on debt extinguishment but simplifying the capital structure.
- Selling and marketing expenses rose by $9.8 million for the quarter ending December 31, 2013, driven primarily by advertising costs for the releases of Grand Theft Auto V and WWE 2K14.
Take-Two Interactive Form 10-Q: Q2 FY2014
Take-Two Interactive’s financial performance for the second quarter of fiscal year 2014 reflects a period of significant capital restructuring and strategic transition, anchored by the high-profile release of Grand Theft Auto V. The company maintained a single-segment publishing structure across its Rockstar Games and 2K labels…
- Take-Two reported a net loss for the three and six months ended September 30, 2013, resulting in the exclusion of all common stock equivalents from diluted earnings per share calculations due to their antidilutive impact.
- Selling and marketing expenses rose by $35.5 million for the quarter ending September 30, 2013, driven primarily by the high-profile releases of Grand Theft Auto V and The Bureau: XCOM Declassified.
- General and administrative expenses increased by $12.2 million for the quarter, largely due to a $5.4 million rise in stock-based compensation and $4.0 million in combined personnel and consulting costs.
Take-Two Interactive Form 10-Q: Q1 FY2014
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2014 reflects a strategic transition period characterized by significant capital restructuring and a pivot toward digital distribution.
- Take-Two initiated a redemption of all outstanding 4.375% Convertible Notes due 2014, with a redemption date set for August 29, 2013.
- The company issued $250 million in 1.00% Convertible Notes during the quarter ended June 30, 2013, to manage its debt obligations.
- As of June 30, 2013, the company held $25.46 million in restricted cash, up from $7.49 million at the end of the previous fiscal quarter.
Take-Two Interactive Annual Report: FY2013
Take-Two Interactive’s fiscal year 2013 annual report outlines a strategic focus on developing high-quality, internally owned intellectual property through its Rockstar Games and 2K labels.
- Take-Two is actively diversifying its revenue streams by investing in mobile, tablet, and social network platforms to reduce reliance on traditional retail software sales.
- Revenue is recognized only upon the transfer of title and risk of loss, with digital download revenue recognized at the time the content is made available to the consumer.
- The company completed the sale of its 'Jack of All Games' distribution business to SYNNEX Corporation for a final net purchase price of $35.8 million, with the unit's financial results classified as discontinued operations.
Take-Two Interactive Form 10-Q: Q3 Fiscal Year 2013
Take-Two Interactive’s financial performance for the third quarter of fiscal year 2013 reflects a strategic emphasis on high-quality, internally owned intellectual property and a robust expansion into digital distribution.
- Take-Two's financial performance remains heavily dependent on the Grand Theft Auto franchise, which accounted for approximately 10.9% of net revenue for the nine months ended December 31, 2012.
- Revenue growth for the period was driven by major releases including Borderlands 2 (September 2012), XCOM: Enemy Unknown (October 2012), and the NBA 2K franchise.
- The company is experiencing a shift in platform revenue, with PC and other platforms increasing to 17.7% of total net revenue for the quarter ended December 31, 2012, compared to 11.3% in the prior year.
Take-Two Interactive Form 10-Q: Q2 FY2013
Take-Two Interactive maintains a strategic focus on high-quality, internally owned intellectual property, leveraging its Rockstar Games and 2K labels to drive growth across major gaming platforms.
- Take-Two reported a significant revenue increase for the three months ended September 30, 2012, driven primarily by the release of Borderlands 2, Max Payne 3, and Spec Ops: The Line.
- Grand Theft Auto remains a critical revenue driver, accounting for approximately 11.1% of the company's total net revenue for the six months ended September 30, 2012.
- The company is highly dependent on a small customer base, with its five largest customers accounting for 57.3% of net revenue for the six months ended September 30, 2012, up from 49.5% in the prior year.
Take-Two Interactive Form 10-Q: Q1 FY2013
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2013 reflects a period of transition characterized by a decline in net revenue and a widened net loss.
- As of June 30, 2012, Take-Two held $250.3 million in capitalized software development costs and licenses for titles that had not yet been released, down from $313.1 million at the end of March 2012.
- The company maintained compliance with all covenants regarding its outstanding debt, including 4.375% Convertible Notes and 1.75% Convertible Notes, as of June 30, 2012.
- Key upcoming titles in the product pipeline as of August 2012 included Borderlands 2, NBA 2K13, XCOM: Enemy Unknown, BioShock Infinite, and Grand Theft Auto V.