SEC EDGAR · 10-K
10-K – 2026-05-22 – ttwo-20260331.htm
477683 tecken · 3 HTML-del(ar)
Automatiskt nyckeltalsindex
Detta är sökträffar och textkontext, inte verifierade eller normaliserade redovisningsvärden.
Omsättning
- Our Businesses | We derive substantially all of our revenue from the sale of our interactive entertainment content, which includes internally developed software titles and software titles developed by third parties, in-game virtual items and advertising, and live services on console, mobile, and PC. Operating margins are dependent in part upon our ability to release new, commercially successful software products and to manage effectively their development and marketing costs. We have internal development studios | 2
- We engage in evolving business models such as online gaming, virtual currency, add-on content, and in-game purchases, and we expect to continue to generate incremental revenue from these opportunities. We also generate revenue from advertising primarily within our mobile software products. | Rockstar Games. Rockstar Games' strategy is to develop a limited number of titles that are known for their quality and longevity in the market for which they can create sequels and incremental revenue opportunities through virtual currency, add-on content, and in-game purchases across all key platforms. Software titles published by our Rockstar Games label are primarily internally developed. We expect Rockstar Games, our wholly-owned publisher of the Grand Theft Auto , L.A. Noire , Max Payne , M
- 2K. Our 2K label publishes a variety of popular entertainment properties across all key platforms and across a range of genres including shooter, action, role-playing, strategy, sports, and family/casual entertainment. In recent years, 2K has expanded its offerings to include several new franchises that are expected to enhance and diversify its slate of games and provide opportunities for sequels and additional content. We expect 2K to continue to develop new, successful franchises in the future | Zynga. Our Zynga label publishes popular free-to-play mobile games that deliver high quality, deeply engaging entertainment experiences and generates revenue from in-game sales and advertising. Zynga's strategy is to have numerous games in concept development and to determine which titles are best suited for soft and worldwide launch based on the achievement of various milestones and key performance indicator (KPI) thresholds. Zynga's diverse portfolio of popular game franchises has been downloa | Intellectual Property
- We have entered into license agreements with Sony and Microsoft to develop and publish software in Asia, Australia, Europe, North America, and certain Latin American, Middle Eastern, and African countries. We are not required to obtain any licenses from hardware manufacturers to develop titles for the PC. | Sony. Effective March 23, 2017, we entered into a PlayStation Global Developer and Publisher Agreement with Sony Computer Entertainment, Inc. and certain of its affiliates, pursuant to which Sony granted us the right and license to develop, publish, have manufactured, market, advertise, distribute and sell PlayStation compatible products for all PlayStation systems. The agreement requires us to submit products to Sony for approval and for us to make royalty payments to Sony based on the number o | The term of the agreement, as amended, expires on March 31, 2027, with automatic one-year renewal terms thereafter (unless one party gives the other notice of termination). Sony may terminate the agreement for any or no reason upon 30 days’ notice. The agreement may also be terminated by Sony immediately in the event of a breach by us or our bankruptcy or insolvency. Upon expiration or termination of the agreement, we have certain rights to sell off existing inventories.
- The term of the agreement, as amended, expires on March 31, 2027, with automatic one-year renewal terms thereafter (unless one party gives the other notice of termination). Sony may terminate the agreement for any or no reason upon 30 days’ notice. The agreement may also be terminated by Sony immediately in the event of a breach by us or our bankruptcy or insolvency. Upon expiration or termination of the agreement, we have certain rights to sell off existing inventories. | Microsoft. Under the terms of the license agreements that we have entered into with Microsoft Corporation and its affiliates, Microsoft granted us the right and license to develop, publish, have manufactured, market, advertise, distribute and sell Xbox compatible products. The agreements require us to submit products to Microsoft for approval and to make royalty payments to Microsoft based on the number of units manufactured or revenue from digitally downloaded content. In addition, products for | Effective as of November 17, 2005, we entered into an Xbox 360 Publisher License Agreement with Microsoft for the Xbox 360 console (the “Xbox 360 Agreement”). Effective as of July 1, 2020, we entered into an Xbox Console Publisher License Agreement with Microsoft for the Xbox Series X|S and Xbox One consoles (the “Xbox Next Gen Agreement” and, together with the Xbox 360 Agreement, the “Xbox Agreements”). The terms of both Xbox Agreements expire on March 31, 2027, each with automatic one-year ren
- Effective as of November 17, 2005, we entered into an Xbox 360 Publisher License Agreement with Microsoft for the Xbox 360 console (the “Xbox 360 Agreement”). Effective as of July 1, 2020, we entered into an Xbox Console Publisher License Agreement with Microsoft for the Xbox Series X|S and Xbox One consoles (the “Xbox Next Gen Agreement” and, together with the Xbox 360 Agreement, the “Xbox Agreements”). The terms of both Xbox Agreements expire on March 31, 2027, each with automatic one-year ren | Sales | We sell software titles both digitally and physically through direct relationships with digital storefronts and platform partners, large retail customers, and third-party distributors. We sell our products globally and have sales operations in Australia, Canada, Chili, France, Germany, Japan, Singapore, South Korea, Taiwan, United Arab Emirates, the U.K., and the U.S. We manage a direct-to-consumer platform, primarily for our mobile business, to drive purchases directly with our consumer base. B
- Sales | We sell software titles both digitally and physically through direct relationships with digital storefronts and platform partners, large retail customers, and third-party distributors. We sell our products globally and have sales operations in Australia, Canada, Chili, France, Germany, Japan, Singapore, South Korea, Taiwan, United Arab Emirates, the U.K., and the U.S. We manage a direct-to-consumer platform, primarily for our mobile business, to drive purchases directly with our consumer base. B | We are dependent on a limited number of customers that account for a significant portion of our sales. Sales to our five largest customers during the fiscal year ended March 31, 2026, accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0% of our net revenue.
