NASDAQ:TTWO Take-Two Interactive Software Q1 2025 Earnings Report $216.23 +4.48 (+2.12%) Closing price 04:00 PM EasternExtended Trading$217.42 +1.20 (+0.55%) As of 04:36 PM Eastern Extended trading is trading that happens on electronic markets outside of regular trading hours. This is a fair market value extended hours price provided by Massive. Learn more. ProfileEarnings HistoryForecast Take-Two Interactive Software EPS ResultsActual EPS-$0.30Consensus EPS -$0.39Beat/MissBeat by +$0.09One Year Ago EPSN/ATake-Two Interactive Software Revenue ResultsActual Revenue$1.22 billionExpected Revenue$1.24 billionBeat/MissMissed by -$18.79 millionYoY Revenue GrowthN/ATake-Two Interactive Software Announcement DetailsQuarterQ1 2025Date8/8/2024TimeN/AConference Call DateThursday, August 8, 2024Conference Call Time4:30PM ETUpcoming EarningsTake-Two Interactive Software's Q1 2027 earnings is scheduled for Tuesday, June 30, 2026Conference Call ResourcesConference Call AudioConference Call TranscriptSlide DeckPress Release (8-K)Quarterly Report (10-Q)Earnings HistoryCompany ProfileSlide DeckFull Screen Slide DeckPowered by Take-Two Interactive Software Q1 2025 Earnings Call TranscriptProvided by QuartrAugust 8, 2024 ShareLink copied to clipboard.Key Takeaways Delivered Q1 net bookings of $1.2 B in line with expectations and reaffirmed FY25 net bookings outlook of $5.55 B–$5.65 B, demonstrating confidence in the growth trajectory. Rockstar's Grand Theft Auto franchise remained robust with GTA V surpassing 200 M units sold, GTA Online’s summer content pack exceeding projections, and GTA Plus membership growing strong double digits. Zynga’s free-to-play titles outperformed: Match Factory net bookings jumped over 50% sequentially, while Juneblast celebrated its 7th anniversary with a top-10 US App Store ranking and over $2.5 B in lifetime gross bookings. Take-Two acquired Gearbox Entertainment to bolster its development pipeline and capitalize on the Borderlands IP, coinciding with the launch of the Borderlands feature film. Recurring consumer spending was flat in Q1, pressured by declines in hyper-casual mobile games and lowered engagement in live services such as GTA Online and NBA 2K24, indicating possible near-term headwinds. AI Generated. May Contain Errors.Conference Call Audio Live Call not available Earnings Conference CallTake-Two Interactive Software Q1 202500:00 / 00:00Speed:1x1.25x1.5x2xTranscript SectionsPresentationParticipantsPresentationSkip to Participants Operator00:00:00Greetings, and welcome to the Take-Two Interactive First Quarter Fiscal Year 2025 Earnings Call. At this time, all participants are in a listen-only mode. A brief question-and-answer session will follow the formal presentation. If anyone should require operator assistance during the conference, please press star zero on your telephone keypad. As a reminder, this conference is being recorded. It is now my pleasure to introduce to you Nicole Shevins, SVP of Investor Relations and Corporate Communications. Thank you, Nicole. You may begin. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:00:32Good afternoon. Thank you for joining our conference call to discuss our Results for The First Quarter of Fiscal Year 2025 Ended June 30, 2024. Today's call will be led by Strauss Zelnick, Take-Two's Chairman and Chief Executive Officer, Karl Slatoff, our President, and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q&A session following our prepared remarks. Before we begin, I'd like to remind everyone that statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws. These forward-looking statements are based on the beliefs of our management as well as assumptions made by and information currently available to us. We have no obligation to update these forward-looking statements. Actual operating results may vary significantly from these forward-looking statements based on a variety of factors. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:01:18These important factors are described in our filings with the SEC, including the company's most recent annual report on Form 10-K and quarterly report on Form 10-Q, including the risks summarized in the section entitled Risk Factors. I'd also like to note that unless otherwise stated, all numbers we will be discussing today are GAAP, and all comparisons are year-over-year. Additional details regarding our actual results and outlook are contained in our press release, including the items that our management uses internally to adjust our GAAP financial results in order to evaluate our operating performance. Our press release also contains a reconciliation of any non-GAAP financial measure to the most comparable GAAP measure. In addition, we have posted to our website a slide deck that visually presents our results and financial outlook. Our press release and filings with the SEC may be obtained from our website at taketwogames.com. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:02:05Now I'll turn the call over to Strauss. Strauss ZelnickChairman and CEO at Take-Two Interactive00:02:08Thanks, Nicole. Good afternoon, and thank you for joining us today. I'm pleased to report that fiscal year 2025 is off to a solid start. Our first quarter net bookings of $1.2 billion were in line with our expectations, and our management team remains highly confident in our path forward. We're reiterating our net bookings outlook for the year. As we release our groundbreaking pipeline, we expect to achieve tremendous growth, including sequential increases in net bookings in fiscal 2026 and 2027. I'd like to thank our talented teams across our labels for their boundless passion, hard work, and dedication to our mission. Now, turning to our business highlights from the quarter. The Grand Theft Auto series exceeded our expectations as momentum continues to build ahead of the launch of Grand Theft Auto VI in fall of 2025. Strauss ZelnickChairman and CEO at Take-Two Interactive00:03:00Unit sales for Grand Theft Auto V continue to grow, and to date, the title has sold in over 200 million units. Grand Theft Auto Online also surpassed our projections, led by its summer content pack, Bottom Dollar Bounties, which launched June 25th. The audience for Rockstar's premium membership service, GTA+, grew strong double digits over last year, with Rockstar Games offering its members an array of valuable benefits that range from enhancing the in-game experience to providing access to their classic titles, including the recent addition of L.A. Noire. We're pleased with the performance of Red Dead Redemption 2, which has sold in more than 65 million units to date. In addition, Red Dead Online continued to engage its audience during the period with new monthly bonuses and free outfits inspired by top content creators within the Red Dead community. Strauss ZelnickChairman and CEO at Take-Two Interactive00:03:55NBA 2K24 delivered a solid quarter, and to date has sold in close to 11 million units. Engagement remains strong, with users playing more frequently and participating in more games compared to NBA 2K23 for the same period last year. The franchise continues to expand its audience through several innovative mobile experiences, including NBA 2K24 MyTEAM, a free-to-play card collecting experience that has been downloaded nearly 3 million times since its launch in February. Moreover, NBA 2K24 Arcade Edition continues to enjoy huge success on Apple Arcade and is consistently a top two game on the service. WWE 2K24, which launched at the end of fiscal 2024, has continued to grow its audience and enhance its profitability. Our teams have driven meaningful engagement through the release of several content packs, with more on the way. Strauss ZelnickChairman and CEO at Take-Two Interactive00:04:48To date, players have logged 27 million hours of gameplay across more than 200 million matches, featuring a series-high roster of over 300 past and present superstars. On April 4, 2K and Cat Daddy Games released NFL 2K Playmakers, a new free-to-play mobile title that allows fans to collect NFL player cards and assemble an exciting roster of offensive, defensive, and special teams. We're proud to add NFL 2K Playmakers to our ever-expanding mobile portfolio in partnership with the NFL and the NFL Players Association. On April 26, 2K and Hangar 13 launched TopSpin 2K25, marking the return of our popular tennis franchise after a 13-year hiatus. The title was well received by critics and fans alike, who praised its authentic tennis experience and deep personalization and legendary venues. 2K is supporting TopSpin with a series of Centre Court Passes that feature iconic courts, brands, and tournaments. Strauss ZelnickChairman and CEO at Take-Two Interactive00:05:56During the period, we added to the caliber of our world-class development teams with our acquisition of Gearbox Entertainment. We're thrilled to welcome Randy Pitchford and his studio to the Take-Two and 2K family. We've identified many potential growth opportunities for the Borderlands series and Gearbox's catalog. In addition, tomorrow marks the box office debut of the star-studded Borderlands feature film from Lionsgate, and we hope that audiences will enjoy experiencing the series' vibrant and character-driven world on the big screen. Zynga delivered another solid quarter, including phenomenal performance at Peak. Match Factory is scaling quickly and has established itself as one of Zynga's largest contributors to net bookings. The title is responding well to our investment in user acquisition, reflected in net bookings growth of more than 50% over last quarter. We believe that there are even more growth opportunities ahead as we add new features and updates. Strauss ZelnickChairman and CEO at Take-Two Interactive00:06:56Toon Blast delivered strong year-over-year growth for the third consecutive quarter. As the title celebrates its seventh anniversary this month, we're pleased that it has become a top 10 grossing game in the U.S. Apple App Store this quarter and has achieved more than $2.5 billion in lifetime gross bookings. On June fourth, Zynga and Lucasfilm Games launched Star Wars: Hunters, the label's first-ever cross-platform title, which is available for free on Nintendo Switch and iOS and Android devices. Expanding the iconic Star Wars universe with new locations and characters, the competitive battle arena game received a tremendous amount of fanfare from the media and audiences around the globe. Players can look forward to additional content offerings coming soon. Our blended monetization efforts in hyper-casual are progressing well at Rollic, which crossed 3.6 billion all-time downloads. Strauss ZelnickChairman and CEO at Take-Two Interactive00:07:53Fan-favorite titles Screw Jam and Twisted Tangle both performed well this quarter, becoming top 50 and top 100 grossing games, respectively, in the U.S. Apple App Store. Our direct-to-consumer business continues to grow, and our teams are working actively to add more titles each quarter to this highly accretive owned distribution channel. Looking ahead, Zynga has numerous titles in development and soft launch, including the latest installment in their popular racing franchise, CSR Racing 3. In closing, I believe that our talented creative teams and owned portfolio of iconic entertainment franchises are driving both the consistent performance of our company and our potential to achieve unprecedented levels of multiyear growth. As we focus on our strategic priorities and embody our core tenets of creativity, innovation, and efficiency, I'm confident that we'll set new benchmarks for our industry and deliver strong returns for our shareholders. Strauss