TTWO 10-K Annual Reports
TAKE TWO INTERACTIVE SOFTWARE INC - 38 annual reports
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2026
May 22, 2026Take-Two Interactive Software, Inc. reported solid financial performance for the fiscal year ended March 31, 2026, with net revenue increasing by 18.2% to $6.66 billion, driven by strong contributions from key franchises like NBA 2K, Grand Theft Auto, Borderlands, Red Dead Redemption, and top mobile titles such as Toon Blast and Match Factory!. The company also saw a significant improvement in its operating loss, which narrowed substantially compared to the prior year, largely due to the absence of large goodwill impairment charges from the previous period and higher sales. Looking ahead, the highly anticipated release of Grand Theft Auto VI in November 2026 is poised to be a major revenue driver. The company continues to focus on recurrent consumer spending, which made up a significant 78.1% of its net revenue, highlighting the success of its live services and in-game purchase strategies. Take-Two also maintains a strong liquidity position with substantial cash and cash equivalents, and significant availability under its credit facility, providing flexibility for future investments and operations.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2025
May 20, 2025Take-Two Interactive Software, Inc. (TTWO) reported its fiscal year results ending March 31, 2025, demonstrating revenue growth driven by strong performance in recurrent consumer spending and key franchises like NBA 2K and Sid Meier's Civilization. The company experienced a significant increase in net revenue, reaching $5,633.6 million, a 5.3% rise year-over-year. This growth was notably supported by mobile gaming, which now constitutes over half of the company's total net revenue, highlighting the success of titles such as Match Factory! and Toon Blast. Despite revenue growth, the company reported a substantial net loss of $4,478.9 million. This loss was heavily impacted by significant goodwill impairment charges of $3,545.2 million, primarily related to a reporting unit whose performance has declined due to industry conditions and strategic shifts. The company continues to invest heavily in research and development to maintain its competitive edge and is strategically positioned for future growth with upcoming releases, including Grand Theft Auto VI slated for May 2026.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2024
May 22, 2024Take-Two Interactive Software, Inc. (TTWO) reported its annual results for the fiscal year ended March 31, 2024, highlighting a year of significant investment and strategic development. While net revenue remained largely flat at $5.35 billion, the company incurred a substantial net loss of $3.74 billion, largely driven by a significant goodwill impairment charge of $2.34 billion. This impairment reflects a reassessment of certain reporting units' value in light of industry conditions and strategic shifts. Despite the net loss, the company continues to invest heavily in its development pipeline, with a strong focus on its core franchises like Grand Theft Auto, Red Dead Redemption, and the NBA 2K series. The upcoming release of Grand Theft Auto VI in Fall 2025 is a key strategic focus and a significant anticipated revenue driver. The company is also actively managing its debt, having completed several senior note offerings and refinancing activities. Financially, the company ended the fiscal year with $1.10 billion in cash and cash equivalents. A notable recent development is the pending acquisition of Gearbox Entertainment, which is expected to close in the first quarter of fiscal year 2025, aiming to further bolster its intellectual property portfolio. The company continues to emphasize recurrent consumer spending through add-on content and in-game purchases, which represented approximately 78.8% of net revenue, underscoring a shift towards sustained player engagement and revenue.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2023
May 26, 2023Take-Two Interactive Software, Inc. (TTWO) reported significant year-over-year revenue growth, primarily driven by the acquisition of Zynga in May 2022. This strategic move has substantially expanded TTWO's presence in the mobile gaming market, contributing significantly to overall net revenue and bookings. Despite the revenue increase, the company reported a net loss for the fiscal year, largely due to increased operating expenses related to the Zynga acquisition, including higher marketing, R&D, general and administrative costs, and significant amortization of intangible assets. The company's financial results are heavily influenced by the timing of major game releases, with its highly successful Grand Theft Auto franchise continuing to be a key revenue driver. TTWO's strategy focuses on developing high-quality, engaging titles across multiple platforms and genres, leveraging its strong portfolio of internally owned intellectual property.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2022
