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Grand Theft Auto V

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Cover of Cyberpunk 2077 Had the Biggest Launch Month Ever in Terms of Digital Sales
Article

Cyberpunk 2077 Had the Biggest Launch Month Ever in Terms of Digital Sales

The release of Cyberpunk 2077 in December 2020 established a new industry benchmark, achieving the highest digital launch month in history.

  • Cyberpunk 2077 achieved the highest digital launch month in history, selling 10.2 million digital copies in December 2020.
  • The launch of Cyberpunk 2077 was a primary driver for a 40% year-over-year increase in PC digital gaming revenue.
  • PC platforms accounted for 80% of Cyberpunk 2077's total digital sales, though it still ranked as the third best-selling console title despite technical issues and its removal from the PlayStation Store.
Game World ObserverJan 2021
Article

How Much and When Should You Discount Your Game on Steam?

Effective discount management on Steam is a critical component of long-term game revenue, functioning as a cyclical mechanism to convert wishlists into sales and trigger platform algorithms for increased visibility.

  • Steam sales trigger wishlist emails and algorithmic visibility, creating a cyclical pump effect that should be leveraged approximately every 8 weeks.
  • A gradual, stair-stepped discount strategy—as seen with Grand Theft Auto V—is more effective for sustained growth than infrequent, massive price drops.
  • Developers can use the 'Stats' tab on isthereanydeal.com to identify the specific price points where the highest volume of potential customers are waiting to purchase.
How To Market A GameOct 2020
Cover of Take-Two Interactive 10-Q: Q3 Fiscal Year 2020
Financial report1 page

Take-Two Interactive 10-Q: Q3 Fiscal Year 2020

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.

  • Take-Two Interactive reported a 75% year-over-year increase in net revenue to $930 million for Q3 fiscal 2020, with net income reaching $164 million.
  • Digital online distribution accounted for 75% of total sales, driving a 74.9% increase in digital revenue while physical retail sales declined by 24.7%.
  • Gross profit margins improved significantly to 50.7%, up from 40.6% in the prior period, primarily due to lower royalty costs and favorable release timing.
Take-Two InteractiveFeb 2020
Cover of Take-Two Revenue Reaches $857.8 Million in FQ2 2019
Article

Take-Two Revenue Reaches $857.8 Million in FQ2 2019

Take-Two Interactive experienced significant financial growth during the second fiscal quarter of 2019, which concluded on September 30.

  • Take-Two reported $857.8 million in net revenue for the second fiscal quarter of 2019, representing a 74% increase compared to the same period in 2018.
  • Net bookings reached $950 million for the quarter, a 63% year-on-year increase driven primarily by the launches of Borderlands 3 and NBA 2K20.
  • Digital sales generated $695.3 million, accounting for 73% of total net revenue and marking a 63% increase over the prior year.
Game World ObserverNov 2019
Cover of Industry Update: Q3 2018
Article

Industry Update: Q3 2018

This industry update provides a snapshot of the global interactive entertainment and media landscape during the third quarter of 2018.

  • Sony achieved record operating profits in Q3 2018, supported by total PlayStation 4 hardware sales reaching 82.2 million units.
  • Nintendo generated $1.51 billion in revenue, though analysts remain skeptical of the company's ability to meet its 20-million-unit annual sales target for the Switch.
  • Activision Blizzard experienced a 14% decline in Blizzard revenue, a downturn attributed to increased market competition from Fortnite.
SuperJoostAug 2018
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2019

Take-Two Interactive’s financial performance for the first quarter of fiscal year 2019 reflects a period of strategic transition, characterized by the adoption of the new revenue accounting standard, Topic 606.

  • Grand Theft Auto products remain the primary revenue driver, accounting for 47% of Take-Two’s net revenue for the quarter ended June 30, 2018.
  • The company’s revenue concentration is high, with its five largest customers accounting for 78.7% of net revenue during the quarter ended June 30, 2018.
  • Digital online channels grew significantly to represent 81.2% of total net revenue, up from 64.1% in the prior year period.
Take-Two InteractiveAug 2018
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 FY2018

Take-Two Interactive’s financial performance for the second quarter of fiscal year 2018 reflects a strategic transition toward digital distribution and recurrent consumer spending, even as the company navigates short-term accounting adjustments and operational shifts.

  • Recurrent consumer spending—driven by NBA 2K and Grand Theft Auto Online—grew significantly, accounting for 44.9% of net revenue for the six months ended September 30, 2017, compared to 30.9% in the prior year period.
  • In June 2017, the company extended the estimated service period for Grand Theft Auto V from 41 to 50 months (through December 2018), resulting in a $104.4 million reduction in net revenue for the six months ended September 30, 2017.
  • Total operating expenses rose by 24.5% ($40.9 million) for the quarter, largely due to a 66.6% increase in research and development costs and a 152.1% increase in depreciation and amortization.
Take-Two InteractiveNov 2017
Financial report1 page

Take-Two Interactive Annual Report: Form 10-K FY2017

Take-Two Interactive’s fiscal year 2017 performance reflects a successful transition toward a digital-first business model, characterized by a return to profitability and a 25.9% increase in net revenue to $1.78 billion.

  • Take-Two Interactive's total return on investment reached 385.12% for the five-year period ending March 31, 2017, significantly outperforming the NASDAQ Composite Index's 203.56% return.
  • Net revenue from physical retail and other channels grew to account for 48.2% of total net revenue in FY2017, driven by the release of Mafia III and the performance of the NBA 2K franchise.
  • International revenue increased by $109.9 million in FY2017, though fluctuations in foreign currency exchange rates negatively impacted net revenue and gross profit by $18.7 million and $8.1 million, respectively.
Take-Two InteractiveMay 2017
Financial report1 page

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 InteractiveFeb 2017
Financial report1 page

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 InteractiveMay 2016
Cover of Nordic Game Sales 2015: Retail
Report27 pages

Nordic Game Sales 2015: Retail

The Nordic gaming market underwent a significant structural transition throughout 2015, characterized by a marginal contraction in physical retail volume and value as consumer behavior shifted toward digital distribution.

  • Eighth-generation console adoption drove significant software growth in 2015, with sales increasing by 135% for PlayStation 4 and 85% for Xbox One.
  • The Nordic gaming market experienced a structural shift in 2015 characterized by a marginal contraction in physical retail volume and value as consumers transitioned toward digital distribution.
  • Retail revenue was dominated by major franchises, specifically FIFA 16, Grand Theft Auto V, and Call of Duty: Black Ops III.
DataspelsbranschenOct 2015
Financial report1 page

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 InteractiveAug 2015

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