ZelnickChairman and CEO at Take-Two Interactive00:08:52I'll now turn the call over to Karl. Karl SlatoffPresident at Take-Two Interactive00:08:55Thanks, Strauss. I'd like to thank our teams for continuing to deliver immersive and engaging entertainment experiences that are strengthening the foundation for our long-term success. Turning to our recent releases and announced offerings for the current year. On July 25, Zynga launched a new puzzle RPG title, Game of Thrones: Legends, which invites players to journey through the magical land of Westeros, featuring characters, lores, and storylines from HBO's popular Game of Thrones and House of the Dragon franchises. The game marked the exciting return of Emmy and Golden Globe-nominated actor Kit Harington to the franchise, who also starred in a marketing campaign set in the title's immersive world. Player reception has been positive, with the title entering the top ten in the overall free games category on the U.S. Apple App Store and on Google Play in the U.S. Karl SlatoffPresident at Take-Two Interactive00:09:492K and Visual Concepts will once again set new standards of excellence and realism for basketball in our industry with the launch of NBA 2K25. The title officially launches on September sixth, and we are excited to offer fans that have preordered the game the ability to play up to two days early. Players will be able to forge a dynasty in MyCAREER and compete in the new MyTEAM modes. Those on Gen 9 platforms will experience an added sixth era in MyNBA, a more dense and interactive city, and the chance to cement their GOAT status in the W. We are thrilled that Visual Concepts will release the Gen 9 version of NBA 2K25 for PC, which will provide our passionate community access to our series' most advanced gameplay and stunning graphics. Karl SlatoffPresident at Take-Two Interactive00:10:402K will have more details to share about the game leading up to its launch. In addition, Visual Concepts is currently developing WWE 2K25, which promises to take our successful pro wrestling franchise to new heights when it launches later this fiscal year. Later this month, 2K and Firaxis Games will reveal more details about the eagerly anticipated launch of Sid Meier's Civilization VII, a revolutionary new chapter in our epic strategy video game franchise. In this 4X strategy game, players can establish their civilization and construct cities and architectural wonders to expand their territory, conquer or cooperate with rival civilizations, and explore the far reaches of the unknown world. We can't wait for Civ fans around the world to enjoy what promises to be the best title in the series' 30-year history. Karl SlatoffPresident at Take-Two Interactive00:11:31We also successfully launched a mobile Civilization game in China through our partnership with Tencent and are pleased that the title hit number one on iOS and Android stores at launch. In closing, as we continue to execute upon our strategy, we believe that there are many opportunities that will enable us to deliver a period of significant margin expansion, long-term growth, and shareholder returns for Take-Two. I'll now turn the call over to Lainie. Lainie GoldsteinCFO at Take-Two Interactive00:11:59Thanks, Karl, and good afternoon, everyone. We achieved solid first quarter results by engaging our players with exciting new game releases and content updates while maintaining our focus on efficiency. Lainie GoldsteinCFO at Take-Two Interactive00:12:10... We continue to have great confidence in our ability to deliver a multiyear period of growth. Our core franchises remain healthy. Our teams are hard at work on the most ambitious development pipeline in our company's history, and we remain focused on new growth opportunities to enhance our business model and financial profile. I'd like to thank our teams for enabling us to captivate millions of players every day and for their unwavering support for our long-term vision. Turning to our results, we delivered first quarter net bookings of $1.22 billion, which was in line with our guidance range of $1.2 billion-$1.25 billion. Recurrent consumer spending was flat for the period and accounted for 83% of net bookings. Lainie GoldsteinCFO at Take-Two Interactive00:12:54Mobile increased mid-single digits, driven by the addition of Match Factory and growth in Toon Blast, which was partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. Grand Theft Auto Online and NBA 2K were both down. During the quarter, we launched TopSpin 2K25, No Rest for the Wicked on Early Access for PC, NFL 2K Playmakers, and Star Wars: Hunters. GAAP net revenue increased 4% to $1.34 billion, while cost of revenue declined 6% to $567 million, and operating expenses increased by 8% to $956 million. On a management basis, operating expenses rose 12% year-over-year, which was better than our forecast due to lower R&D and marketing costs. Turning to our guidance, I'll begin with our full fiscal year expectations. Lainie GoldsteinCFO at Take-Two Interactive00:13:48Our business is performing well, and as Strauss mentioned, we are reiterating our net bookings outlook range of $5.55 billion-$5.65 billion, which represents 5% growth over fiscal 2024. The largest contributors to net bookings are expected to be NBA 2K, the Grand Theft Auto series, Toon Blast, our hyper-casual mobile portfolio, Match Factory, Empires & Puzzles, the Red Dead Redemption series, Sid Meier's Civilization VII, and Words With Friends. We continue to expect recurrent consumer spending growth of approximately 3%, representing 77% of net bookings. Our recurrent consumer spending forecast assumes a high single-digit increase for mobile, driven by Match Factory and Toon Blast, which are partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. We expect flat results for NBA 2K and a decline for Grand Theft Auto Online. Lainie GoldsteinCFO at Take-Two Interactive00:14:43We expect the net bookings breakdown from our labels to be roughly 50% Zynga, 32% 2K, 17% Rockstar Games, and 1% other, and we forecast our geographic net bookings split to be about 60% United States and 40% international. We now expect non-GAAP adjusted unrestricted operating cash flow to be an outflow of $150 million, and we plan to deploy approximately $140 million of capital expenditures, primarily for game technology and office buildouts. We expect GAAP net revenue to range from $5.57 billion-$5.67 billion, and cost of revenue to range from $2.38 billion-$2.41 billion. Lainie GoldsteinCFO at Take-Two Interactive00:15:25The total operating expenses are expected to range from $3.7 billion-$3.72 billion, as compared to $5.83 billion last year. On a management basis, we expect operating expense growth of approximately 10% year-over-year. This is largely due to an increase in ongoing marketing support for Match Factory, as well as other mobile and immersive core launches planned for the year. The addition of Gearbox and higher personnel costs partially offset by savings from our cost reduction program. Excluding incremental marketing and the addition of Gearbox, our operating expenses are expected to grow low single digits over last year. Now moving on to our guidance for the fiscal second quarter. Lainie GoldsteinCFO at Take-Two Interactive00:16:05We project net bookings to range from $1.42 billion-$1.47 billion, compared to $1.44 billion in the second quarter last year. Our release slate for the quarter includes Game of Thrones: Legends and NBA 2K25. The largest contributors to net bookings are expected to be NBA 2K, the Grand Theft Auto series, Toon Blast, Match Factory, our hyper-casual mobile portfolio, Empires & Puzzles, Words With Friends, the Red Dead Redemption series, and Merge Dragons. We project our recurrent consumer spending to increase by approximately 5%, which assumes a low double-digit increase for mobile, driven by the addition of Match Factory and growth in Toon Blast, which are partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. We expect flat results for NBA 2K and a decline for Grand Theft Auto Online. Lainie GoldsteinCFO at Take-Two Interactive00:16:58We expect GAAP net revenue to range from $1.29 billion-$1.34 billion. Operating expenses are planned to range from $982 million-$992 million. On a management basis, operating expenses are expected to grow by approximately 27% year-over-year, which is primarily driven by additional marketing for Match Factory and Game of Thrones: Legends and the addition of Gearbox, partially offset by savings from our cost reduction program. In closing, we are confident in our ability to deliver a strong multiyear trajectory of growth driven by our industry-leading talent, our diverse portfolio of iconic owned intellectual properties, and our groundbreaking development pipeline. As we capitalize on our competitive advantages and pursue our strategic priorities, we believe that we will continue to grow our business, enhance our profitability, and deliver long-term value for our shareholders. Lainie GoldsteinCFO at Take-Two Interactive00:17:51Thank you. I'll now turn the call back to Strauss. Strauss ZelnickChairman and CEO at Take-Two Interactive00:17:54Thanks, Lainie and Karl. On behalf of our entire management team, I'd like to thank our colleagues for delivering results consistently that reflect our unique ability to provide the highest quality and most engaging entertainment offerings to our player communities. To our shareholders, I want to express our appreciation for your continued support. We'll now take your questions. Operator? Operator00:18:19...Thank you, sir. We will now be conducting the question-and-answer session. If you would like to ask a question, please press star one on your telephone keypad. A confirmation tone will indicate that your line is in the queue. You may press star two to remove a question from the queue. For participants using speaker equipment, it may be necessary to pick up your handset before pressing the star keys. One moment, please, while we poll for questions. The first question comes from the line of Doug Creutz with TD Cowen. Please proceed with your question. Doug CreutzManaging Director and Senior Research Analyst at TD Cowen00:18:54Hey, thanks. Your largest peer just released a college football game that has done exceptionally well, as I'm sure you've seen. Just curious if that's caused any thoughts about potentially adding a college basketball feature to NBA 2K, whether it's a unit-based item or just another mode in the game. Seems like there might be a nice opportunity there. Thanks. Karl SlatoffPresident at Take-Two Interactive00:19:22Thanks for the question, Doug. So yeah, obviously we have noticed the success with college football, and it's exciting the industry, and we've taken note of that. And we obviously do have a history with college basketball, with College Hoops 2K, and we're always listening to our community and their interest to see if there's something that we might be able to do in the future. That's across the board, not necessarily just with college sports, but generally speaking. Nothing to announce now, but obviously, it did, we did take notice of it. Doug CreutzManaging Director and Senior Research Analyst at TD Cowen00:19:51Okay, thank you. Operator00:19:55The next question comes from the line of Colin Sebastian with Baird. Please proceed with your question. Colin SebastianSenior Research Analyst at Baird00:20:02Thanks. Good afternoon, everybody. I guess first off, with at least a year or so to go in development of the next GTA, I was just curious if you could sort of outline, perhaps generically, at this point in the production cycle of a game at this scale, what parts of development are left to complete? I guess, are you still in the midst of core development? Are you approaching the testing stage? Any sort of color there, I think, would be interesting. And as a follow-up, Lainie, the increase in OpEx guidance for the year, is that more to support with marketing new titles, or was that something related to Gearbox? Any clarification there would be great. Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:20:45Thanks, Colin. You know, first of all, where we would be in dev would be title specific. So at this stage of the game, it really would vary depending on the title. There's really no cookie-cutter answer to your question. But in any case, it's not the kind of insight that we would give with regard to any specific development that's going on at the company. Operator00:21:10In terms of the increase in the OpEx, it's mostly driven by the acquisition of Gearbox, and to a lesser extent, higher marketing, personnel, and occupancy expenses. Colin SebastianSenior Research Analyst at Baird00:21:22Okay. Thank you, guys. Operator00:21:27The next question comes from the line of Andrew Marok with Raymond James. Please proceed with your question. Andrew MarokDirector of Internet at Raymond James00:21:34Yeah, thanks for taking my question. Maybe, kind of a corollary to the last question, but with the news of the strikes getting underway, I've seen the reports that it won't affect games in development before September 2023. But maybe for some of the earlier stage projects, how are you able to adapt your processes to still make headway? And is there a point in the dev process where you could hit blockers? Strauss ZelnickChairman and CEO at Take-Two Interactive00:22:02Look, we deeply value our talent relationships, and historically, we worked very successfully with all of the unions, including SAG-AFTRA. We continue to work hard to come to a resolution on this current situation. In fact, common ground on 24 out of 25 proposals, so I'm pretty confident that we can get to a deal that will be mutually beneficial. At the same time, we don't expect any impact whatsoever on our titles that are in development. If a strike went on for a very long time, obviously that would affect us and that wouldn't be good for us or for the industry. Andrew MarokDirector of Internet at Raymond James00:22:43Okay, great. Strauss ZelnickChairman and CEO at Take-Two Interactive00:22:44But we're cautiously optimistic that we'll be able to find common ground, and that's certainly, that's certainly our goal. Andrew MarokDirector of Internet at Raymond James00:22:52Gotcha. Thank you. Then maybe one quick clarification question on the back of that. Is there anything to consider on the expense side related to the strikes, like potential savings from stopped labor, or is that just something that probably isn't very material? Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:23:11We certainly don't get any benefit from this situation. Operator00:23:22The next question comes from the line of Drew Crum with Stifel. Please proceed with your question. Drew CrumManaging Director at Stifel00:23:27Okay, thanks. Hey, guys. Good afternoon. So I want to go back to Doug's question on college football as it relates to NBA 2K. Curious if you're seeing anything in terms of leading indicators you track or anticipating any impact on sales from, you know, what appears to be now a more crowded sports category. And then, Lainie, just on RCS, it looked like it was a tad off your guidance for fiscal 1Q, but you kept the annual outlook unchanged. Can you just reconcile the two? Thanks. Karl SlatoffPresident at Take-Two Interactive00:23:59Thanks for the question, Drew. In terms of the question about college football, no, we're not expecting, we're not seeing any significant or any impact on our NBA title based on the success of college football. You know, look, we always, we're always competing for the customer's mind share and welfare across all titles. So I don't necessarily think it's necessarily a sports issue for us, but no, we're not anticipating any effect on NBA 2K25. Lainie GoldsteinCFO at Take-Two Interactive00:24:31... For the RCS full year, it's being driven by Match Factory and Toon Blast, so that's why we're able to keep the full year. Strauss ZelnickChairman and CEO at Take-Two Interactive00:24:38That which is good news? Lainie GoldsteinCFO at Take-Two Interactive00:24:39Yes. Strauss ZelnickChairman and CEO at Take-Two Interactive00:24:40Clear. Lainie GoldsteinCFO at Take-Two Interactive00:24:40Yes, those games are doing fantastic. Drew CrumManaging Director at Stifel00:24:43Got it. Okay, thanks, guys. Operator00:24:47The next question comes from the line of Benjamin Soff with Deutsche Bank. Please proceed with your question. Benjamin SoffDirector of Equity Research at Deutsche Bank00:24:53Hey, guys. Thanks for the question. I wanted to ask a little bit about Star Wars Hunters, and it seems like the first game of that type that you guys have released since acquiring Zynga. And so does this provide a blueprint to bring more triple A content to mobile? And just kind of curious to hear your thoughts there. Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:25:14Look, we're very happy with the for Star Wars: Hunters. It was a really ambitious title. I think the team at NaturalMotion has done a great job, and I think the Zynga label actually has been really excited to launch this cross-platform title based on beloved IP. I mean, it's early yet to see how it will perform, so the jury is out, but it's off to a really good start. And I do think this successful development does potentially inform other titles, but each title stands alone. And as you know, it is our preference to focus on intellectual properties that we own. Benjamin SoffDirector of Equity Research at Deutsche Bank00:25:58Then as a quick follow-up, it looks like the outlook for NBA RCS changed a little bit. Just curious if you could drill down into the moving pieces there? Thank you. Lainie GoldsteinCFO at Take-Two Interactive00:26:11So we had a slight miss in Q1. That was driven by fewer active users in NBA 2K this year, which was driven by lower sales of units, due to the Gen 8 unit. But when we look at the full year, we, you know, we expect it overall to be four, and a lot of that is driven by NBA 2K24. We still have the same expectations that we did for NBA 2K25 as we did, at the beginning of the year. Benjamin SoffDirector of Equity Research at Deutsche Bank00:26:38Okay, that's helpful. Thanks, guys. Operator00:26:44The next question comes from the line of Martin Yang with Oppenheimer & Co. Please proceed with your question. Martin YangSenior Analyst at Oppenheimer & Co.00:26:52Hi, thanks for taking my question. First question regarding your overall view. Can you give us an updated view on your approach to UGC across different franchises, and how are you open to maybe modding both on PC and console for your future games? Strauss ZelnickChairman and CEO at Take-Two Interactive00:27:17We've been very open-minded and, you know, we certainly are very excited about many things that our users are delivering in their engagement with our titles and other people's titles. Obviously, you know, we're excited about what we see in the modding server community for GTA, and we think that's pretty exciting. At the end of the day, you know, entertainment companies need to bring great entertainment to consumers. That is the starting point. And I'm not a believer that the industry will turn into a UGC-driven industry. However, for certain titles, for example, Roblox, you know, they are really more platforms than they are individual entertainment titles. And I think at this company, we pride ourselves on making the best entertainment of any sort on Earth. Strauss ZelnickChairman and CEO at Take-Two Interactive00:28:13And if consumers want to add to that and enhance that for their own use, generally speaking, we would like to enable that behavior, generally speaking. We're protective of our intellectual property. We're protective of other people's intellectual properties. But we do think that that can be a positive addition to the industry. I don't think it will define either our company or the industry, however. Martin YangSenior Analyst at Oppenheimer & Co.00:28:38Got it. Thank you. Another question from Lainie. Can you maybe clarify if GTA and NBA 2K24 did both franchise world bookings on a year-over-year basis in the first quarter? Lainie GoldsteinCFO at Take-Two Interactive00:28:56So for the quarter for GTA, we saw the title declined for net bookings in RCS. I'm sorry, what was the second title that you asked about? Martin YangSenior Analyst at Oppenheimer & Co.00:29:082K24 comparison to 2K23- Lainie GoldsteinCFO at Take-Two Interactive00:29:10NBA? Martin YangSenior Analyst at Oppenheimer & Co.00:29:11Mm-hmm. Lainie GoldsteinCFO at Take-Two Interactive00:29:14Yes. Well, I don't have 24 versus 23, but in general, NBA 2K declined in the quarter. Martin YangSenior Analyst at Oppenheimer & Co.00:29:22Thank you. That's it for me. Operator00:29:26The next question comes from the line of Mike Hickey with The Benchmark Company. Please proceed with your question. Mike HickeyEquity Research Analyst at The Benchmark Company00:29:33Hey, Strauss, Karl, Lainie, Nicole. Great quarter, guys. Thanks for taking our questions. Just to, Strauss, obviously, a lot of debate on our economic future here, near term. Always curious your opinion, but I guess more importantly, just how you're thinking about maybe sort of a darkening macroeconomic picture impact on your business. You already sort of weathered one storm on mobile live service. Do you feel like you're more resilient if you go into a more challenging environment again? And then, number two, it looks like trends in current gen hardware sales have slowed, and prior gen is feeling pretty sticky here. Some of that may be the macro, some of it's maybe just haven't seen the price release, Strauss, that we normally do at this point in the cycle. Mike HickeyEquity Research Analyst at The Benchmark Company00:30:28Other pieces may be, you know, services like GTA Online still being very strong on prior gen. Just curious your view on sort of where we are in the cycle and what implications it may have for your business. Obviously, it's impacted NBA, but thinking about maybe new software that is more current gen versus prior gen, what sort of challenges, opportunities, you might have from that situation? Thanks, guys. Strauss ZelnickChairman and CEO at Take-Two Interactive00:30:57As drawdowns go, it was not a terrible drawdown. The unemployment rate at 4.2% or 4.4% is still very low. Unemployment, 114,000 jobs or so were added in the period, which is solid. As you know, people have left the workforce. So I'm not particularly worried, from, you know, one report that we're heading into some kind of consumer recession. I don't see it. Now, I, I'm also not in the business of predicting that sort of thing, but the metrics don't support that. Generally speaking, the entertainment business is pretty resilient in such a situation. Of course, the business is not counter-cyclical, and, you know, in some massive, downturn, we, of course, would be negatively affected, but I just don't see that on the horizon. Strauss ZelnickChairman and CEO at Take-Two Interactive00:32:04So not, not a current concern for us, and we're awfully well positioned. As you know, our industry is back in growth mode, console businesses, and for software that is up low single digits, mobile's up mid-single digits. So there are tailwinds and, you know, our mobile business is