May 17, 2022Take-Two Interactive Software, Inc. (TTWO) filed its 10-K for the fiscal year ended March 31, 2022, highlighting its robust business and significant upcoming acquisition. The company experienced a modest increase in net revenue year-over-year, reaching $3.5 billion, driven by strong performance from franchises like Grand Theft Auto, NBA 2K, and Red Dead Redemption, alongside growth in mobile titles like Top Eleven and Two Dots. Despite a slight decrease in net income compared to the prior year, which was impacted by increased operating expenses and fair value adjustments on acquisition liabilities, the company maintained profitability and a strong cash position. The most significant development discussed is the pending acquisition of Zynga Inc., a major player in the mobile gaming space, valued at $12.7 billion. This strategic move aims to significantly expand Take-Two's presence in the rapidly growing mobile market. To fund this acquisition, the company successfully issued $2.7 billion in senior notes. The report also details the company's ongoing strategy of developing high-quality titles, supporting creative teams, leveraging digital distribution, and expanding its international business. Key financial metrics like Net Bookings saw a slight decrease, primarily due to the lapping of strong prior-year releases, but the company remains focused on long-term growth and recurrent consumer spending.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2021
May 19, 2021Take-Two Interactive Software, Inc. (TTWO) demonstrated robust financial performance in the fiscal year ending March 31, 2021, with net revenue increasing by 9.2% to $3.37 billion, driven by strong performance in its key franchises like NBA 2K and Grand Theft Auto. The company continues to benefit from the shift towards digital distribution, with digital online channels accounting for 86.6% of net revenue. Recurrent consumer spending, encompassing virtual currency and in-game purchases, also saw significant growth, comprising 61.5% of net revenue, indicating a successful transition to a more stable revenue model. The company reported a substantial increase in net income to $588.9 million, reflecting improved operational efficiency and revenue growth. Looking ahead, Take-Two is investing in new content for its established franchises and expanding its offerings across various platforms. The acquisition of Playdots further strengthens its mobile gaming segment. While facing industry competition and the ongoing impact of economic conditions, the company appears well-positioned to capitalize on the continued growth in interactive entertainment.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2020
May 22, 2020Take-Two Interactive Software, Inc. (TTWO) for the fiscal year ended March 31, 2020, demonstrated robust revenue growth and profitability, signaling a strong operational performance. The company reported net revenue of $3.09 billion, an increase of 15.8% year-over-year, driven by successful titles such as Borderlands 3, NBA 2K20, The Outer Worlds, and continued strength from Grand Theft Auto V and Red Dead Redemption 2. The shift towards digital online channels continues to be a significant driver of growth, representing 77.0% of net revenue, up from 63.0% in the prior year. This indicates a successful strategic focus on digital distribution and recurrent consumer spending, which also grew to 44.8% of net revenue. Financially, the company reported net income of $404.5 million, a notable increase from $333.8 million in the prior year, with diluted earnings per share of $3.54 compared to $2.90. The company maintained a strong liquidity position with $1.99 billion in cash, cash equivalents, and restricted cash and cash equivalents. Despite the economic uncertainties presented by the COVID-19 pandemic, Take-Two has shown resilience, even noting some positive impacts on consumer engagement. The company continues to invest in its development studios and intellectual property, positioning itself for future growth in the dynamic interactive entertainment market.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2019
May 14, 2019Take-Two Interactive Software, Inc. (TTWO) reported a strong performance for the fiscal year ended March 31, 2019, driven by significant revenue growth, largely attributed to the successful launch of 'Red Dead Redemption 2' and the adoption of new revenue recognition standards (ASC 606). Net revenue increased by 48.8% to $2.67 billion, with net income more than doubling to $333.8 million. The company's strategy of focusing on high-quality, internally-developed franchises like Grand Theft Auto and Red Dead Redemption continues to pay off, complemented by strong performance from the NBA 2K series. The shift towards digital distribution and recurrent consumer spending, which now accounts for 40.1% of net revenue, highlights the evolving industry landscape and Take-Two's successful adaptation. Despite a substantial increase in selling and marketing expenses, primarily due to launch-related activities for 'Red Dead Redemption 2', the company demonstrated operational leverage, with operating income growing significantly. The company also managed its balance sheet effectively, with a substantial increase in cash and cash equivalents, bolstered by strong operating cash flows.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2018
May 17, 2018Take-Two Interactive Software, Inc. (TTWO) reported strong financial performance for the fiscal year ended March 31, 2018, with net revenue increasing slightly to $1.79 billion and net income more than doubling to $173.5 million. This growth was driven by strong performance from key franchises, particularly the NBA 2K series, and continued success from Grand Theft Auto V and its online component. The company also saw a significant shift towards digital distribution, with digital online channels accounting for 63.1% of net revenue, up from 51.8% in the prior year. Recurring consumer spending through add-on content and microtransactions also showed substantial growth, representing 41.6% of net revenue. Looking ahead, Take-Two is well-positioned with a robust product pipeline, including the highly anticipated "Red Dead Redemption 2" and "NBA 2K19." The company's strategy emphasizes developing high-quality, internally owned franchises and leveraging emerging digital distribution channels and recurring consumer spending. Key risks include reliance on "hit" titles, particularly the Grand Theft Auto franchise, and dependence on a few major customers. However, the company's diversified portfolio and strategic focus on digital growth and in-game monetization strategies provide a solid foundation for future success.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2017
