10-QPeriod: Q3 FY2021

TAKE TWO INTERACTIVE SOFTWARE INC Quarterly Report for Q3 Ended Dec 31, 2020

Filed February 9, 2021For Securities:TTWO

Summary

Take-Two Interactive Software, Inc. reported strong performance for the nine months ended December 31, 2020, with net revenue increasing by 8.8% to $2.53 billion and net income growing to $370.1 million, up from $281.7 million in the prior year. Diluted EPS also saw a significant increase to $3.20 from $2.47. The company experienced a notable shift in revenue composition, with recurrent consumer spending (in-game purchases, virtual currency, add-on content) increasing to 59.5% of net revenue for the nine-month period, up from 41.8% in the prior year. Conversely, full game and other revenue decreased as a percentage of total revenue. The company also demonstrated solid operational execution, with operating cash flow significantly improving to $787.7 million from $440.0 million. The balance sheet remains robust, with cash and cash equivalents and restricted cash and cash equivalents totaling $2.51 billion at the end of the period. The acquisition of Playdots, Inc. in September 2020 for $195.5 million further strengthens Take-Two's mobile offerings. While the company faces ongoing risks related to customer concentration and the evolving hardware market, the results indicate strong underlying demand and successful strategic execution.

Financial Statements
Beta
Revenue$860.89M
Cost of Revenue$346.24M
Gross Profit$514.64M
Operating Expenses$338.59M
Operating Income$176.06M
Net Income$182.25M
EPS (Basic)$1.58
EPS (Diluted)$1.57
Shares Outstanding (Basic)115.00M
Shares Outstanding (Diluted)116.12M

Key Highlights

  • 1Net revenue for the nine months ended December 31, 2020, increased by 8.8% to $2.53 billion, compared to $2.33 billion in the prior year.
  • 2Net income for the nine months ended December 31, 2020, rose to $370.1 million, a significant increase from $281.7 million in the prior year.
  • 3Diluted earnings per share (EPS) improved to $3.20 for the nine months ended December 31, 2020, up from $2.47 in the prior year.
  • 4Recurrent consumer spending revenue grew substantially, representing 59.5% of total net revenue for the nine-month period, up from 41.8% in the prior year, indicating a successful shift towards ongoing player engagement.
  • 5Net cash provided by operating activities significantly increased to $787.7 million for the nine months ended December 31, 2020, up from $440.0 million in the prior year.
  • 6The company ended the period with a strong liquidity position, holding $2.51 billion in cash, cash equivalents, and restricted cash and cash equivalents.
  • 7Acquisition of Playdots, Inc. in September 2020 for $195.5 million enhances the company's mobile game portfolio and is expected to contribute to future growth.

Frequently Asked Questions

For the nine months ended December 31, 2020, Take-Two Interactive reported an 8.8% increase in net revenue, reaching $2.53 billion, up from $2.33 billion in the prior year. This growth was primarily driven by strong performance in franchises like NBA 2K, Grand Theft Auto Online, and the Mafia series, alongside new releases such as PGA TOUR 2K21.

The significant rise in recurrent consumer spending revenue, which now accounts for 59.5% of total net revenue for the nine-month period (up from 41.8% last year), indicates a successful strategic shift towards in-game purchases, virtual currency, and add-on content. This trend suggests strong player engagement and a more stable, recurring revenue stream beyond initial game sales.

The company's financial health appears robust. Net cash provided by operating activities saw a substantial increase to $787.7 million for the nine months ended December 31, 2020, compared to $440.0 million in the prior year. Furthermore, Take-Two Interactive ended the period with a strong liquidity position, holding $2.51 billion in cash, cash equivalents, and restricted cash and cash equivalents, providing ample resources for ongoing operations and future investments.

Take-Two Interactive acquired Playdots, Inc. in September 2020 for $195.5 million. This acquisition is part of the company's strategy to expand its intellectual property portfolio and strengthen its mobile offerings. The acquired company is known for its popular mobile game 'Two Dots', and this move is expected to contribute to future growth, particularly in the mobile gaming segment.