really performing with all these new great titles, which we referenced today. And we're really excited about our console pipeline as well, which we think will continue to perform. You know, obviously, we're announcing a quarter where we're right on track with very consistent results that are squarely within or better than guidance and consensus. We've reiterated our guidance for the year, and we've said that we expect tremendous growth in fiscal 2026 and 2027. Strauss ZelnickChairman and CEO at Take-Two Interactive00:32:49So we're about as optimistic as we can be without overstating the case, something that we try really hard not to do. Specifically, with regard to hardware, I saw the same stats that you did, and it looks like if you just measure, you know, four years in, last time, this time, seems to be like there's a bit of slowing. You know, the report I saw said, well, where are the Pro devices and the like, but everything always changes. You know, four years ago, PC wasn't anywhere near as meaningful as it is today for console-type releases. You know, that's a big growth market. No, I don't think what consumers are saying is they're good with Gen 8 and don't care about Gen 9. Strauss ZelnickChairman and CEO at Take-Two Interactive00:33:33We saw the exact contrary with regard to NBA 2K, where Gen 8 actually was not a high performer and performed worse than we expected. Gen 9 has been incredibly powerful. So I think the Gen 9 platforms will continue to perform. I think you'll continue, continue to see meaningful growth in that installed base, and I wouldn't put too much weight on a particular period of time. I was asked earlier today by someone, you know, what's next on the hardware side? And my attitude is, you know, we're not in the hardware business, and I wouldn't even know how to answer that question. But what's next on the entertainment side, on the software side is we've got a bunch of great titles in market, great live services, and great new titles coming. Strauss ZelnickChairman and CEO at Take-Two Interactive00:34:16We have the best pipeline we've ever had, and it's close to coming to fruition. You know, we feel really great about that. Mike HickeyEquity Research Analyst at The Benchmark Company00:34:25Thanks, Strauss. Good luck, guys. Operator00:34:29The next question comes from the line of Omar Dessouky with Bank of America. Please proceed with your question. Omar DessoukyAnalyst at Bank of America00:34:36Hey, thanks a lot for taking my question. Strauss, I wanted to ask you, you know, how big is the opportunity for a second soccer simulation game in the market? Whether you would comment on any rumors about 2K acquiring the FIFA license, and what your philosophy is on developing sports games, how long you might take, and what your strength might be in that regard? Strauss ZelnickChairman and CEO at Take-Two Interactive00:35:11Yeah, there's a lot there. Look, we're in the soccer business. We have the number one mobile soccer manager title in Top Eleven. We're really happy that we do. And we're also very mindful that it's incredibly difficult to build a great sim experience for console. Takes a long time, and that if you do it right, you know, your users are very loyal and very embedded. I would just note with regards to the FIFA license, it does not bring along with it rights. Doesn't come with players, teams, or leagues. So it's not as simple, for example, as negotiating with the NFL or the NBA, or MLB, where, you know, at most, you have to negotiate with league and a players association. Strauss ZelnickChairman and CEO at Take-Two Interactive00:35:58So for anyone who would want to compete in a straight-ahead sim environment for soccer, you know, you wouldn't just have to address one particular brand license. There's a whole lot more than that. And I think from our point of view, we have a great sports portfolio led by NBA 2K. We have WWE 2K, which is growing and profitable, really robust. We have a superb partner in TKO, a great partner at the NBA with the NBA and the NBA Players Association. We have great partners, the NFL and the NFL Players Association. We're in the tennis business, we're in the golf business, so and the list goes on.... You know, I'm sure we will make more announcements in due course. James HeaneySVP of Equity Research at Jefferies00:36:48Thank you very much. Operator00:36:52The next question comes from the line of Clay Griffin with MoffettNathanson. Please proceed with your question. Clay GriffinResearch Analyst at MoffettNathanson00:36:59Hi, good evening. Thank you. Curious on this, the year-over-year change in advertising net revenue. I suspect that's, you know, something to do with the reorientation of the hyper-casual business. But Strauss, maybe just talk about what you think advertising can do for your more core portfolio of mobile titles, like what you have in Peak. And would you prefer to see kind of, you know, I guess, external sources of demand and advertising there? Or do you think the bigger opportunity is this continued push into direct-to-consumer and really just, you know, investing in more of the in-app side? Strauss ZelnickChairman and CEO at Take-Two Interactive00:37:42It really varies title by title. There are certain titles that really aren't, really aren't built for much advertising. They're really more meant for in-app purchases. There are titles that can be both, and then there are titles that really have to be ad-driven. We have all of those. And we wanna make sure that we do offer appropriate ad units where they do make sense, and that has been a very significant area of growth for Zynga since the acquisition, and I think that will continue. What we wanna make sure is that we monetize all of the engagement. You know, this is historically, the mobile business has been one where you monetized a very small part of the engagement. And that, you know, we don't think that ought to be the case. Strauss ZelnickChairman and CEO at Take-Two Interactive00:38:27We think that if consumers engage, there ought to be a way to monetize through advertising, through in-app purchases, potentially through both, as long as it's a really high-quality experience. I think that's a completely separate topic from a direct-to-consumer offering, and that has been an area of enormous growth for many of our titles. But again, not all of them. Obviously, if a title is only ad-driven, that's not a relevant opportunity. We still really value our retail partners for distribution and marketing. We intend to stay in business with them. Our strategy is to be where the consumer is. We don't intend to cut anyone off or try to own 100% of the business. However, when it makes sense to go direct-to-consumer, we will, and that has presented an enormous margin opportunity for us. Clay GriffinResearch Analyst at MoffettNathanson00:39:18Great. Thanks. Operator00:39:23The next question comes from the line of Chris Schoell with UBS. Please proceed with your question. Chris SchoellCommunications and Media Equity Research Analyst at UBS00:39:29Great, thank you. You pointed to the multiyear ramp in bookings as the pipeline builds in 2026 and 2027. Lainie, can you remind us how you're thinking about operating leverage and efficiencies alongside the bookings ramp? I recognize you've been going through a period of development and investment, which has impacted margins in recent years, but is it fair to think we can see a return to more historic margin levels once your cost initiatives are implemented and these new titles are released? Thank you. Lainie GoldsteinCFO at Take-Two Interactive00:39:57As we come to 26 and 27, and we look at the pipeline and bringing it to fruition, we really have been working very hard in terms of reducing our cost structure, the organization, and looking at places that we could be more, more efficient. So we have announced a couple cost-cutting initiatives that we've been doing over the last couple of years and looking at ways to streamline our costs between our corporate departments and our labels, as well as look for areas that we can continue to improve. Also, looking at our pipeline and looking at titles that we think will be the most commercially successful. So we've been doing a lot of that this past year, and we'll see an annualization of those costs in fiscal year 2026. Lainie GoldsteinCFO at Take-Two Interactive00:40:42That'll improve our margins, and we expect to continue to look for those opportunities in the future, which will continue to improve our margins in 2026 and in 2027 as well. Chris SchoellCommunications and Media Equity Research Analyst at UBS00:40:53Okay, great. Thank you very much. Operator00:40:57Our final question comes from the line of James Heaney with Jefferies. Please proceed with your question. James HeaneySVP of Equity Research at Jefferies00:41:04Hi, everyone. Thanks for the question. Noticed the big GTA update this June was right at the end of the quarter, where last year was a few weeks earlier. Could you just talk about how those two updates did kind of compare to each other rather than with the arbitrary quarter end? Strauss ZelnickChairman and CEO at Take-Two Interactive00:41:18So, we're actually really excited about the summer release for GTA Online this year, and it was a fantastic result for us. In terms of comparing them directly to the—we typically don't even really compare the releases. They're all very different. We have different expectations, and they have different deliveries. This was very strong for us, and it certainly helped us exceed our expectations for the quarter. But in terms of giving a direct comparison between this one and the last one, we're, that's not something that we're prepared to do. James HeaneySVP of Equity Research at Jefferies00:41:53Thanks. Operator00:41:56Ladies and gentlemen, at this time, we have reached the end of the Q&A session. Now, I'd like to pass the call back over to Strauss for any closing comments. Strauss ZelnickChairman and CEO at Take-Two Interactive00:42:05I just want to thank our team that delivered these great results as always. We believe we have the best and most talented creative teams in the business, and we're so grateful that we do. We have a phenomenally talented executive leadership team as well. We have 12,500 colleagues all around the world who work really hard every day in service of delivering the best entertainment to our consumers. That's what they deserve, and that's what we aim to give them. Thank you for joining us today. We're really optimistic about the rest of the year and the years ahead. Operator00:42:41Ladies and gentlemen, that does conclude today's teleconference. You may disconnect your lines at this time. Thank you for your participation.Read moreParticipantsExecutivesKarl SlatoffPresidentLainie GoldsteinCFOStrauss ZelnickChairman and CEOAnalystsAndrew MarokDirector of Internet at Raymond JamesBenjamin SoffDirector of Equity Research at Deutsche BankChris SchoellCommunications and Media Equity Research Analyst at UBSClay GriffinResearch Analyst at MoffettNathansonColin SebastianSenior Research Analyst at BairdDoug CreutzManaging Director and Senior Research Analyst at TD CowenDrew CrumManaging Director at StifelJames HeaneySVP of Equity Research at JefferiesMartin YangSenior Analyst at Oppenheimer & Co.Mike HickeyEquity Research Analyst at The Benchmark CompanyNicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two InteractiveOmar DessoukyAnalyst at Bank of AmericaPowered by Earnings DocumentsSlide DeckPress Release(8-K)Quarterly report(10-Q) Take-Two Interactive Software Earnings HeadlinesIs Take-Two Interactive Software, Inc. 