May 24, 2017Take-Two Interactive Software, Inc. (TTWO) has demonstrated a strong recovery and growth trajectory in its fiscal year ending March 31, 2017, as evidenced by a significant increase in net revenue and a return to profitability. The company's net revenue grew by 25.9% to $1.78 billion, driven by robust performance from key franchises such as NBA 2K, Mafia III, and Sid Meier's Civilization VI. This top-line growth, coupled with improved gross profit margins and a decrease in certain operating expenses (excluding increases in selling and marketing), allowed TTWO to achieve a net income of $67.3 million, a substantial turnaround from the prior year's net loss. The company also saw a significant shift towards digital distribution, which now accounts for over half of its revenue, highlighting the industry's ongoing transition. The company made a strategic acquisition of Social Point, a mobile game developer, for $175 million, signaling an expansion into the mobile gaming market and a diversification of its portfolio. While the company continues to rely heavily on its flagship Grand Theft Auto franchise (contributing 38.2% of net revenue), the diversified performance across other titles suggests a strengthening of its overall product pipeline. The company's financial position remains solid, with a healthy increase in cash and cash equivalents. Investors should note the significant customer concentration, with the top five customers accounting for 65.5% of net revenue, and monitor the company's ability to continue developing successful new titles and leveraging its digital channels for sustained growth.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2016
May 19, 2016Take-Two Interactive Software, Inc. (TTWO) reported its annual results for the fiscal year ended March 31, 2016, showcasing a significant revenue increase of 30.5% to $1.41 billion, largely driven by the enduring success of its Grand Theft Auto franchise, particularly Grand Theft Auto V and its online component. Despite the revenue growth, the company reported a net loss of $8.3 million, an improvement from the prior year's net loss of $279.5 million. This indicates a shift towards profitability, although the company is still navigating development costs and market dynamics. The company's strategy remains focused on developing and publishing high-quality, internally-owned franchises through its Rockstar Games and 2K labels. A key trend highlighted is the increasing importance of digital distribution and recurrent consumer spending, which now accounts for a substantial portion of revenue. International markets also continue to be a significant contributor, representing 47.4% of net revenue. Management acknowledges the inherent seasonality and reliance on 'hit' titles, with Grand Theft Auto alone contributing over 54% of revenue, underscoring both its strength and a potential area of risk.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2015
May 22, 2015Take-Two Interactive Software, Inc. (TTWO) filed its 10-K for the fiscal year ended March 31, 2015, reporting significant revenue decline primarily due to the absence of a major title release like Grand Theft Auto V in the prior year, which heavily influenced fiscal year 2014 results. The company experienced a net loss for fiscal year 2015 compared to a substantial net income in fiscal year 2014. Despite the revenue drop, digital distribution channels showed strong growth, now representing 42% of net revenue. The company continues to invest in its core franchises like Grand Theft Auto and NBA 2K, and is expanding its presence in emerging markets and digital content, including add-on content and microtransactions, which are showing positive trends. Key risks highlighted include dependence on "hit" titles, particularly Grand Theft Auto, product development risks, competition, and reliance on a limited number of major customers. The company's financial position remains solid with over $911 million in cash and cash equivalents at year-end. Despite the reported net loss for the fiscal year, the company is focused on strategic product development and leveraging digital channels for future growth.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2014
May 14, 2014Take-Two Interactive Software, Inc. (TTWO) reported a significant turnaround in its fiscal year ended March 31, 2014, demonstrating robust financial performance driven by the highly successful launch of 'Grand Theft Auto V'. This flagship title was the primary driver for a substantial increase in net revenue, which nearly doubled compared to the previous fiscal year. The company also reported a substantial net income, a marked improvement from the net loss experienced in the prior year, reflecting strong operational execution and the significant commercial impact of its key franchises. Key operational highlights include the company's strategic focus on developing and publishing high-quality, internally owned intellectual property through its Rockstar Games and 2K labels. The report details the company's efforts to leverage emerging technologies and digital distribution channels, with digital revenue showing significant growth. Furthermore, Take-Two provided insights into its product pipeline and its ongoing international expansion strategies, particularly in Asia. The company also addressed its financial condition, highlighting a strong cash position and managing its debt structure effectively, including the redemption of convertible notes and the issuance of new ones.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2013
