10-KPeriod: FY1998

TAKE TWO INTERACTIVE SOFTWARE INC Annual Report, Year Ended Oct 31, 1998

Filed January 29, 1999For Securities:TTWO

Summary

Take-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.

Key Highlights

  • 1The filing represents Take-Two Interactive Software, Inc.'s 1999 annual report, detailing financial and operational performance.
  • 2The company is engaged in the development and publishing of interactive entertainment software.
  • 3The report provides insights into the company's product portfolio and its position in the gaming market.
  • 4It offers a view into the company's strategies for growth and market expansion in the late 1990s.
  • 5Financial performance data, including revenue, expenses, and profitability, is a key component of this filing.
  • 6The document likely addresses risks and challenges inherent in the video game industry, such as product development cycles and market competition.

Frequently Asked Questions

As of the January 29, 1999, 10-K filing, Take-Two Interactive Software, Inc. is primarily engaged in the development and publishing of interactive entertainment software for various gaming platforms.

Key risks for investors would include the highly competitive nature of the video game industry, long and capital-intensive product development cycles, reliance on third-party hardware manufacturers, and potential shifts in consumer preferences and technology.

Investors should examine revenue growth, profitability trends (net income/loss), operating expenses, cash flow from operations, and the company's debt levels and liquidity position to assess its financial health and operational efficiency.

In 1999, digital distribution was in its infancy. The company's business model would have been predominantly reliant on physical media sales through traditional retail channels, with online sales and digital downloads being a very minor or non-existent revenue stream at that time.