ANNUAL REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED Chairman’s statement 4 History and background 5 Strategy 7 Business model 9 Chief Executive’s review 14 Chief Financial Officer’s review 16 Environmental, social and governance (ESG) 18 Principal risks and uncertainties ...
Take‑Two Interactive Software experienced a robust third quarter in fiscal 2020, reporting net revenue of $930 million—an increase of 75% from the same period in 2019—and net income of $164 million, with diluted earnings per share of $1.43 versus $1.57 in 2019. Operating income rose to $177 million, supported by a gross profit margin of $493 million that improved from $350 million in 2018, while operating expenses grew modestly to $316 million. Cash and short‑term investments strengthened to $1.74 billion, up from $1.30 billion at the beginning of the year, and a $200 million revolving credit facility remained largely unused. Revenue concentration was highest in the United States (57.7%) and on console platforms, with digital online distribution accounting for 75% of total sales. Digital channels drove a 74.9% increase in net revenue, while physical retail fell 24.7%, reflecting the broader industry shift toward digital consumption. Rockstar’s Grand Theft Auto V contributed 21.5% of nine‑month net revenue, underscoring the importance of flagship titles. Gross profit margin improved to 50.7% from 40.6%, largely due to lower royalty costs and favorable release timing. Financially, Take‑Two maintained a strong liquidity position with $1.74 billion in cash and short‑term investments, supported by a credit facility that imposed covenants on leverage, cash reserves, and interest coverage. Deferred revenue at year‑end stood at $967.6 million, with $872.6 million expected to be recognized within 12 months. The company’s effective tax rate fell to 15.6% from a historic benefit, reflecting changes in tax credits and the reversal of an Altera case. Market‑risk exposure remains focused on short‑term interest rates and foreign‑currency fluctuations, mitigated through forward contracts but still capable of affecting revenue by up to 4.2% with a 10 % dollar appreciation.
The agreement, finalized on December 2 2025 between 11 bit studios S.A. and Microsoft Corporation, grants Microsoft the right to host the game “Death Howl” and two additional titles from 11 bit’s publishing division on its Game Pass subscription platform. The licensing deal is expected to influence the company’s financial performance in 2026, as noted by the Management Board. The announcement follows a prior report issued on December 2 2025, and it is disclosed under Article 17(1) of Regulation (EU) No 596/2014, which governs market‑abuse disclosures. The agreement’s scope is limited to the specified titles and their availability on Microsoft’s Game Pass service, with no broader geographic or product implications indicated. No further details regarding revenue projections, user reach, or contractual terms are provided in the brief disclosure. The communication is directed at shareholders and market participants to ensure compliance with EU transparency requirements, emphasizing that the licensing arrangement will be reflected in the company’s 2026 financial statements.