May 14, 2013Take-Two Interactive Software, Inc. (TTWO) filed its 2013 Form 10-K on May 14, 2013, for the fiscal year ended March 31, 2013. The company reported an increase in net revenue to $1.21 billion, a significant rise of 47.1% year-over-year, largely driven by strong performance from titles such as Borderlands 2, NBA 2K13, and BioShock Infinite. Despite the revenue growth, Take-Two reported a net loss of $29.5 million for the fiscal year, a notable improvement from the $108.8 million net loss in the previous year. The company highlighted its strong franchise portfolio, including Grand Theft Auto and titles under its 2K label, and emphasized its strategy of focusing on developing and publishing high-quality, internally-owned intellectual property. Key financial trends include a growing contribution from digital online channels, which represented 21.1% of net revenue, up from 12.9% in the prior year. The company also mentioned the upcoming launch of next-generation consoles and its preparedness for this transition. While facing competition and market risks, Take-Two is actively investing in emerging platforms like mobile and online gaming. The company's financial position remains solid with $402.5 million in cash and cash equivalents, and it has a revolving credit facility providing additional liquidity.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2012
May 23, 2012Take-Two Interactive Software, Inc. (TTWO) reported net revenue of $825.8 million for the fiscal year ended March 31, 2012, a decrease of 27.4% from the previous year, and a net loss of $108.8 million, a reversal from the $48.5 million net income in fiscal year 2011. This decline was primarily attributed to lower sales from prior year releases like 'Red Dead Redemption' and 'Mafia II', partially offset by contributions from newer titles such as 'L.A. Noire' and 'Duke Nukem Forever'. The company's strong brands, Rockstar Games and 2K, continue to drive development across various platforms. Despite the net loss, Take-Two maintained a solid cash position, ending the year with $420.3 million in cash and cash equivalents, bolstered by a significant convertible note issuance in November 2011. The company is strategically focusing on developing high-quality, internally-owned intellectual property and leveraging emerging technologies like digital distribution and mobile gaming. However, significant risks remain, including dependence on "hit" titles, intense competition, product development delays, and economic uncertainties impacting consumer spending. The company's future success hinges on its ability to consistently deliver commercially successful "hit" titles and adapt to the evolving gaming landscape, particularly with upcoming major releases like 'Grand Theft Auto V'.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2011
May 25, 2011Take-Two Interactive Software, Inc. (TTWO) filed its 10-K for the fiscal year ended March 31, 2011, showcasing a significant turnaround in financial performance. After a substantial net loss in the prior fiscal year, the company reported a net income of $48.5 million, with earnings per share of $0.56. This improvement was driven by a nearly 50% increase in net revenue to $1.14 billion, largely attributed to the success of new releases like 'Red Dead Redemption' and 'Mafia II', alongside continued strength in the 'NBA 2K' franchise. The company continues to focus on its core strategy of developing and publishing high-quality, proprietary titles through its renowned labels, Rockstar Games and 2K. The transition towards current-generation platforms (PS3, Xbox 360, Wii) is evident, with these platforms now comprising over 80% of revenue. Digital distribution and international expansion, particularly in Asia, remain key growth areas. Despite robust revenue growth and improved profitability, investors should note the company's continued reliance on 'hit' titles, the inherent risks in product development cycles, and the competitive landscape within the interactive entertainment industry.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Mar 31, 2010
Dec 20, 2010Take-Two Interactive Software, Inc. (TTWO) filed a Transition Report on Form 10-KT for the five-month period ending March 31, 2010, covering a transition in their fiscal year end. The company operates as a global publisher and developer of interactive entertainment software, with key labels Rockstar Games and 2K. During this period, TTWO faced a challenging economic environment impacting consumer spending, although net revenue saw an increase compared to the prior year's comparable period, driven by strong performances from titles like BioShock 2 and Borderlands, partially offset by decreased sales of the Grand Theft Auto franchise. The company is strategically focused on developing premium quality games and successful franchises, emphasizing internally owned intellectual property. They are also leveraging emerging technologies like downloadable content and expanding into international markets, particularly Asia. Despite revenue growth in this transition period, TTWO reported a net loss, reflecting ongoing investments in development and marketing, as well as the impact of a discontinued distribution business. Investors should note the company's reliance on 'hit' titles, the competitive nature of the industry, and risks associated with product development cycles and platform dependence.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2009