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Email Address About Take-Two Interactive SoftwareTake-Two Interactive Software (NASDAQ:TTWO) is an American video game publisher headquartered in New York City. Founded in 1993 by Ryan Brant, the company is publicly traded on the NASDAQ under the ticker TTWO and is led by Chairman and CEO Strauss Zelnick. Take-Two operates through distinct publishing labels that manage development, marketing and distribution of interactive entertainment for a global audience. Take-Two’s publishing portfolio includes Rockstar Games and 2K, as well as the Private Division label, which supports independent and mid-size developers. Its major franchises span a variety of genres and platforms and include Grand Theft Auto and Red Dead Redemption (Rockstar), as well as 2K-owned series such as NBA 2K, BioShock, Borderlands and Civilization. The company distributes games across consoles, PC and mobile devices and supports titles post-launch with downloadable content, live-service updates and in-game offerings. Take-Two serves markets worldwide, leveraging digital distribution, licensing and merchandising to extend franchise value and recurring consumer engagement. The company pursues a mix of internally developed projects, third‑party publishing partnerships and strategic investments to broaden its content and technical capabilities. Take-Two’s business model emphasizes high-quality, narrative-driven blockbuster titles alongside recurring-revenue sports and live-service products to sustain long-term player communities and commercial performance.View Take-Two Interactive Software ProfileRead more More Earnings Resources from MarketBeat Earnings Tools Today's Earnings Tomorrow's Earnings Next Week's Earnings Upcoming Earnings Calls Earnings Newsletter Earnings Call Transcripts Earnings Beats & Misses Corporate Guidance Earnings Screener Latest Articles 3 Dividend Increases Investors Can Actually TrustRH’s Strong Q1 Still Leaves Investors With One Big QuestionAdobe Stock Just Got Cheaper—Is Wall Street Missing the Story?Viasat's Orbiting Profits: Space Force Jackpot?What to Expect From Q2 Earnings as Tech Strength BroadensTJX: Retail’s Apex Predator Feasts on InflationForget AI for a Moment, This Homebuilder Is Stealing the Show Upcoming Earnings Accenture (6/18/2026)FedEx (6/23/2026)Micron Technology (6/24/2026)NIKE (6/30/2026)PepsiCo (7/9/2026)Delta Air Lines (7/9/2026)Fastenal (7/13/2026)Bank of America (7/14/2026)The Goldman Sachs Group (7/14/2026)JPMorgan Chase & Co. 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PresentationSkip to Participants Operator00:00:00Greetings, and welcome to the Take-Two Interactive First Quarter Fiscal Year 2025 Earnings Call. At this time, all participants are in a listen-only mode. A brief question-and-answer session will follow the formal presentation. If anyone should require operator assistance during the conference, please press star zero on your telephone keypad. As a reminder, this conference is being recorded. It is now my pleasure to introduce to you Nicole Shevins, SVP of Investor Relations and Corporate Communications. Thank you, Nicole. You may begin. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:00:32Good afternoon. Thank you for joining our conference call to discuss our Results for The First Quarter of Fiscal Year 2025 Ended June 30, 2024. Today's call will be led by Strauss Zelnick, Take-Two's Chairman and Chief Executive Officer, Karl Slatoff, our President, and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q&A session following our prepared remarks. Before we begin, I'd like to remind everyone that statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws. These forward-looking statements are based on the beliefs of our management as well as assumptions made by and information currently available to us. We have no obligation to update these forward-looking statements. Actual operating results may vary significantly from these forward-looking statements based on a variety of factors. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:01:18These important factors are described in our filings with the SEC, including the company's most recent annual report on Form 10-K and quarterly report on Form 10-Q, including the risks summarized in the section entitled Risk Factors. I'd also like to note that unless otherwise stated, all numbers we will be discussing today are GAAP, and all comparisons are year-over-year. Additional details regarding our actual results and outlook are contained in our press release, including the items that our management uses internally to adjust our GAAP financial results in order to evaluate our operating performance. Our press release also contains a reconciliation of any non-GAAP financial measure to the most comparable GAAP measure. In addition, we have posted to our website a slide deck that visually presents our results and financial outlook. Our press release and filings with the SEC may be obtained from our website at taketwogames.com. Nicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two Interactive00:02:05Now I'll turn the call over to Strauss. Strauss ZelnickChairman and CEO at Take-Two Interactive00:02:08Thanks, Nicole. Good afternoon, and thank you for joining us today. I'm pleased to report that fiscal year 2025 is off to a solid start. Our first quarter net bookings of $1.2 billion were in line with our expectations, and our management team remains highly confident in our path forward. We're reiterating our net bookings outlook for the year. As we release our groundbreaking pipeline, we expect to achieve tremendous growth, including sequential increases in net bookings in fiscal 2026 and 2027. I'd like to thank our talented teams across our labels for their boundless passion, hard work, and dedication to our mission. Now, turning to our business highlights from the quarter. The Grand Theft Auto series exceeded our expectations as momentum continues to build ahead of the launch of Grand Theft Auto VI in fall of 2025. Strauss ZelnickChairman and CEO at Take-Two Interactive00:03:00Unit sales for Grand Theft Auto V continue to grow, and to date, the title has sold in over 200 million units. Grand Theft Auto Online also surpassed our projections, led by its summer content pack, Bottom Dollar Bounties, which launched June 25th. The audience for Rockstar's premium membership service, GTA+, grew strong double digits over last year, with Rockstar Games offering its members an array of valuable benefits that range from enhancing the in-game experience to providing access to their classic titles, including the recent addition of L.A. Noire. We're pleased with the performance of Red Dead Redemption 2, which has sold in more than 65 million units to date. In addition, Red Dead Online continued to engage its audience during the period with new monthly bonuses and free outfits inspired by top content creators within the Red Dead community. Strauss ZelnickChairman and CEO at Take-Two Interactive00:03:55NBA 2K24 delivered a solid quarter, and to date has sold in close to 11 million units. Engagement remains strong, with users playing more frequently and participating in more games compared to NBA 2K23 for the same period last year. The franchise continues to expand its audience through several innovative mobile experiences, including NBA 2K24 MyTEAM, a free-to-play card collecting experience that has been downloaded nearly 3 million times since its launch in February. Moreover, NBA 2K24 Arcade Edition continues to enjoy huge success on Apple Arcade and is consistently a top two game on the service. WWE 2K24, which launched at the end of fiscal 2024, has continued to grow its audience and enhance its profitability. Our teams have driven meaningful engagement through the release of several content packs, with more on the way. Strauss ZelnickChairman and CEO at Take-Two Interactive00:04:48To date, players have logged 27 million hours of gameplay across more than 200 million matches, featuring a series-high roster of over 300 past and present superstars. On April 4, 2K and Cat Daddy Games released NFL 2K Playmakers, a new free-to-play mobile title that allows fans to collect NFL player cards and assemble an exciting roster of offensive, defensive, and special teams. We're proud to add NFL 2K Playmakers to our ever-expanding mobile portfolio in partnership with the NFL and the NFL Players Association. On April 26, 2K and Hangar 13 launched TopSpin 2K25, marking the return of our popular tennis franchise after a 13-year hiatus. The title was well received by critics and fans alike, who praised its authentic tennis experience and deep personalization and legendary venues. 2K is supporting TopSpin with a series of Centre Court Passes that feature iconic courts, brands, and tournaments. Strauss ZelnickChairman and CEO at Take-Two Interactive00:05:56During the period, we added to the caliber of our world-class development teams with our acquisition of Gearbox Entertainment. We're thrilled to welcome Randy Pitchford and his studio to the Take-Two and 2K family. We've identified many potential growth opportunities for the Borderlands series and Gearbox's catalog. In addition, tomorrow marks the box office debut of the star-studded Borderlands feature film from Lionsgate, and we hope that audiences will enjoy experiencing the series' vibrant and character-driven world on the big screen. Zynga delivered another solid quarter, including phenomenal performance at Peak. Match Factory is scaling quickly and has established itself as one of Zynga's largest contributors to net bookings. The title is responding well to our investment in user acquisition, reflected in net bookings growth of more than 50% over last quarter. We believe that there are even more growth opportunities ahead as we add new features and updates. Strauss ZelnickChairman and CEO at Take-Two Interactive00:06:56Toon Blast delivered strong year-over-year growth for the third consecutive quarter. As the title celebrates its seventh anniversary this month, we're pleased that it has become a top 10 grossing game in the U.S. Apple App Store this quarter and has achieved more than $2.5 billion in lifetime gross bookings. On June fourth, Zynga and Lucasfilm Games launched Star Wars: Hunters, the label's first-ever cross-platform title, which is available for free on Nintendo Switch and iOS and Android devices. Expanding the iconic Star Wars universe with new locations and characters, the competitive battle arena game received a tremendous amount of fanfare from the media and audiences around the globe. Players can look forward to additional content offerings coming soon. Our blended monetization efforts in hyper-casual are progressing well at Rollic, which crossed 3.6 billion all-time downloads. Strauss ZelnickChairman and CEO at Take-Two Interactive00:07:53Fan-favorite titles Screw Jam and Twisted Tangle both performed well this quarter, becoming top 50 and top 100 grossing games, respectively, in the U.S. Apple App Store. Our direct-to-consumer business continues to grow, and our teams are working actively to add more titles each quarter to this highly accretive owned distribution channel. Looking ahead, Zynga has numerous titles in development and soft launch, including the latest installment in their popular racing franchise, CSR Racing 3. In closing, I believe that our talented creative teams and owned portfolio of iconic entertainment franchises are driving both the consistent performance of our company and our potential to achieve unprecedented levels of multiyear growth. As we focus on our strategic priorities and embody our core tenets of creativity, innovation, and