- We sell software titles both digitally and physically through direct relationships with digital storefronts and platform partners, large retail customers, and third-party distributors. We sell our products globally and have sales operations in Australia, Canada, Chili, France, Germany, Japan, Singapore, South Korea, Taiwan, United Arab Emirates, the U.K., and the U.S. We manage a direct-to-consumer platform, primarily for our mobile business, to drive purchases directly with our consumer base. B | We are dependent on a limited number of customers that account for a significant portion of our sales. Sales to our five largest customers during the fiscal year ended March 31, 2026, accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0% of our net revenue. | We distribute our titles, add-on content, and in-game purchases through direct digital download to consoles, PCs, and mobile devices. We view digital distribution as the principal channel for our industry and Company; however, we expect that packaged goods and traditional retailers will continue to be an important channel for the sale of our console products for the foreseeable future, particularly in connection with the release of certain titles for consoles or certain regions where digital dis
EBITDA
- When a qualitative assessment is not used, or if the qualitative assessment is not conclusive, a quantitative impairment analysis for goodwill is performed at the reporting unit level. The quantitative goodwill impairment test is used to identify potential impairment by comparing the fair value of a reporting unit with its carrying amount, including goodwill. If the carrying value exceeds the fair value, an impairment charge is recognized equal to the difference between the carrying value of the | In performing the quantitative assessment, we measure the fair value of the reporting unit using a combination of the income and market approaches. The assessment requires us to make judgments and involves the use of significant estimates and assumptions. These estimates and assumptions include long-term growth rates and EBITDA margins used to calculate projected future cash flows, risk-adjusted discount rates based on our weighted average cost of capital, future economic and market conditions a | There were no goodwill impairments during the fiscal year ended March 31, 2026. During the fiscal years ended March 31, 2025 and 2024, we recognized goodwill impairment charges of $ 3,545.2 and $ 2,342.1 , respectively, representing partial impairments related to one of our reporting units. The impairments were primarily due to a reduction in the forecasted performance of the reporting unit due to industry conditions and changes in our strategies for games within the reporting unit in response t
- There were no goodwill impairment charges for the fiscal year ended March 31, 2026. As of March 31, 2026, our qualitative and quantitative assessments indicated that it is more likely than not that the fair value of our reporting units exceeds their carrying amounts. | During the fiscal year ended March 31, 2025, and 2024, we recognized goodwill impairment charges of $ 3,545.2 and $ 2,342.1 , respectively, representing partial impairments related to one of our reporting units. We identified various qualitative factors that, collectively, indicated that the fair value of one of our reporting units was more likely than not less than its carrying amount, including a reduction in the forecasted performance of the reporting unit due to industry conditions and chang | Indefinite-lived intangibles
- During the fiscal year ended March 31, 2024, we recorded impairment charges of $ 577.4 for acquisition-related Developed Game Technology intangible assets within Cost of revenue as a result of a reduction in the forecasted performance of certain games due to industry conditions and changes in our strategies in response to those conditions. | The fair value of Developed Game Technology assets was measured using the multi-period excess earnings method, consistent with the approach used at acquisition. Key assumptions and estimates used in deriving the fair value are forecasted revenue, EBITDA margins, long-term decay rates, and discount rates. The fair value of Branding and Trade Names assets was measured using the relief-from-royalty method, consistent with the approach used at acquisition. Key assumptions and estimates used in deriv | 85
- revolving credit facility (the “Revolving Credit Facility”) from $ 750.0 to $ 1,000.0 , with sublimits for borrowings and letters of credit denominated in Pounds Sterling, Euros and Canadian Dollars in an aggregate face amount of up to $ 200.0 . The 2022 Credit Agreement will continue to provide uncommitted incremental capacity permitting the incurrence of up to an additional amount not to exceed the greater of $ 250.0 and 35.0 % of the Company's Consolidated Adjusted EBITDA (as defined in the 2 | Under the Amendment, the maturity date was extended to May 19, 2030 but retains the extension option permitting us, subject to certain requirements, to arrange to extend the Revolving Credit Facility for an additional one-year term which may be exercised no more than two times under the 2022 Credit Agreement.