Dec 18, 2009Take-Two Interactive Software, Inc. (TTWO) filed its 2009 10-K report on December 18, 2009, reflecting a challenging year marked by a significant net loss and declining revenues. The company, a global publisher, developer, and distributor of interactive entertainment software and hardware, faced headwinds from the economic downturn, increased competition, and the ongoing transition to new gaming platforms. Despite a strong product pipeline including titles from its popular Rockstar Games and 2K labels, revenue for fiscal year 2009 decreased substantially compared to 2008, primarily due to the absence of a blockbuster title comparable to the prior year's 'Grand Theft Auto IV' release. The company reported a net loss of $137.9 million for fiscal year 2009. Key initiatives during the year included a focus on expanding digital distribution channels, developing titles for emerging platforms like the iPhone, and strategically managing its distribution business, which unfortunately resulted in an $14.8 million goodwill impairment charge. The company also issued convertible senior notes to strengthen its financial position. Investors should note the significant reliance on major franchises like 'Grand Theft Auto' and the inherent risks associated with the cyclical nature of the video game industry, product launch timing, and competitive market pressures.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2008
Dec 19, 2008Take-Two Interactive Software, Inc. (TTWO) reported its fiscal year 2008 results on December 19, 2008. The company is a global publisher, developer, and distributor of interactive entertainment software and hardware. A significant driver of their performance was the blockbuster release of 'Grand Theft Auto IV,' which accounted for a substantial portion of their net revenue in fiscal year 2008 and set entertainment sales records. The company is strategically focused on leveraging its internally developed intellectual property, expanding its portfolio across various genres and platforms, and capitalizing on the growing demographics of video game players. They are also actively pursuing new revenue streams like downloadable content and in-game advertising. Despite a challenging economic environment, Take-Two demonstrated robust revenue growth, driven by strong performance in its publishing segment, particularly from its Rockstar Games label. The company's distribution segment has undergone operational streamlining to improve margins.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2007
Dec 20, 2007Take-Two Interactive Software, Inc. (TTWO) is a global publisher, developer, and distributor of interactive entertainment software, hardware, and accessories. The company operates under distinct publishing labels: Rockstar Games, 2K Games, 2K Sports, and 2K Play, targeting various market segments. Its distribution segment, through Jack of All Games, supplies retailers with its own products and those of third parties. The company's strategy focuses on capitalizing on the growing interactive entertainment market by developing premium quality games and leveraging successful franchises for sequels. TTWO is navigating a significant industry transition towards next-generation gaming platforms (PS3, Xbox 360, Wii), which has impacted its financial performance due to increased development costs and the evolving hardware landscape. The company is also actively addressing legal and regulatory matters, including past stock option granting practices and various litigations. Financially, the fiscal year ending October 31, 2007, presented challenges, with a net loss reported, partly attributed to delays in key product releases like Grand Theft Auto IV and lower-than-expected adoption of certain next-generation consoles. However, the company highlights successful new titles like BioShock and ongoing improvements in its sports titles. TTWO is implementing cost-reduction measures and exploring strategic alternatives for non-core businesses to improve financial performance.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2006
Feb 28, 2007Take-Two Interactive Software, Inc. (TTWO) filed its 2006 10-K on February 28, 2007, revealing significant restatements and ongoing investigations. The company is primarily addressing issues related to the improper granting and accounting of stock options, which led to a significant restatement of financial statements for prior periods and the recognition of substantial additional stock-based compensation expense. This investigation has also resulted in substantial professional service costs and potential litigation. The company operates in the dynamic video game industry, facing the challenges of transitioning to next-generation consoles and increased competition. Despite a significant net loss in fiscal year 2006, driven by industry shifts and internal restructuring costs, Take-Two continues to invest in its key publishing labels like Rockstar Games and 2K Games, with major upcoming releases such as Grand Theft Auto IV. Investors should closely monitor the ongoing legal and regulatory matters and the company's ability to navigate the competitive landscape and capitalize on new platform opportunities.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2005