efficiency, I'm confident that we'll set new benchmarks for our industry and deliver strong returns for our shareholders. Strauss ZelnickChairman and CEO at Take-Two Interactive00:08:52I'll now turn the call over to Karl. Karl SlatoffPresident at Take-Two Interactive00:08:55Thanks, Strauss. I'd like to thank our teams for continuing to deliver immersive and engaging entertainment experiences that are strengthening the foundation for our long-term success. Turning to our recent releases and announced offerings for the current year. On July 25, Zynga launched a new puzzle RPG title, Game of Thrones: Legends, which invites players to journey through the magical land of Westeros, featuring characters, lores, and storylines from HBO's popular Game of Thrones and House of the Dragon franchises. The game marked the exciting return of Emmy and Golden Globe-nominated actor Kit Harington to the franchise, who also starred in a marketing campaign set in the title's immersive world. Player reception has been positive, with the title entering the top ten in the overall free games category on the U.S. Apple App Store and on Google Play in the U.S. Karl SlatoffPresident at Take-Two Interactive00:09:492K and Visual Concepts will once again set new standards of excellence and realism for basketball in our industry with the launch of NBA 2K25. The title officially launches on September sixth, and we are excited to offer fans that have preordered the game the ability to play up to two days early. Players will be able to forge a dynasty in MyCAREER and compete in the new MyTEAM modes. Those on Gen 9 platforms will experience an added sixth era in MyNBA, a more dense and interactive city, and the chance to cement their GOAT status in the W. We are thrilled that Visual Concepts will release the Gen 9 version of NBA 2K25 for PC, which will provide our passionate community access to our series' most advanced gameplay and stunning graphics. Karl SlatoffPresident at Take-Two Interactive00:10:402K will have more details to share about the game leading up to its launch. In addition, Visual Concepts is currently developing WWE 2K25, which promises to take our successful pro wrestling franchise to new heights when it launches later this fiscal year. Later this month, 2K and Firaxis Games will reveal more details about the eagerly anticipated launch of Sid Meier's Civilization VII, a revolutionary new chapter in our epic strategy video game franchise. In this 4X strategy game, players can establish their civilization and construct cities and architectural wonders to expand their territory, conquer or cooperate with rival civilizations, and explore the far reaches of the unknown world. We can't wait for Civ fans around the world to enjoy what promises to be the best title in the series' 30-year history. Karl SlatoffPresident at Take-Two Interactive00:11:31We also successfully launched a mobile Civilization game in China through our partnership with Tencent and are pleased that the title hit number one on iOS and Android stores at launch. In closing, as we continue to execute upon our strategy, we believe that there are many opportunities that will enable us to deliver a period of significant margin expansion, long-term growth, and shareholder returns for Take-Two. I'll now turn the call over to Lainie. Lainie GoldsteinCFO at Take-Two Interactive00:11:59Thanks, Karl, and good afternoon, everyone. We achieved solid first quarter results by engaging our players with exciting new game releases and content updates while maintaining our focus on efficiency. Lainie GoldsteinCFO at Take-Two Interactive00:12:10... We continue to have great confidence in our ability to deliver a multiyear period of growth. Our core franchises remain healthy. Our teams are hard at work on the most ambitious development pipeline in our company's history, and we remain focused on new growth opportunities to enhance our business model and financial profile. I'd like to thank our teams for enabling us to captivate millions of players every day and for their unwavering support for our long-term vision. Turning to our results, we delivered first quarter net bookings of $1.22 billion, which was in line with our guidance range of $1.2 billion-$1.25 billion. Recurrent consumer spending was flat for the period and accounted for 83% of net bookings. Lainie GoldsteinCFO at Take-Two Interactive00:12:54Mobile increased mid-single digits, driven by the addition of Match Factory and growth in Toon Blast, which was partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. Grand Theft Auto Online and NBA 2K were both down. During the quarter, we launched TopSpin 2K25, No Rest for the Wicked on Early Access for PC, NFL 2K Playmakers, and Star Wars: Hunters. GAAP net revenue increased 4% to $1.34 billion, while cost of revenue declined 6% to $567 million, and operating expenses increased by 8% to $956 million. On a management basis, operating expenses rose 12% year-over-year, which was better than our forecast due to lower R&D and marketing costs. Turning to our guidance, I'll begin with our full fiscal year expectations. Lainie GoldsteinCFO at Take-Two Interactive00:13:48Our business is performing well, and as Strauss mentioned, we are reiterating our net bookings outlook range of $5.55 billion-$5.65 billion, which represents 5% growth over fiscal 2024. The largest contributors to net bookings are expected to be NBA 2K, the Grand Theft Auto series, Toon Blast, our hyper-casual mobile portfolio, Match Factory, Empires & Puzzles, the Red Dead Redemption series, Sid Meier's Civilization VII, and Words With Friends. We continue to expect recurrent consumer spending growth of approximately 3%, representing 77% of net bookings. Our recurrent consumer spending forecast assumes a high single-digit increase for mobile, driven by Match Factory and Toon Blast, which are partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. We expect flat results for NBA 2K and a decline for Grand Theft Auto Online. Lainie GoldsteinCFO at Take-Two Interactive00:14:43We expect the net bookings breakdown from our labels to be roughly 50% Zynga, 32% 2K, 17% Rockstar Games, and 1% other, and we forecast our geographic net bookings split to be about 60% United States and 40% international. We now expect non-GAAP adjusted unrestricted operating cash flow to be an outflow of $150 million, and we plan to deploy approximately $140 million of capital expenditures, primarily for game technology and office buildouts. We expect GAAP net revenue to range from $5.57 billion-$5.67 billion, and cost of revenue to range from $2.38 billion-$2.41 billion. Lainie GoldsteinCFO at Take-Two Interactive00:15:25The total operating expenses are expected to range from $3.7 billion-$3.72 billion, as compared to $5.83 billion last year. On a management basis, we expect operating expense growth of approximately 10% year-over-year. This is largely due to an increase in ongoing marketing support for Match Factory, as well as other mobile and immersive core launches planned for the year. The addition of Gearbox and higher personnel costs partially offset by savings from our cost reduction program. Excluding incremental marketing and the addition of Gearbox, our operating expenses are expected to grow low single digits over last year. Now moving on to our guidance for the fiscal second quarter. Lainie GoldsteinCFO at Take-Two Interactive00:16:05We project net bookings to range from $1.42 billion-$1.47 billion, compared to $1.44 billion in the second quarter last year. Our release slate for the quarter includes Game of Thrones: Legends and NBA 2K25. The largest contributors to net bookings are expected to be NBA 2K, the Grand Theft Auto series, Toon Blast, Match Factory, our hyper-casual mobile portfolio, Empires & Puzzles, Words With Friends, the Red Dead Redemption series, and Merge Dragons. We project our recurrent consumer spending to increase by approximately 5%, which assumes a low double-digit increase for mobile, driven by the addition of Match Factory and growth in Toon Blast, which are partially offset by declines in our hyper-casual mobile portfolio and Empires & Puzzles. We expect flat results for NBA 2K and a decline for Grand Theft Auto Online. Lainie GoldsteinCFO at Take-Two Interactive00:16:58We expect GAAP net revenue to range from $1.29 billion-$1.34 billion. Operating expenses are planned to range from $982 million-$992 million. On a management basis, operating expenses are expected to grow by approximately 27% year-over-year, which is primarily driven by additional marketing for Match Factory and Game of Thrones: Legends and the addition of Gearbox, partially offset by savings from our cost reduction program. In closing, we are confident in our ability to deliver a strong multiyear trajectory of growth driven by our industry-leading talent, our diverse portfolio of iconic owned intellectual properties, and our groundbreaking development pipeline. As we capitalize on our competitive advantages and pursue our strategic priorities, we believe that we will continue to grow our business, enhance our profitability, and deliver long-term value for our shareholders. Lainie GoldsteinCFO at Take-Two Interactive00:17:51Thank you. I'll now turn the call back to Strauss. Strauss ZelnickChairman and CEO at Take-Two Interactive00:17:54Thanks, Lainie and Karl. On behalf of our entire management team, I'd like to thank our colleagues for delivering results consistently that reflect our unique ability to provide the highest quality and most engaging entertainment offerings to our player communities. To our shareholders, I want to express our appreciation for your continued support. We'll now take your questions. Operator? Operator00:18:19...Thank you, sir. We will now be conducting the question-and-answer session. If you would like to ask a question, please press star one on your telephone keypad. A confirmation tone will indicate that your line is in the queue. You may press star two to remove a question from the queue. For participants using speaker equipment, it may be necessary to pick up your handset before pressing the star keys. One moment, please, while we poll for questions. The first question comes from the line of Doug Creutz with TD Cowen. Please proceed with your question. Doug CreutzManaging Director and Senior Research Analyst at TD Cowen00:18:54Hey, thanks. Your largest peer just released a college football game that has done exceptionally well, as I'm sure you've seen. Just curious if that's caused any thoughts about potentially adding a college basketball feature to NBA 2K, whether it's a unit-based item or just another mode in the game. Seems like there might be a nice opportunity there. Thanks. Karl SlatoffPresident at Take-Two Interactive00:19:22Thanks for the question, Doug. So yeah, obviously we have noticed the success with college football, and it's exciting the industry, and we've taken note of that. And we obviously do have a history with college basketball, with College Hoops 2K, and we're always listening to our community and their interest to see if there's something that we might be able to do in the future. That's across the board, not necessarily just with college sports, but generally speaking. Nothing to announce now, but obviously, it did, we did take notice of it. Doug CreutzManaging Director and Senior Research Analyst at TD Cowen00:19:51Okay, thank you. Operator00:19:55The next question comes from the line of Colin Sebastian with Baird. Please proceed with your question. Colin SebastianSenior Research Analyst at Baird00:20:02Thanks. Good afternoon, everybody. I guess first off, with at least a year or so to go in development of the next GTA, I was just curious if you could sort of outline, perhaps generically, at this point in the production cycle of a game at this scale, what parts of development are left to complete? I guess, are you still in the midst of core development? Are you approaching the testing stage? Any sort of color there, I think, would be interesting. And as a follow-up, Lainie, the increase in OpEx guidance for the year, is that more to support with marketing new titles, or was that something related to Gearbox? Any clarification there would be great. Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:20:45Thanks, Colin. You know, first of all, where we would be in dev would be title specific. So at this stage of the game, it really would vary depending on the title. There's really no cookie-cutter answer to your question. But in any case, it's not the kind of insight that we would give with regard to any specific development that's going on at the company. Operator00:21:10In terms of the increase in the OpEx, it's mostly driven by the acquisition of Gearbox, and to a lesser extent, higher marketing, personnel, and occupancy expenses. Colin SebastianSenior Research Analyst at Baird00:21:22Okay. Thank you, guys. Operator00:21:27The next question comes from the line of Andrew Marok with Raymond James. Please proceed with your question. Andrew MarokDirector of Internet at Raymond James00:21:34Yeah, thanks for taking my question. Maybe, kind of a corollary to the last question, but with the news of the strikes getting underway, I've seen the reports that it won't affect games in development before September 2023. But maybe for some of the earlier stage projects, how are you able to adapt your processes to still make headway? And is there a point in the dev process where you could hit blockers? Strauss ZelnickChairman and CEO at Take-Two Interactive00:22:02Look, we deeply value our talent relationships, and historically, we worked very successfully with all of the unions, including SAG-AFTRA. We continue to work hard to come to a resolution on this current situation. In fact, common ground on 24 out of 25 proposals, so I'm pretty confident that we can get to a deal that will be mutually beneficial. At the same time, we don't expect any impact whatsoever on our titles that are in development. If a strike went on for a very long time, obviously that would affect us and that wouldn't be good for us or for the industry. Andrew MarokDirector of Internet at Raymond James00:22:43Okay, great. Strauss ZelnickChairman and CEO at Take-Two Interactive00:22:44But we're cautiously optimistic that we'll be able to find common ground, and that's certainly, that's certainly our goal. Andrew MarokDirector of Internet at Raymond James00:22:52Gotcha. Thank you. Then maybe one quick clarification question on the back of that. Is there anything to consider on the expense side related to the strikes, like potential savings from stopped labor, or is that just something that probably isn't very material? Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:23:11We certainly don't get any benefit from this situation. Operator00:23:22The next question comes from the line of Drew Crum with Stifel. Please proceed with your question. Drew CrumManaging Director at Stifel00:23:27Okay, thanks. Hey, guys. Good afternoon. So I want to go back to Doug's question on college football as it relates to NBA 2K. Curious if you're seeing anything in terms of leading indicators you track or anticipating any impact on sales from, you know, what appears to be now a more crowded sports category. And then, Lainie, just on RCS, it looked like it was a tad off your guidance for fiscal 1Q, but you kept the annual outlook unchanged. Can you just reconcile the two? Thanks. Karl SlatoffPresident at Take-Two Interactive00:23:59Thanks for the question, Drew. In terms of the question about college football, no, we're not expecting, we're not seeing any significant or any impact on our NBA title based on the success of college football. You know, look, we always, we're always competing for the customer's mind share and welfare across all titles. So I don't necessarily think it's necessarily a sports issue for us, but no, we're not anticipating any effect on NBA 2K25. Lainie GoldsteinCFO at Take-Two Interactive00:24:31... For the RCS full year, it's being driven by Match Factory and Toon Blast, so that's why we're able to keep the full year. Strauss ZelnickChairman and CEO at Take-Two Interactive00:24:38That which is good news? Lainie GoldsteinCFO at Take-Two Interactive00:24:39Yes. Strauss ZelnickChairman and CEO at Take-Two Interactive00:24:40Clear. Lainie GoldsteinCFO at Take-Two Interactive00:24:40Yes, those games are doing fantastic. Drew CrumManaging Director at Stifel00:24:43Got it. Okay, thanks, guys. Operator00:24:47The next question comes from the line of Benjamin Soff with Deutsche Bank. Please proceed with your question. Benjamin SoffDirector of Equity Research at Deutsche Bank00:24:53Hey, guys. Thanks for the question. I wanted to ask a little bit about Star Wars Hunters, and it seems like the first game of that type that you guys have released since acquiring Zynga. And so does this provide a blueprint to bring more triple A content to mobile? And just kind of curious to hear your thoughts there. Thank you. Strauss ZelnickChairman and CEO at Take-Two Interactive00:25:14Look, we're very happy with the for Star Wars: Hunters. It was a really ambitious title. I think the team at NaturalMotion has done a great job, and I think the Zynga label actually has been really excited to launch this cross-platform title based on beloved IP. I mean, it's early yet to see how it will perform, so the jury is out, but it's off to a really good start. And I do think this successful development does potentially inform other titles, but each title stands alone. And as you know, it is our preference to focus on intellectual properties that we own. Benjamin SoffDirector of Equity Research at Deutsche Bank00:25:58Then as a quick follow-up, it looks like the outlook for NBA RCS changed a little bit. Just curious if you could drill down into the moving pieces there? Thank you. Lainie GoldsteinCFO at Take-Two Interactive00:26:11So we had a slight miss in Q1. That was driven by fewer active users in NBA 2K this year, which was driven by lower sales of units, due to the Gen 8 unit. But when we look at the full year, we, you know, we expect it overall to be four, and a lot of that is driven by NBA 2K24. We still have the same expectations that we did for NBA 2K25 as we did, at the beginning of the year. Benjamin SoffDirector of Equity Research at Deutsche Bank00:26:38Okay, that's helpful. Thanks, guys. Operator00:26:44The next question comes from the line of Martin Yang with Oppenheimer & Co. Please proceed with your question. Martin YangSenior Analyst at Oppenheimer & Co.00:26:52Hi, thanks for taking my question. First question regarding your overall view. Can you give us an updated view on your approach to UGC across different franchises, and how are you open to maybe modding both on PC and console for your future games? Strauss ZelnickChairman and CEO at Take-Two Interactive00:27:17We've been very open-minded and, you know, we certainly are very excited about many things that our users are delivering in their engagement with our titles and other people's titles. Obviously, you know, we're excited about what we see in the modding server community for GTA, and we think that's pretty exciting. At the end of the day, you know, entertainment companies need to bring great entertainment to consumers. That is the starting point. And I'm not a believer that the industry will turn into a UGC-driven industry. However, for certain titles, for example, Roblox, you know, they are really more platforms than they are individual entertainment titles. And I think at this company, we pride ourselves on making the best entertainment of any sort on Earth. Strauss ZelnickChairman and CEO at Take-Two Interactive00:28:13And if consumers want to add to that and enhance that for their own use, generally speaking, we would like to enable that behavior, generally speaking. We're protective of our intellectual property. We're protective of other people's intellectual properties. But we do think that that can be a positive addition to the industry. I don't think it will define either our company or the industry, however. Martin YangSenior Analyst at Oppenheimer & Co.00:28:38Got it. Thank you. Another question from Lainie. Can you maybe clarify if GTA and NBA 2K24 did both franchise world bookings on a year-over-year basis in the first quarter? Lainie GoldsteinCFO at Take-Two Interactive00:28:56So for the quarter for GTA, we saw the title declined for net bookings in RCS. I'm sorry, what was the second title that you asked about? Martin YangSenior Analyst at Oppenheimer & Co.00:29:082K24 comparison to 2K23- Lainie GoldsteinCFO at Take-Two Interactive00:29:10NBA? Martin YangSenior Analyst at Oppenheimer & Co.00:29:11Mm-hmm. Lainie GoldsteinCFO at Take-Two Interactive00:29:14Yes. Well, I don't have 24 versus 23, but in general, NBA 2K declined in the quarter. Martin YangSenior Analyst at Oppenheimer & Co.00:29:22Thank you. That's it for me. Operator00:29:26The next question comes from the line of Mike Hickey with The Benchmark Company. Please proceed with your question. Mike HickeyEquity Research Analyst at The Benchmark Company00:29:33Hey, Strauss, Karl, Lainie, Nicole. Great quarter, guys. Thanks for taking our questions. Just to, Strauss, obviously, a lot of debate on our economic future here, near term. Always curious your opinion, but I guess more importantly, just how you're thinking about maybe sort of a darkening macroeconomic picture impact on your business. You already sort of weathered one storm on mobile live service. Do you feel like you're more resilient if you go into a more challenging environment again? And then, number two, it looks like trends in current gen hardware sales have slowed, and prior gen is feeling pretty sticky here. Some of that may be the macro, some of it's maybe just haven't seen the price release, Strauss, that we normally do at this point in the cycle. Mike HickeyEquity Research Analyst at The Benchmark Company00:30:28Other pieces may be, you know, services like GTA Online still being very strong on prior gen. Just curious your view on sort of where we are in the cycle and what implications it may have for your business. Obviously, it's impacted NBA, but thinking about maybe new software that is more current gen versus prior gen, what sort of challenges, opportunities, you might have from that situation? Thanks, guys. Strauss ZelnickChairman and CEO at Take-Two Interactive00:30:57As drawdowns go, it was not a terrible drawdown. The unemployment rate at 4.2% or 4.4% is still very low. Unemployment, 114,000 jobs or so were added in the period, which is solid. As you know, people have left the workforce. So I'm not particularly worried, from, you know, one report that we're heading into some kind of consumer recession. I don't see it. Now, I, I'm also not in the business of predicting that sort of thing, but the metrics don't support that. Generally speaking, the entertainment business is pretty resilient in such a situation. Of course, the business is not counter-cyclical, and, you know, in some massive, downturn, we, of course, would be negatively affected, but I just don't see that on the horizon. Strauss ZelnickChairman and CEO at Take-Two Interactive00:32:04So not, not a current concern for us, and we're awfully well positioned. As you know, our industry is back in growth