Periodens resultat
- Changes in our tax rates or exposure to additional tax liabilities could adversely affect our earnings and financial condition. | We are a multinational corporation with operations in the U.S. and various other jurisdictions around the world. Accordingly, we are subject to tax in the U.S. and in various other jurisdictions. Significant judgment is required in determining our worldwide provision for income taxes, and, in the ordinary course of business, there are many transactions and calculations for which the ultimate tax determination is uncertain. We are required to estimate future taxes. Although we currently believe o | We have recorded a valuation allowance against the majority of our deferred tax assets due to uncertainty with respect to their realization. We expect to provide for a valuation allowance until other significant positive evidence arises that suggests that the benefits associated with the deferred tax assets are more likely than not to be realized.
- Earnings (loss) per Share ("EPS") | Basic EPS is computed by dividing the net (loss) income applicable to common stockholders for the period by the weighted average number of shares of common stock outstanding during the same period. Diluted EPS is computed by dividing the net income applicable to common stockholders for the period by the weighted average number of shares of common stock and common stock equivalents outstanding. Common stock equivalents are measured using the treasury stock method and represent unvested stock-base | Foreign Currency
- 21. SEGMENT REPORTING AND GEOGRAPHIC INFORMATION | We have one operating and reportable segment. Our operations involve similar products and customers worldwide. Revenue earned is primarily derived from the sale of software titles, which are developed internally and by third parties. Our Chief Executive Officer, who is our Chief Operating Decision Maker ("CODM"), manages our operations on a consolidated basis. Our CODM uses consolidated net income (loss) – supplemented by sales information by product category, major product title, and platform – | Geography
Resultat per aktie
- Beginning in April 2024, employee participants fulfilled their related tax withholding obligation by selling vested shares at the time of vesting in non-discretionary transactions pursuant to our mandatory sell-to-cover policy. The proceeds from the employee participants' sales of vested shares are remitted to us to cover the tax withholding payments to tax authorities. | Earnings (loss) per Share ("EPS") | Basic EPS is computed by dividing the net (loss) income applicable to common stockholders for the period by the weighted average number of shares of common stock outstanding during the same period. Diluted EPS is computed by dividing the net income applicable to common stockholders for the period by the weighted average number of shares of common stock and common stock equivalents outstanding. Common stock equivalents are measured using the treasury stock method and represent unvested stock-base
- Earnings (loss) per Share ("EPS") | Basic EPS is computed by dividing the net (loss) income applicable to common stockholders for the period by the weighted average number of shares of common stock outstanding during the same period. Diluted EPS is computed by dividing the net income applicable to common stockholders for the period by the weighted average number of shares of common stock and common stock equivalents outstanding. Common stock equivalents are measured using the treasury stock method and represent unvested stock-base | Foreign Currency
Kassaflöde
- • increasing our vulnerability to adverse changes in general economic, industry and competitive conditions; | • requiring the dedication of a greater than expected portion of our expected cash from operations to service our indebtedness, thereby reducing the amount of expected cash flow available for general corporate purposes, including capital expenditures and acquisitions; and | • limiting our flexibility in planning for, or reacting to, changes in our business and our industry.
- Our operating loss for the fiscal year ended March 31, 2026 was $104.2 compared to operating loss of $4,391.1 for fiscal year ended March 31, 2025, primarily driven by Goodwill impairment charges of $3,545.2 in the prior year, with no corresponding expense in the current year, as well as, higher sales of our products. For the fiscal year ended March 31, 2026, our net loss was $298.2, as compared to net loss of $4,478.9 in the prior year. Basic and diluted loss per share for the fiscal year ended | At March 31, 2026, we had $1,638.1 of Cash, cash equivalents, and restricted cash and cash equivalents, compared to $1,559.2 at March 31, 2025. This increase was primarily driven by proceeds from our May 2025 underwritten public offering of common stock (refer to Note 12 - Loss Per Share ) and positive cash flow from product sales. These increases were partially offset by the repayment of our 2025 Notes and 2026 Notes (refer to Note 11 - Debt ), as well as continued investments in software, fixe | Critical Accounting Policies and Estimates
- A majority of our trade receivables are derived from sales to major retailers, including digital storefronts and platform partners, and distributors. Our five largest customers accounted for 80.6%, 81.0% and 79.8% of net revenue during the fiscal year ended March 31, 2026, 2025 and 2024, respectively. As of March 31, 2026, and 2025, five customers comprised 69.6% and 72.1% of our gross accounts receivable, respectively, with our significant customers (those that individually comprised more than | We believe that our current cash and cash equivalents, short-term investments, and projected cash flow from operations, along with availability under our 2022 Credit Agreement will provide us with sufficient liquidity to satisfy our cash requirements for working capital, capital expenditures, and commitments on both a short-term and long-term basis. | As of March 31, 2026, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $1,359.7. These balances are dispersed across various locations around the world. We believe that such dispersion meets the business and liquidity needs of our foreign affiliates. In addition, we expect to have the ability to generate sufficient cash domestically to support ongoing operations for the foreseeable future.