Feb 28, 2006This 2006 10-K filing for Take-Two Interactive Software, Inc. provides an overview of its executive leadership and compensation, as well as key details on stock ownership and auditor fees. The company's executive team includes Paul Eibeler as CEO, who joined in 2005, and Karl H. Winters as CFO since 2002. The filing details significant compensation packages, including substantial salaries, bonuses, and long-term incentives like restricted stock and options, particularly for the CEO and other key executives. Significant stock ownership is held by institutional investors such as OppenheimerFunds, FMR Corp., and Glenview Capital Management, with smaller percentages held by directors and executive officers. Notably, the company's Audit Committee composition is addressed, with an acknowledgment that it currently lacks a member qualifying as a "financial expert" as defined by federal securities laws, and that they are actively seeking to fill this role. The filing also discloses the significant increase in auditor fees for fiscal year 2005, largely due to the audit of internal controls, with PricewaterhouseCoopers LLP serving as the independent auditor.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2005
Jan 31, 2006Take-Two Interactive Software, Inc. (TTWO) filed its annual report on Form 10-K for the fiscal year ended October 31, 2005. The company, a major publisher of interactive software games, reported increased net revenues driven by its publishing segment, largely due to strong performance from its Grand Theft Auto franchise and expansion into sports and strategy titles through acquisitions like Visual Concepts, Gaia Capital Group, and Irrational Studios. However, the company's operating income and net income experienced a significant decline. This was primarily attributed to increased operating expenses, including higher advertising and promotional spending, increased professional fees related to compliance and legal matters, and the impact of product returns and associated costs following the "M" to "AO" re-rating of "Grand Theft Auto: San Andreas." The company is also navigating the transition to next-generation gaming hardware, which is expected to introduce volatility and unpredictability into its operating results.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2004
Mar 4, 2005Take-Two Interactive Software, Inc. (TTWO) filed its Amendment No. 2 to its Form 10-K for the fiscal year ended October 31, 2004. This filing primarily serves to provide updated officer certifications as required by Section 302 of the Sarbanes-Oxley Act of 2002. The core financial performance and operational details for the fiscal year 2004 would have been presented in the previously filed Form 10-K/A dated February 22, 2005. Investors should note that this amendment focuses on compliance and corporate governance rather than introducing new financial data for the period. As of the filing date, the company's common stock had a significant market value of approximately $1.283 billion held by non-affiliates, indicating substantial investor interest. With over 46 million shares outstanding, TTWO is an accelerated filer, suggesting a mature public company with established reporting practices. Investors should refer to the original 10-K/A filing from February 25, 2005, for a comprehensive understanding of the company's financial condition and business operations during fiscal year 2004.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2004
Feb 25, 2005Take-Two Interactive Software, Inc.'s (TTWO) 2005 10-K filing reveals a period of significant executive transition and compensation adjustments. The company has seen a change in its Chief Executive Officer, with Paul Eibeler stepping into the role in January 2005, following Richard Roedel's tenure. Executive compensation is detailed, showing substantial salaries and bonuses, with significant stock options and restricted stock awards granted, particularly to key executives like Paul Eibeler, Gary Lewis, and Ryan A. Brant. The company also outlines its director compensation structure, including cash retainers and equity awards. A notable aspect is the significant ownership by institutional investors such as FMR Corp., Wellington Management Company, LLP, J & W Seligman & Co. Incorporated, and Oppenheimer Funds, Inc., collectively holding over 45% of the company's outstanding common stock as of early 2005. The filing also touches on corporate governance, detailing the Audit Committee members and the company's Code of Ethics. The company's independent auditor is PricewaterhouseCoopers LLP, with significant fees paid for audit, tax, and other services, which were pre-approved by the Audit Committee. Notably, audit and tax fees for fiscal year 2004 were substantially lower than in fiscal year 2003, which included amounts relating to a financial statement restatement.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2004
Dec 22, 2004Take-Two Interactive Software, Inc. (TTWO) presents its 2004 10-K filing, highlighting a strong year driven by its flagship "Grand Theft Auto" franchise, particularly "Grand Theft Auto: San Andreas," which significantly contributed to revenue. The company's growth strategy is centered around its Rockstar Games subsidiary, focusing on mature-audience action games, and diversification through its Globalstar subsidiary with sports and licensed titles. Recent acquisitions, including Indie, Venom, and Mobius, bolster their internal development capabilities and intellectual property portfolio, particularly in sports and handheld gaming. While net sales saw a healthy 9.1% increase year-over-year, reaching $1.13 billion, operating income and net income saw a decline compared to the previous year. This was attributed to increased cost of sales (product costs, royalties, and software development) and higher operating expenses, including significant investments in selling & marketing and research & development. The company is actively managing its distribution business through its Jack of All Games subsidiary and is well-positioned for future growth with upcoming releases and strategic acquisitions, despite facing intense competition and evolving market dynamics within the interactive entertainment industry.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2003
