TAKE TWO INTERACTIVE SOFTWARE INC annual report, FY2018

Take-Two Interactive Software, Inc. — Form 10-K

Reporting period: Fiscal year ended March 31, 2018. The filing is an annual report, not a standalone quarterly filing; it also reports fourth-quarter results. Amounts are in U.S. dollars.

Business context

Take-Two develops and publishes interactive entertainment through Rockstar Games, 2K, Private Division and Social Point. Its business relies on a portfolio of game franchises, including Grand Theft Auto, NBA 2K and WWE 2K, with revenue from game sales, digital distribution and ongoing player spending.

Financial results and liquidity

MetricFY 2018FY 2017
Net revenue$1,792.9 million$1,779.7 million
Gross profit / gross margin$894.6 million / 49.9%$756.8 million / 42.5%
Operating income / margin$135.6 million / 7.6%$91.3 million / 5.1%
Net income$173.5 million$67.3 million
Diluted EPS$1.54$0.72
Cash from operations$393.9 million$331.4 million
  • Revenue increased 0.7%; gross profit rose 18.2%. Gross-margin improvement reflected lower software development and product costs, partly offset by higher internal royalties.
  • Digital online revenue was $1,130.9 million, or 63.1% of revenue, versus 51.8% a year earlier. Recurrent consumer spending reached 41.6% of revenue, up from 25.8%.
  • Cash and cash equivalents were $809.0 million and short-term investments were $615.4 million at year-end. Restricted cash was an additional $437.4 million and was primarily tied to internal royalty payments.
  • Operating cash flow was $393.9 million; investing cash outflow was $271.8 million and financing cash outflow was $281.5 million. Cash declined $134.4 million during the year, including substantial share repurchases and employee tax-withholding payments.
  • Long-term debt was $8.1 million at year-end, representing remaining 1.00% convertible notes; there were no borrowings under the credit facility and $98.3 million was available to borrow. The facility expires August 2019.
  • Current assets were $2,409.2 million and current liabilities $1,726.9 million. Total contractual obligations and commitments were $540.5 million.

Material changes versus the prior year

  • Revenue was nearly flat as NBA 2K franchise revenue increased $159.4 million and Grand Theft Auto franchise revenue increased $32.0 million, largely offset by a $134.9 million decline in Mafia III revenue.
  • Digital revenue grew $209.2 million while physical retail and other revenue fell $196.1 million. U.S. revenue rose to 58.7% of total; international revenue declined to 41.3%.
  • Operating expenses increased 14.1% to $759.0 million, including higher research and development and general and administrative costs, plus $14.7 million of reorganization expense. Selling and marketing expense declined.
  • The income tax line shifted from $9.7 million of expense to a $36.9 million benefit. The FY 2018 benefit included $53.2 million of excess tax benefits from employee stock compensation and provisional Tax Cuts and Jobs Act effects.
  • Cash declined from $943.4 million. The company repurchased $154.8 million of shares during FY 2018 and a further $153.5 million after year-end through the filing date.

Outlook, commentary and risks

  • No numeric full-year financial guidance is provided in the filing. Announced upcoming releases included Red Dead Redemption 2, expected October 26, 2018, and NBA 2K19 and WWE 2K19, expected in fall 2018.
  • Management expects digital delivery and recurrent consumer spending to remain important growth drivers. It also cautions that results depend on hit releases, release timing and seasonal demand.
  • Grand Theft Auto products generated 39.7% of FY 2018 revenue; the five best-selling franchises collectively generated 90.6%. The five largest customers represented 70.7% of revenue, including two customers individually above 10%.
  • Management changed Grand Theft Auto V’s estimated service period through December 2019. The filing says this estimate change reduced FY 2018 revenue by $271.7 million, operating income by $250.6 million, net income by $212.9 million, and basic and diluted EPS by $1.93 and $1.81, respectively.
  • Revenue standard Topic 606 became effective for the company on April 1, 2018. Management expected a $360–$440 million cumulative adjustment to retained earnings and a shift in timing of revenue recognition, particularly for online-enabled games and virtual currency. This is an accounting transition estimate, not a cash-flow forecast.
  • The Tax Cuts and Jobs Act effects were provisional; management had not yet determined its accounting policy for GILTI and said actual tax effects could differ materially. The company reported $128.5 million of gross unrecognized tax benefits, including interest and penalties.
  • Other principal risks include platform and distribution dependence, product-development delays or cost overruns, cybersecurity and privacy exposures, foreign-exchange and international risks, and uncertain consumer demand. A former executive’s lawsuit seeks at least $150 million; six claims remained, and the company said it intended to defend the case.

Important facts for investors to verify

  • How much of reported earnings and future comparisons reflects the GTA V service-period estimate change and the Topic 606 transition.
  • Whether NBA 2K and Grand Theft Auto Online spending, along with Social Point, can sustain digital growth as individual title sales fluctuate.
  • Whether franchise and customer concentration, deferred revenue and the large accrued software-royalty balance affect revenue quality, cash conversion or bargaining leverage.
  • How the tax-law estimates, unrecognized tax positions and pending tax examinations affect the effective tax rate and cash taxes.
  • Progress and potential exposure in the Benzies litigation, and the remaining convertible-note settlement and maturity obligations.