- (1) Cash, cash equivalents and restricted cash and cash equivalents shown on our Consolidated Statements of Cash Flow includes amounts in the Cash and cash equivalents, Restricted cash and cash equivalents, and Long-term restricted cash and cash equivalents on our Consolidated Balance Sheet. | See accompanying Notes.
- Derivatives and Hedging | We transact business in various foreign currencies and have significant sales and purchase transactions denominated in foreign currencies, subjecting us to foreign currency exchange rate risk. From time to time, we carry out transactions involving foreign currency exchange derivative financial instruments. The transactions are designed to hedge our exposure in currency exchange rate movements. We recognize derivative instruments as either assets or liabilities on our Consolidated Balance Sheets | Income Taxes
- Comprehensive (Loss) Income | Comprehensive (loss) income is defined to include all changes in equity except those resulting from investments by owners and distributions to owners. Accumulated other comprehensive loss includes foreign currency translation adjustments, which relate to investments that are permanent in nature and therefore do not require tax adjustments, and the amounts for unrealized gains (losses), net on derivative instruments designated as cash flow hedges, as well as any associated tax impact, and availab | Recently Issued Accounting Pronouncements
- On May 19, 2025, we entered into an arrangement to sell designated pools of high credit quality accounts receivable under an uncommitted accounts receivables purchase facility in an initial aggregate amount of up to $ 215.0 to an unaffiliated financial institution on a true sale basis. As these accounts receivable are sold without recourse, we do not retain the associated risks of lack of payment due to insolvency of the account debtors following the transfer of such accounts receivable to such | No receivables were sold under this facility during the fiscal year ended March 31, 2026. We may utilize this facility in future periods depending on cash flow needs and market conditions.
- • Level 2—Observable inputs other than quoted prices included in Level 1, such as quoted prices for markets that are not active or other inputs that are observable or can be corroborated by observable market data. | • Level 3—Unobservable inputs that are supported by little or no market activity and that are significant to the fair value of the assets or liabilities. This includes certain pricing models, discounted cash flow methodologies, and similar techniques that use significant unobservable inputs. | The table below segregates all assets and liabilities that are measured at fair value on a recurring basis (which is measured at least annually) into the most appropriate level within the fair value hierarchy based on the inputs used to determine the fair value at the measurement date.
Likvida medel
- Our operating loss for the fiscal year ended March 31, 2026 was $104.2 compared to operating loss of $4,391.1 for fiscal year ended March 31, 2025, primarily driven by Goodwill impairment charges of $3,545.2 in the prior year, with no corresponding expense in the current year, as well as, higher sales of our products. For the fiscal year ended March 31, 2026, our net loss was $298.2, as compared to net loss of $4,478.9 in the prior year. Basic and diluted loss per share for the fiscal year ended | At March 31, 2026, we had $1,638.1 of Cash, cash equivalents, and restricted cash and cash equivalents, compared to $1,559.2 at March 31, 2025. This increase was primarily driven by proceeds from our May 2025 underwritten public offering of common stock (refer to Note 12 - Loss Per Share ) and positive cash flow from product sales. These increases were partially offset by the repayment of our 2025 Notes and 2026 Notes (refer to Note 11 - Debt ), as well as continued investments in software, fixe | Critical Accounting Policies and Estimates
- Liquidity and Capital Resources | Our primary cash requirements are to fund (i) the development, manufacturing and marketing of our published products, (ii) working capital, (iii) capital expenditures, (iv) debt and interest payments, (v) tax payments, and (vi) acquisitions. We expect to rely on cash and cash equivalents as well as on short-term investments, funds provided by our operating activities, and our 2022 Credit Agreement to satisfy our working capital needs. Refer to Note 11 - Debt for additional discussion of our outs | Short-term Investments
- A majority of our trade receivables are derived from sales to major retailers, including digital storefronts and platform partners, and distributors. Our five largest customers accounted for 80.6%, 81.0% and 79.8% of net revenue during the fiscal year ended March 31, 2026, 2025 and 2024, respectively. As of March 31, 2026, and 2025, five customers comprised 69.6% and 72.1% of our gross accounts receivable, respectively, with our significant customers (those that individually comprised more than | We believe that our current cash and cash equivalents, short-term investments, and projected cash flow from operations, along with availability under our 2022 Credit Agreement will provide us with sufficient liquidity to satisfy our cash requirements for working capital, capital expenditures, and commitments on both a short-term and long-term basis. | As of March 31, 2026, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $1,359.7. These balances are dispersed across various locations around the world. We believe that such dispersion meets the business and liquidity needs of our foreign affiliates. In addition, we expect to have the ability to generate sufficient cash domestically to support ongoing operations for the foreseeable future.