Mar 2, 2004Take-Two Interactive Software, Inc.'s (TTWO) 10-K/A filing for the fiscal year ended October 31, 2003, highlights a company undergoing significant leadership changes and executive compensation adjustments. The filing details the compensation packages for key executives, including substantial salaries and bonuses, alongside significant stock option grants. The company emphasizes its commitment to corporate governance with an independent Audit Committee, a Code of Ethics, and disclosures on Section 16(a) compliance, though it notes several late filings by insiders. The disclosure also includes information on beneficial ownership and equity compensation plans, indicating a material portion of executive compensation is tied to equity performance.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2003
Mar 1, 2004Take-Two Interactive Software, Inc. filed its Form 10-K/A for the fiscal year ended October 31, 2003, providing insights into its executive leadership, compensation, and significant ownership. The company has undergone recent leadership changes, with Jeffrey C. Lapin appointed CEO in January 2003 and Trevor Drinkwater becoming COO in November 2003. The filing details the compensation packages for its top executives, including substantial bonuses and stock options, particularly for Chairman Ryan A. Brant and the newly appointed CEO. Significant stock ownership is held by institutional investors such as FMR Corp. (14.4%), and J & W Seligman & Co. Incorporated (6.4%), with Chairman Ryan A. Brant holding a notable, albeit smaller, direct stake. Investors should note the company's accounting fees, which increased significantly in fiscal year 2003, notably due to an SEC investigation and financial statement restatement. The Audit Committee, composed of independent directors and chaired by a financial expert, oversees these matters. The report also highlights related-party transactions, including a lease agreement with a company controlled by the Chairman's father, though the terms are presented as no less favorable than market rates.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2003
Feb 12, 2004Take-Two Interactive Software, Inc. (TTWO) filed its 2003 10-K on February 12, 2004, reporting on its fiscal year ended October 31, 2003. The company demonstrated significant growth, with net sales increasing from $795 million in FY2002 to $1 billion in FY2003, and net income rising from $72 million to $98 million. This growth was driven by strong performance in both its publishing and distribution segments, bolstered by popular titles like Grand Theft Auto: Vice City. The company also noted a significant increase in research and development expenses, reflecting strategic investments in new titles and studio acquisitions. Despite the positive financial results, the filing highlights material financial restatements due to a revised revenue recognition policy for price concessions. Additionally, the company disclosed receiving a Wells Notice from the SEC concerning an investigation into accounting matters, revenue recognition policies, and internal controls, which could lead to potential enforcement actions. Investors should monitor the outcome of this SEC investigation and the company's ongoing efforts to manage product development, competitive pressures, and regulatory scrutiny.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2002
Dec 23, 2002Take-Two Interactive Software, Inc. (TTWO) is a global developer, publisher, and distributor of interactive software games for PCs and video game consoles. The fiscal year ended October 31, 2002, marked a period of significant growth, with net sales increasing by 76.9% to $793.9 million, driven primarily by a surge in publishing operations. This growth was largely fueled by the exceptional performance of key titles like 'Grand Theft Auto 3' and the successful launch of 'Grand Theft Auto: Vice City,' which quickly became top sellers. The company has strategically expanded its intellectual property portfolio through key acquisitions, including the rights to 'Max Payne,' Barking Dog Studios, and Angel Studios, the developer of 'Midnight Club' and 'Smuggler's Run.' This expansion, coupled with strong performance across its publishing labels (Rockstar Games, Gathering of Developers, Gotham Games), positions Take-Two for continued success in the dynamic interactive entertainment market. While the company experienced a net loss in the prior fiscal year, it has returned to profitability, achieving a net income of $71.6 million for fiscal year 2002.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2000
Apr 19, 2002Take-Two Interactive Software, Inc. (TTWO) filed an amended 10-K for the fiscal year ended October 31, 2000. A significant development highlighted in this filing is the restatement of previously issued financial statements for fiscal year 2000 and certain quarters of 2000 and 2001 due to an investigation into accounting treatment of certain transactions. This restatement involved the elimination of improperly recognized net sales, sales of unshipped products, and adjustments related to an affiliate and a business combination. Despite the accounting adjustments, the company reported a notable increase in net sales for fiscal year 2000, driven by both publishing and distribution segments, with international operations contributing a significant portion. The company is actively involved in developing and publishing a strong pipeline of games for PC and next-generation consoles like PlayStation 2. However, the company also experienced a decrease in net income for fiscal year 2000 compared to the previous year, largely due to the impact of the restatement and increased operating expenses. The company's liquidity is supported by significant credit facilities, and it continues to focus on growth through strategic acquisitions and product development.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2001