mode, console businesses, and for software that is up low single digits, mobile's up mid-single digits. So there are tailwinds and, you know, our mobile business is really performing with all these new great titles, which we referenced today. And we're really excited about our console pipeline as well, which we think will continue to perform. You know, obviously, we're announcing a quarter where we're right on track with very consistent results that are squarely within or better than guidance and consensus. We've reiterated our guidance for the year, and we've said that we expect tremendous growth in fiscal 2026 and 2027. Strauss ZelnickChairman and CEO at Take-Two Interactive00:32:49So we're about as optimistic as we can be without overstating the case, something that we try really hard not to do. Specifically, with regard to hardware, I saw the same stats that you did, and it looks like if you just measure, you know, four years in, last time, this time, seems to be like there's a bit of slowing. You know, the report I saw said, well, where are the Pro devices and the like, but everything always changes. You know, four years ago, PC wasn't anywhere near as meaningful as it is today for console-type releases. You know, that's a big growth market. No, I don't think what consumers are saying is they're good with Gen 8 and don't care about Gen 9. Strauss ZelnickChairman and CEO at Take-Two Interactive00:33:33We saw the exact contrary with regard to NBA 2K, where Gen 8 actually was not a high performer and performed worse than we expected. Gen 9 has been incredibly powerful. So I think the Gen 9 platforms will continue to perform. I think you'll continue, continue to see meaningful growth in that installed base, and I wouldn't put too much weight on a particular period of time. I was asked earlier today by someone, you know, what's next on the hardware side? And my attitude is, you know, we're not in the hardware business, and I wouldn't even know how to answer that question. But what's next on the entertainment side, on the software side is we've got a bunch of great titles in market, great live services, and great new titles coming. Strauss ZelnickChairman and CEO at Take-Two Interactive00:34:16We have the best pipeline we've ever had, and it's close to coming to fruition. You know, we feel really great about that. Mike HickeyEquity Research Analyst at The Benchmark Company00:34:25Thanks, Strauss. Good luck, guys. Operator00:34:29The next question comes from the line of Omar Dessouky with Bank of America. Please proceed with your question. Omar DessoukyAnalyst at Bank of America00:34:36Hey, thanks a lot for taking my question. Strauss, I wanted to ask you, you know, how big is the opportunity for a second soccer simulation game in the market? Whether you would comment on any rumors about 2K acquiring the FIFA license, and what your philosophy is on developing sports games, how long you might take, and what your strength might be in that regard? Strauss ZelnickChairman and CEO at Take-Two Interactive00:35:11Yeah, there's a lot there. Look, we're in the soccer business. We have the number one mobile soccer manager title in Top Eleven. We're really happy that we do. And we're also very mindful that it's incredibly difficult to build a great sim experience for console. Takes a long time, and that if you do it right, you know, your users are very loyal and very embedded. I would just note with regards to the FIFA license, it does not bring along with it rights. Doesn't come with players, teams, or leagues. So it's not as simple, for example, as negotiating with the NFL or the NBA, or MLB, where, you know, at most, you have to negotiate with league and a players association. Strauss ZelnickChairman and CEO at Take-Two Interactive00:35:58So for anyone who would want to compete in a straight-ahead sim environment for soccer, you know, you wouldn't just have to address one particular brand license. There's a whole lot more than that. And I think from our point of view, we have a great sports portfolio led by NBA 2K. We have WWE 2K, which is growing and profitable, really robust. We have a superb partner in TKO, a great partner at the NBA with the NBA and the NBA Players Association. We have great partners, the NFL and the NFL Players Association. We're in the tennis business, we're in the golf business, so and the list goes on.... You know, I'm sure we will make more announcements in due course. James HeaneySVP of Equity Research at Jefferies00:36:48Thank you very much. Operator00:36:52The next question comes from the line of Clay Griffin with MoffettNathanson. Please proceed with your question. Clay GriffinResearch Analyst at MoffettNathanson00:36:59Hi, good evening. Thank you. Curious on this, the year-over-year change in advertising net revenue. I suspect that's, you know, something to do with the reorientation of the hyper-casual business. But Strauss, maybe just talk about what you think advertising can do for your more core portfolio of mobile titles, like what you have in Peak. And would you prefer to see kind of, you know, I guess, external sources of demand and advertising there? Or do you think the bigger opportunity is this continued push into direct-to-consumer and really just, you know, investing in more of the in-app side? Strauss ZelnickChairman and CEO at Take-Two Interactive00:37:42It really varies title by title. There are certain titles that really aren't, really aren't built for much advertising. They're really more meant for in-app purchases. There are titles that can be both, and then there are titles that really have to be ad-driven. We have all of those. And we wanna make sure that we do offer appropriate ad units where they do make sense, and that has been a very significant area of growth for Zynga since the acquisition, and I think that will continue. What we wanna make sure is that we monetize all of the engagement. You know, this is historically, the mobile business has been one where you monetized a very small part of the engagement. And that, you know, we don't think that ought to be the case. Strauss ZelnickChairman and CEO at Take-Two Interactive00:38:27We think that if consumers engage, there ought to be a way to monetize through advertising, through in-app purchases, potentially through both, as long as it's a really high-quality experience. I think that's a completely separate topic from a direct-to-consumer offering, and that has been an area of enormous growth for many of our titles. But again, not all of them. Obviously, if a title is only ad-driven, that's not a relevant opportunity. We still really value our retail partners for distribution and marketing. We intend to stay in business with them. Our strategy is to be where the consumer is. We don't intend to cut anyone off or try to own 100% of the business. However, when it makes sense to go direct-to-consumer, we will, and that has presented an enormous margin opportunity for us. Clay GriffinResearch Analyst at MoffettNathanson00:39:18Great. Thanks. Operator00:39:23The next question comes from the line of Chris Schoell with UBS. Please proceed with your question. Chris SchoellCommunications and Media Equity Research Analyst at UBS00:39:29Great, thank you. You pointed to the multiyear ramp in bookings as the pipeline builds in 2026 and 2027. Lainie, can you remind us how you're thinking about operating leverage and efficiencies alongside the bookings ramp? I recognize you've been going through a period of development and investment, which has impacted margins in recent years, but is it fair to think we can see a return to more historic margin levels once your cost initiatives are implemented and these new titles are released? Thank you. Lainie GoldsteinCFO at Take-Two Interactive00:39:57As we come to 26 and 27, and we look at the pipeline and bringing it to fruition, we really have been working very hard in terms of reducing our cost structure, the organization, and looking at places that we could be more, more efficient. So we have announced a couple cost-cutting initiatives that we've been doing over the last couple of years and looking at ways to streamline our costs between our corporate departments and our labels, as well as look for areas that we can continue to improve. Also, looking at our pipeline and looking at titles that we think will be the most commercially successful. So we've been doing a lot of that this past year, and we'll see an annualization of those costs in fiscal year 2026. Lainie GoldsteinCFO at Take-Two Interactive00:40:42That'll improve our margins, and we expect to continue to look for those opportunities in the future, which will continue to improve our margins in 2026 and in 2027 as well. Chris SchoellCommunications and Media Equity Research Analyst at UBS00:40:53Okay, great. Thank you very much. Operator00:40:57Our final question comes from the line of James Heaney with Jefferies. Please proceed with your question. James HeaneySVP of Equity Research at Jefferies00:41:04Hi, everyone. Thanks for the question. Noticed the big GTA update this June was right at the end of the quarter, where last year was a few weeks earlier. Could you just talk about how those two updates did kind of compare to each other rather than with the arbitrary quarter end? Strauss ZelnickChairman and CEO at Take-Two Interactive00:41:18So, we're actually really excited about the summer release for GTA Online this year, and it was a fantastic result for us. In terms of comparing them directly to the—we typically don't even really compare the releases. They're all very different. We have different expectations, and they have different deliveries. This was very strong for us, and it certainly helped us exceed our expectations for the quarter. But in terms of giving a direct comparison between this one and the last one, we're, that's not something that we're prepared to do. James HeaneySVP of Equity Research at Jefferies00:41:53Thanks. Operator00:41:56Ladies and gentlemen, at this time, we have reached the end of the Q&A session. Now, I'd like to pass the call back over to Strauss for any closing comments. Strauss ZelnickChairman and CEO at Take-Two Interactive00:42:05I just want to thank our team that delivered these great results as always. We believe we have the best and most talented creative teams in the business, and we're so grateful that we do. We have a phenomenally talented executive leadership team as well. We have 12,500 colleagues all around the world who work really hard every day in service of delivering the best entertainment to our consumers. That's what they deserve, and that's what we aim to give them. Thank you for joining us today. We're really optimistic about the rest of the year and the years ahead. Operator00:42:41Ladies and gentlemen, that does conclude today's teleconference. You may disconnect your lines at this time. Thank you for your participation.Read moreParticipantsExecutivesKarl SlatoffPresidentLainie GoldsteinCFOStrauss ZelnickChairman and CEOAnalystsAndrew MarokDirector of Internet at Raymond JamesBenjamin SoffDirector of Equity Research at Deutsche BankChris SchoellCommunications and Media Equity Research Analyst at UBSClay GriffinResearch Analyst at MoffettNathansonColin SebastianSenior Research Analyst at BairdDoug CreutzManaging Director and Senior Research Analyst at TD CowenDrew CrumManaging Director at StifelJames HeaneySVP of Equity Research at JefferiesMartin YangSenior Analyst at Oppenheimer & Co.Mike HickeyEquity Research Analyst at The Benchmark CompanyNicole ShevinsSVP of Investor Relations and Corporate Communications at Take-Two InteractiveOmar DessoukyAnalyst at Bank of AmericaPowered by