- We believe that our current cash and cash equivalents, short-term investments, and projected cash flow from operations, along with availability under our 2022 Credit Agreement will provide us with sufficient liquidity to satisfy our cash requirements for working capital, capital expenditures, and commitments on both a short-term and long-term basis. | As of March 31, 2026, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $1,359.7. These balances are dispersed across various locations around the world. We believe that such dispersion meets the business and liquidity needs of our foreign affiliates. In addition, we expect to have the ability to generate sufficient cash domestically to support ongoing operations for the foreseeable future. | Our Board of Directors has authorized the repurchase of up to 21.7 shares of our common stock. Under this program, we may purchase shares from time to time through a variety of methods, including in the open market or through privately negotiated transactions, in accordance with applicable securities laws. Repurchases are subject to the availability of stock, prevailing market conditions, the trading price of the stock, our financial performance and other conditions. The program does not require
- Net cash provided by (used in) financing activities 94.6 650.5 (91.4) | Effects of foreign currency exchange rates on cash, cash equivalents, and restricted cash and cash equivalents 9.2 3.4 3.1 | Net change in cash, cash equivalents, and restricted cash and cash equivalents $ 78.9 $ 457.2 $ (132.6)
- Effects of foreign currency exchange rates on cash, cash equivalents, and restricted cash and cash equivalents 9.2 3.4 3.1 | Net change in cash, cash equivalents, and restricted cash and cash equivalents $ 78.9 $ 457.2 $ (132.6)
- At March 31, 2026, we had $1,638.1 of Cash, cash equivalents, and restricted cash and cash equivalents, compared to $1,559.2 at March 31, 2025. The increase was due to Net cash provided by operating activities, which was primarily due to sales of our products, partially offset by investments in software development and licenses. The increase was also primarily due to Net cash provided by financing activities, primarily related to proceeds from May 2025 underwritten public offering of common stoc | Commitments
- We seek to manage our interest rate risk by maintaining a short-term investment portfolio that includes corporate bonds with high credit quality and maturities of less than two years. Since short-term investments mature relatively quickly and can be reinvested at the then-current market rates, interest income on a portfolio consisting of short-term securities is more subject to market fluctuations than a portfolio of longer-term maturities. However, the fair value of a short-term portfolio is le | As of March 31, 2026, we had $443.8 of short-term investments. We also had $1,545.5 of cash and cash equivalents that are comprised primarily of money market funds and bank-time deposits. We determined that, based on the composition of our investment portfolio, there was no material interest rate risk exposure to our Consolidated Financial Statements or liquidity as of March 31, 2026. | Historically, fluctuations in interest rates have not had a significant effect on our operating results.
Nettoskuld
- 2026 2025 2024 | Net cash provided by (used in) operating activities $ 624.3 $ (45.2) $ (16.1) | Net cash used in investing activities (649.2) (151.5) (28.2)
- Net cash provided by (used in) operating activities $ 624.3 $ (45.2) $ (16.1) | Net cash used in investing activities (649.2) (151.5) (28.2) | Net cash provided by (used in) financing activities 94.6 650.5 (91.4)
- Net cash used in investing activities (649.2) (151.5) (28.2) | Net cash provided by (used in) financing activities 94.6 650.5 (91.4) | Effects of foreign currency exchange rates on cash, cash equivalents, and restricted cash and cash equivalents 9.2 3.4 3.1
- At March 31, 2026, we had $1,638.1 of Cash, cash equivalents, and restricted cash and cash equivalents, compared to $1,559.2 at March 31, 2025. The increase was due to Net cash provided by operating activities, which was primarily due to sales of our products, partially offset by investments in software development and licenses. The increase was also primarily due to Net cash provided by financing activities, primarily related to proceeds from May 2025 underwritten public offering of common stoc | Commitments
- Net loss $ ( 298.2 ) $ ( 4,478.9 ) $ ( 3,744.2 ) | Adjustments to reconcile net (loss) income to net cash provided by operating activities: | Amortization and impairment of software development costs and licenses 412.8 333.8 292.7
- Accounts payable, accrued expenses and other liabilities ( 365.3 ) ( 465.9 ) ( 200.9 ) | Net cash provided by (used in) operating activities 624.3 ( 45.2 ) ( 16.1 ) | Investing activities:
- Other — 7.5 — | Net cash used in investing activities ( 649.2 ) ( 151.5 ) ( 28.2 ) | Financing activities:
- Payment of contingent earn-out consideration — ( 12.0 ) ( 35.7 ) | Net cash provided by (used in) financing activities 94.6 650.5 ( 91.4 ) | Effects of foreign currency exchange rates on cash, cash equivalents, and restricted cash and cash equivalents 9.2 3.4 3.1
Eget kapital
- Foreign Currency Exchange Rate Risk | We transact business in foreign currencies and are exposed to risks resulting from fluctuations in foreign currency exchange rates. In particular, during the six months ended September 30, 2023, there was a significant devaluation of the Turkish Lira against the U.S. Dollar, which negatively affected our results. It is possible that further devaluations could occur, which would have a negative impact on our results. Accounts relating to foreign operations are translated into U.S. dollars using p | For the fiscal years ended March 31, 2026 and 2025, our foreign currency translation adjustment was a gain of $29.6 and a gain of $8.2, respectively. The change in foreign currency translation adjustment was primarily driven by the weakening of the U.S. Dollar against the British Pound. We recognized foreign currency exchange transaction losses of $17.4, $22.6, and $28.6 for the fiscal years ended March 31, 2026, 2025, and 2024, respectively, in Interest and other, net in our Consolidated Statem
- ** Portions of this exhibit have been redacted in compliance with Regulation S-K Item 601(b)(10). | Attached as Exhibit 101 to this report are the following formatted in XBRL (Extensible Business Reporting Language): (i) Consolidated Balance Sheets at March 31, 2026 and 2025, (ii) Consolidated Statements of Operations for the fiscal years ended March 31, 2026, 2025, and 2024, (iii) Consolidated Statements of Comprehensive Loss for the fiscal years ended March 31, 2026, 2025, and 2024, (iv) Consolidated Statements of Cash Flows for the fiscal years ended March 31, 2026, 2025, and 2024, (v) Cons
- Consolidated Statements of Stockholders' Equity —For the fiscal years ended March 31, 2026, 2025, and 2024 | 67
- Opinion on the Financial Statements | We have audited the accompanying consolidated balance sheets of Take-Two Interactive Software, Inc. (the Company) as of March 31, 2026 and 2025, the related consolidated statements of operations, comprehensive loss, cash flows and stockholders’ equity for each of the three years in the period ended March 31, 2026, and the related notes (collectively referred to as the “consolidated financial statements”). In our opinion, the consolidated financial statements present fairly, in all material respe | We also have audited, in accordance with the standards of the Public Company Accounting Oversight Board (United States) (PCAOB), the Company's internal control over financial reporting as of March 31, 2026, based on criteria established in Internal Control-Integrated Framework issued by the Committee of Sponsoring Organizations of the Treadway Commission (2013 framework), and our report dated May 21, 2026 expressed an unqualified opinion thereon.
- We have audited Take-Two Interactive Software, Inc.’s internal control over financial reporting as of March 31, 2026, based on criteria established in Internal Control-Integrated Framework issued by the Committee of Sponsoring Organizations of the Treadway Commission (2013 framework) (the COSO criteria). In our opinion, Take-Two Interactive Software, Inc. (the Company) maintained, in all material respects, effective internal control over financial reporting as of March 31, 2026, based on the COS | We also have audited, in accordance with the standards of the Public Company Accounting Oversight Board (United States) (PCAOB), the consolidated balance sheets of the Company as of March 31, 2026 and 2025, the related consolidated statements of operations, comprehensive loss, cash flows and stockholders’ equity for each of the three years in the period ended March 31, 2026, and the related notes and our report dated May 21, 2026 expressed an unqualified opinion thereon. | Basis for Opinion
- Total assets $ 9,383.2 $ 9,180.7 | LIABILITIES AND STOCKHOLDERS' EQUITY | Current liabilities:
- Stockholders' equity: | Preferred stock, $ 0.01 par value, 5.0 shares authorized: no shares issued and outstanding at March 31, 2026 and 2025
- Accumulated other comprehensive loss ( 67.3 ) ( 96.9 ) | Total stockholders' equity $ 3,510.9 $ 2,137.7 | Total liabilities and stockholders' equity $ 9,383.2 $ 9,180.7
Antal aktier
- Additional issuances or sales of equity securities by us would dilute the ownership of our existing stockholders and could adversely affect the market price of our common stock. | We may issue equity or equity-based securities in the future to facilitate acquisitions or strategic transactions, as we did in connection with our acquisitions of Zynga and Gearbox, to adjust our ratio of debt to equity, to fund expansion of our operations or for other purposes, such as the approximately $1.2 billion underwritten public offering of our common stock that we completed in May 2025. To the extent we issue additional equity securities, the percentage ownership of our existing stockh | We are subject to risks related to corporate and social responsibility and reputation.