Feb 28, 2002This 10-K/A filing from Take-Two Interactive Software, Inc. (TTWO) for the period ending October 31, 2001, highlights a significant period of financial restatement and operational focus. The company is addressing accounting irregularities discovered during an SEC informal inquiry, leading to restated financial statements for fiscal year 2000 and interim periods of fiscal 2001. Despite these challenges, Take-Two is strategically positioned in the growing interactive entertainment market, driven by successful titles like Grand Theft Auto 3 and Max Payne, and strong relationships with major platform manufacturers (Sony, Nintendo, Microsoft). Financially, the company reported a net loss for fiscal year 2001 after experiencing growth in net sales. The increased cost of sales, driven by production costs for next-generation titles and an impairment charge, impacted profitability. The company is also managing substantial debt obligations and investing in its product pipeline, particularly for console platforms. Investors should note the ongoing legal proceedings related to the financial restatements and the SEC investigation, which could materially affect the company's financial condition.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2001
Feb 12, 2002Take-Two Interactive Software, Inc. (TTWO) filed its 10-K for the fiscal year ended October 31, 2001, highlighting significant financial restatements due to accounting irregularities in fiscal years 2000 and 2001. Despite these challenges, the company reported a substantial increase in net sales, driven by strong performance in both its publishing and distribution segments, notably with the success of "Grand Theft Auto 3" and "Max Payne." The company is navigating the transition to next-generation gaming platforms and expanding its product portfolio. However, the filing also disclosed ongoing class-action lawsuits related to the financial restatements and an SEC investigation, posing potential risks to the company's financial condition and operations. The company's strategic focus remains on developing and publishing titles for both PC and console markets, with a particular emphasis on next-generation platforms. While "Grand Theft Auto 3" has emerged as a major success, contributing significantly to revenue, the reliance on a few key titles presents a concentration risk. The company is actively managing its liquidity through existing credit facilities and has no immediate material capital expenditure commitments, though it anticipates significant professional expenses related to ongoing litigation and regulatory matters.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 2000
Feb 22, 2001TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 2000
Jan 29, 2001TAKE TWO INTERACTIVE SOFTWARE INC Annual Report (Amendment), Year Ended Oct 31, 1999
Feb 28, 2000Take-Two Interactive Software, Inc. filed its 10-K annual report on February 28, 2000. As this filing is from the year 2000, it represents a snapshot of the company at a very early stage of its development in the burgeoning video game industry. The report would provide crucial insights into its financial health, operational strategies, and market positioning during that period. Investors would look for information on revenue generation, profitability, any significant acquisitions or partnerships, and the company's outlook for future growth in the then-evolving gaming landscape. Understanding the company's initial strategies and financial performance is key to assessing its long-term trajectory and the value proposition it offered to early investors.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 1999
Jan 27, 2000This filing represents Take Two Interactive Software Inc.'s 10-K annual report, filed on January 27, 2000. As this is an early-stage filing from the year 2000, it provides a snapshot of the company's operations and financial position at the cusp of the new millennium, likely detailing its business in video game development and publishing. Investors should pay close attention to the company's revenue streams, product pipeline, and any strategic partnerships or acquisitions mentioned, as these will be key indicators of its growth potential in the rapidly evolving interactive entertainment market. Furthermore, understanding the competitive landscape and any risks associated with technological shifts or piracy will be crucial for assessing the long-term viability of the business.
TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 1998
Jan 29, 1999Take-Two Interactive Software, Inc. (TTWO) filed its 10-K annual report on January 29, 1999, presenting its financial performance and operational status for the fiscal year ending on that date. This filing provides a crucial snapshot of the company's position in the nascent interactive entertainment market. Investors should note the company's focus on developing and publishing software for various gaming platforms, highlighting the competitive landscape and the capital-intensive nature of game development. The report likely details the company's product pipeline, sales performance of existing titles, and strategies for future growth. Given the early stage of the internet and digital distribution, a significant portion of the business would have been reliant on physical media sales and retail distribution channels. Understanding TTWO's financial health, its ability to fund new game development, and its market penetration strategies are paramount for assessing its long-term viability and potential for investor returns.