
Grand Theft Auto V
GameBy Rockstar North · Released Sep 17, 2013
Documents about Grand Theft Auto V
Take-Two Interactive Form 10-Q: Q3 2017
Take-Two Interactive’s financial performance for the third quarter of fiscal year 2017 reflects a strategic pivot toward digital-first revenue streams and the sustained success of its core franchises.
- Digital online revenue grew to 50.4% of total net revenue for the quarter ended December 31, 2016, up from 40.3% in the same period the prior year, driven by strong performance from Grand Theft Auto Online and the NBA 2K franchise.
- Physical retail revenue declined to 49.6% of total net revenue for the quarter ended December 31, 2016, compared to 64.6% in the prior year period, primarily due to lower sales of Grand Theft Auto V and Evolve.
- Gross profit margin decreased to 34.7% for the quarter ended December 31, 2016, down from 37.7% in the prior year, due to higher software development costs, amortization of capitalized software, and the timing of internal royalty payments.
Take-Two Interactive Annual Report: Fiscal Year 2016
Take-Two Interactive’s 2016 fiscal year was defined by a strategic transition toward a digital-first business model, leveraging its Rockstar Games and 2K labels to drive long-term engagement through recurring online revenue and virtual currency.
- Take-Two's revenue concentration is high, with three customers accounting for 35.2%, 16.8%, and 12.1% of gross accounts receivable as of March 31, 2016.
- The company recognizes revenue upon transfer of title and risk of loss, with digital download revenue recognized when the content is made available to the consumer.
- For products with a 'street date,' revenue is recognized on the later of the street date or the actual sale date.
Take-Two Interactive Form 10-Q: Q1 FY2016
Take-Two Interactive’s financial performance for the first quarter of fiscal year 2016, ending June 30, 2015, reflects a period of significant revenue growth driven by the continued dominance of the Grand Theft Auto franchise.
- As of June 30, 2015, Take-Two held $245.85 million in capitalized software development costs for unreleased titles, up from $211.25 million as of March 31, 2015.
- The Grand Theft Auto series remains a core pillar for the company, with the Grand Theft Auto V title having sold-in over 220 million units across all platforms.
- General and administrative expenses rose by $9.7 million for the quarter ending June 30, 2015, driven largely by a $5.5 million increase in stock-based compensation and $3.0 million in higher professional fees and restructuring costs.
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 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.
Third Quarter Fiscal 2024 Results: Take-Two Interactive
Take-Two Interactive’s third-quarter fiscal 2024 results reflect a period of solid holiday performance tempered by specific market headwinds.
- Take-Two Interactive reported Q3 fiscal 2024 net bookings of $1.34 billion, meeting its guidance range despite market headwinds.
- The company lowered its full-year fiscal 2024 net bookings outlook to a range of $5.25 billion to $5.3 billion.
- Performance was negatively impacted by softness in mobile advertising and lower-than-expected unit sales for the NBA 2K24 franchise.
First Quarter Fiscal 2024 Results: Take-Two Interactive
Take-Two Interactive’s first-quarter fiscal 2024 results demonstrate a stable financial performance characterized by strong engagement with established franchises.
- Take-Two Interactive reported Q1 fiscal 2024 net bookings of $1.2 billion, hitting the high end of its guidance range.
- Recurrent consumer spending grew 38% year-over-year, fueled by sustained engagement in Grand Theft Auto V, Grand Theft Auto Online, and NBA 2K23.
- The company recorded a GAAP net loss of $206 million, attributed to acquisition-related costs, intangible asset amortization, and the devaluation of the Turkish Lira.
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