- purchased Average price | per share Total number of shares | purchased as part of publicly
- purchased as part of publicly | announced plans or programs Maximum number of shares that | may yet be purchased under the
- Net loss and Loss per share | For the fiscal year ended March 31, 2026, net loss was $298.2, as compared to a net loss of $4,478.9 in the prior year. Basic and diluted loss per share for the fiscal year ended March 31, 2026 was $1.62, as compared to basic and diluted loss per share of $25.58 for the fiscal year ended March 31, 2025. Basic weighted average shares of 183.9 were 8.8 higher as compared to the prior year period basic weighted average shares, primarily due to our May 2025 underwritten public offering of common sto | Liquidity and Capital Resources
- Item 9B. Other Information | The share numbers in this Item 9B represent the actual number of shares (i.e., not presented in millions). | Securities Trading Plans of Directors and Executive Officers
- Earnings (loss) per Share ("EPS") | Basic EPS is computed by dividing the net (loss) income applicable to common stockholders for the period by the weighted average number of shares of common stock outstanding during the same period. Diluted EPS is computed by dividing the net income applicable to common stockholders for the period by the weighted average number of shares of common stock and common stock equivalents outstanding. Common stock equivalents are measured using the treasury stock method and represent unvested stock-base | Foreign Currency
- Net loss $ ( 298.2 ) $ ( 4,478.9 ) $ ( 3,744.2 ) | Weighted average common shares outstanding—basic 183.9 175.1 170.1 | Basic and diluted loss per share ( 1.62 ) ( 25.58 ) ( 22.01 )
- We incurred a net loss for the fiscal year ended March 31, 2026, 2025, and 2024; therefore, the diluted weighted average shares outstanding excludes the effect of unvested common stock equivalents because their effect would be antidilutive. | For the fiscal year ended March 31, 2026, we had 1.6 potentially dilutive shares from share-based awards and 0.1 of shares from Convertible Notes that are excluded due to the net loss for the period.
Antal anställda
- Attract and Retain the Best Talent in the Business. Our headcount includes 12,909 full-time employees as of March 31, 2026, including 9,998 in development studios. We are proud of the culture we have established and believe that it enables us to attract and retain some of the most talented individuals in our industry and consistently set new benchmarks for excellence. By empowering our colleagues to embrace an entrepreneurial mindset and to take calculated risks, we believe that we have created | Develop Robust Player Relationships. Many of our releases offer a steady cadence of post-launch content to drive further engagement with our franchises, including virtual currency, add-on content, and in-game purchases. This approach enables us to maintain consistent, positive relationships with our players, sustain ongoing relevance for our intellectual properties, and enhance the performance of our titles.
- Our Businesses | We derive substantially all of our revenue from the sale of our interactive entertainment content, which includes internally developed software titles and software titles developed by third parties, in-game virtual items and advertising, and live services on console, mobile, and PC. Operating margins are dependent in part upon our ability to release new, commercially successful software products and to manage effectively their development and marketing costs. We have internal development studios | 2
- • We have been able to build a large community of players, particularly for mobile titles, through players discovering our games in platform storefronts, the viral and social features built into the network effects of our games, as well as the cross-promotion of our games to our existing audience. However, we also acquire our players through paid advertising channels. We advertise our mobile games primarily within other mobile applications and on social networks, often through in-app and other a | As of March 31, 2026, we had a sales and marketing staff of 1,456 full-time employees. | Competition
- Human Capital | Human Capital Management. Our headcount includes 12,909 full-time employees as of March 31, 2026. We are proud of our established culture, and our reputation for creativity, innovation, and efficiency enables us to attract some of the most talented individuals in our industry and consistently set new benchmarks for excellence. We are constantly focused on our teams – their success, their structure, and how best to support them given their particular needs and projects. 48.3% of our full-time emp | We allow our creative teams to identify the work arrangements that are most effective, productive, and efficient for them. We also continue to support our workforce through ongoing and new initiatives, including enhanced manager training to strengthen team cohesion across various work models, encouragement of healthy work habits, active engagement with employee feedback, and a continued focus on mental health awareness.
- By empowering our teams to embrace an entrepreneurial mindset and to take calculated risks, we foster an environment where our people can thrive. We believe that we deploy best-in-class recruiting practices to attract new talent, and we encourage our people to pursue satisfying, long-term career opportunities with us by providing competitive compensation benefits and well-being programs and by offering numerous learning and development programs to encourage career growth and progression. | Sustainability. We recognize the synergies between corporate citizenship and smart business and are committed to focusing on, and measuring the impact of, our sustainability activities, which are rooted in our core tenets of creativity, innovation, and efficiency. We believe sustainability creates value for all stakeholders, including employees and customers, while also helping to mitigate risks, reduce costs, protect brand value, and identify market opportunities. We have an organization-wide S | Community & Engagement. We firmly believe that diversity of thought drives the innovation that is integral to our success. We strive to provide an inclusive workplace in which everyone feels respected, heard, and safe. Our culture, grounded in compassion, collaboration, and a commitment to excellence, supports an inclusive and welcoming environment for our employees, prospective employees and the broader community.
