TAKE TWO INTERACTIVE SOFTWARE INC quarterly report, Q1 FY2022

Take-Two Interactive Software, Inc. — Q1 FY2022 Form 10-Q

Reporting period: Three months ended June 30, 2021, compared with the three months ended June 30, 2020. Take-Two develops, publishes, and markets interactive entertainment through Rockstar Games, 2K, Private Division, and T2 Mobile Games. Financial statements are unaudited.

Key financial results

MetricQ1 FY2022Prior-year quarterChange
Net revenue$813.3 million$831.3 millionDown 2.2%
Gross profit / margin$483.6 million / 59.5%$354.6 million / 42.7%Margin up 16.8 percentage points
Operating income / margin$170.5 million / 21.0%$82.1 million / 9.9%Operating income more than doubled
Net income$152.3 million$88.5 millionUp 72.0%
Diluted EPS$1.30$0.77Up 68.8%
Net Bookings$711.4 million$996.2 millionDown 28.6%
Cash from operating activities$148.2 million$445.4 millionDown $297.2 million

Recurrent consumer spending rose 15.2% to $572.3 million and represented 70.4% of revenue, versus 59.8% a year earlier. Full game and other revenue fell to $241.1 million from $334.5 million. Digital online revenue was $740.8 million, or 91.1% of revenue.

The gross-margin improvement reflected lower internal royalties and lower software-development amortization and royalties, primarily due to the timing of royalties and releases. Operating expenses increased 14.9% to $313.2 million, including higher marketing and research and development costs. The effective tax rate was 11.2%, compared with 2.1%; tax credits and excess stock-compensation tax benefits reduced the current-period rate.

Financial position and liquidity

  • At June 30, 2021, cash and cash equivalents were $1.401 billion, short-term investments were $1.135 billion, and restricted cash totaled $756.5 million, including long-term restricted cash.
  • Total assets were $6.314 billion and total liabilities were $2.683 billion. The filing reports no outstanding borrowings under its credit facility; $247.9 million was available, net of $2.1 million in letters of credit.
  • Cash, cash equivalents, and restricted cash increased by $97.1 million from the beginning of the fiscal year. Operating cash flow was lower year over year, with changes in deferred revenue and other working-capital items among the significant movements.
  • Capital expenditures were $86.4 million in the quarter; management anticipated approximately $170 million for FY2022.

Material changes and notable items

  • Net Bookings declined mainly due to lower bookings from Grand Theft Auto Online and Grand Theft Auto V, NBA 2K, Red Dead Redemption 2, Borderlands 3, and The Outer Worlds; Two Dots partly offset the declines. Revenue decreased modestly, with higher NBA 2K revenue and mobile growth partly offset by lower Red Dead Redemption 2 and Borderlands 3 revenue.
  • Mobile revenue increased to $82.3 million from $54.4 million. Console revenue was $602.4 million, while PC and other revenue declined to $128.6 million from $165.3 million.
  • On June 1, 2021, Take-Two acquired 94.5% of mobile developer Nordeus for consideration with a reported acquisition-date fair value of $306.3 million. The transaction included cash, shares, a call option for the remaining interest, and contingent earn-out consideration valued at $78.7 million, with payments of up to $153 million dependent on performance. Nordeus contributed $1.9 million of revenue and a $4.5 million net loss from the acquisition date through quarter-end.
  • The company also acquired two UK office buildings for $72.9 million. Software-development impairment charges were $9.8 million, versus $19.7 million in the prior-year quarter.

Outlook, risks, and contingencies

Management identified planned FY2022 releases including Grand Theft Auto V and a standalone Grand Theft Auto Online for PS5 and Xbox Series X|S, NBA 2K22, WWE 2K22, Tiny Tina’s Wonderlands, OlliOlli World, and Hades. The provided filing text does not give a clear numeric revenue or earnings forecast.

Management expects engagement to remain above pre-pandemic levels but anticipates some moderation as conditions normalize. It cautioned that COVID-19, consumer spending, console availability and transitions, title timing and performance, foreign exchange, and customer concentration could affect results. The five largest customers generated 80.6% of quarterly revenue. Grand Theft Auto products generated 33.7% of revenue. Management stated that liquidity was sufficient for anticipated short- and long-term requirements. Routine litigation was not considered material; the company noted losses above accrued amounts were reasonably possible but not expected to be material.

Important facts for investors to verify

  • Whether the steep Net Bookings decline persists and how it translates into recognized revenue and cash flow.
  • Whether recurrent consumer spending and mobile growth can offset title-release timing and lower full-game sales.
  • The performance milestones, potential maximum payout, and final valuation of Nordeus’s contingent earn-out and remaining-interest call option.
  • The sustainability of the unusually higher gross margin and the sensitivity of earnings to future release schedules and development costs.
  • Customer concentration, COVID-19 and consumer-demand trends, foreign-exchange exposure, and the stated FY2022 capital-expenditure expectation.