- Sustainability. We recognize the synergies between corporate citizenship and smart business and are committed to focusing on, and measuring the impact of, our sustainability activities, which are rooted in our core tenets of creativity, innovation, and efficiency. We believe sustainability creates value for all stakeholders, including employees and customers, while also helping to mitigate risks, reduce costs, protect brand value, and identify market opportunities. We have an organization-wide S | Community & Engagement. We firmly believe that diversity of thought drives the innovation that is integral to our success. We strive to provide an inclusive workplace in which everyone feels respected, heard, and safe. Our culture, grounded in compassion, collaboration, and a commitment to excellence, supports an inclusive and welcoming environment for our employees, prospective employees and the broader community. | Talent Assessment & Development and Employee Experience. We are committed to internal growth opportunities and career development tracks. We recognize the importance of our employees staying current in an ever-changing industry. Our global Learning & Development team curates a wide variety of training materials and programs targeting both hard skills development and career progression as well as programs in leadership development and employee round tables. Our compliance training program seeks t
- Community & Engagement. We firmly believe that diversity of thought drives the innovation that is integral to our success. We strive to provide an inclusive workplace in which everyone feels respected, heard, and safe. Our culture, grounded in compassion, collaboration, and a commitment to excellence, supports an inclusive and welcoming environment for our employees, prospective employees and the broader community. | Talent Assessment & Development and Employee Experience. We are committed to internal growth opportunities and career development tracks. We recognize the importance of our employees staying current in an ever-changing industry. Our global Learning & Development team curates a wide variety of training materials and programs targeting both hard skills development and career progression as well as programs in leadership development and employee round tables. Our compliance training program seeks t | 6
- Our learning and development programs are designed to be closely aligned with our performance management process and succession planning. Our formalized performance management process provides the platform for evaluating each individual employee’s contributions to the team and our success, with a focus on regular communication and transparency. We work hard to ensure that development opportunities are individually tailored and that all decisions regarding hiring, career progression, and compensa | Beyond formal performance management, we stay connected with our teams throughout the year with global town hall meetings and engagement and "pulse" surveys. The feedback generated through these tools helps to ensure we are providing a supportive, dynamic, and stimulating work environment for all of our employees. These efforts and more contributed to Take-Two being named one of Forbes' Best Mid-Size Employers list for five of the last six years and certified as a Great Place to Work by Fortune | Compensation and Benefits. The main objectives of our compensation and benefit programs are to attract, retain, motivate, and reward our employees, who operate in a highly competitive and technologically challenging environment. We offer competitive compensation packages designed to incentivize high individual and company performance. We regularly review our compensation and benefits packages from both an internal and external standpoint to ensure competitiveness, including through industry benc
Organisk tillväxt
- • achieve benefits from our player acquisition costs; | • achieve viral organic growth and gain customer interest in our games through free or more efficient channels; | • adapt to changing player preferences;
Bruttomarginal
- Online Content and Digital Distribution. We provide a variety of online delivered products, including direct digital downloads of our titles, and access to additional offerings through virtual currency, add-on content, in-game purchases, and in-game advertising, which drive ongoing engagement and incremental revenue from recurrent consumer spending on our titles. Net revenue from digital online channels comprised 97.0% of our net revenue for the fiscal year ended March 31, 2026. We expect online | A significant portion of our mobile titles are distributed, marketed, and promoted through third parties, primarily Apple’s App Store and the Google Play Store. Virtual items for our mobile games are purchased principally through the payment processing systems of these platform providers, as well as our direct-to-consumer commerce platform. We generate a significant portion of our net revenue through the Apple and Google platforms and expect to continue to do so for the foreseeable future. Apple | Player acquisition costs. Principally for our mobile titles, we use advertising and other forms of player acquisition and retention to grow and retain our player audience. These expenditures, which are recorded within Selling and marketing in our Consolidated Statements of Operations, generally relate to the promotion of new game launches and ongoing performance-based programs to drive new player acquisition and lapsed player reactivation. Over time, the effectiveness or cost of these acquisitio
Fulltext
Dokumentet är delat för att hålla varje sida lätt att hämta. Del 1 · Del 2 · Del 3
ttwo-20260331 0000946581 false 2026 FY 395 206 P3Y P5Y http://fasb.org/us-gaap/2026#CostOfRevenue http://fasb.org/us-gaap/2026#CostOfRevenue http://fasb.org/us-gaap/2026#DepreciationDepletionAndAmortization P1Y P12Y P1Y iso4217:USD xbrli:shares iso4217:USD xbrli:shares xbrli:pure ttwo:unit ttwo:extension ttwo:day ttwo:renewalOption ttwo:segment 0000946581 2025-04-01 2026-03-31 0000946581 2025-09-30 0000946581 2026-05-11 0000946581 ttwo:EllenSiminoffMember 2026-01-01 2026-03-31 0000946581 ttwo:EllenSiminoffMember 2026-03-31 0000946581 ttwo:DanielEmersonMember 2026-01-01 2026-03-31 0000946581 ttwo:DanielEmersonMember 2026-03-31 0000946581 2026-01-01 2026-03-31 0000946581 2026-03-31 0000946581 2025-03-31 0000946581 ttwo:GameMember 2025-04-01 2026-03-31 0000946581 ttwo:GameMember 2024-04-01 2025-03-31 0000946581 ttwo:GameMember 2023-04-01 2024-03-31 0000946581 us-gaap:AdvertisingMember 2025-04-01 2026-03-31 0000946581 us-gaap:AdvertisingMember 2024-04-01 2025-03-31 0000946581 us-gaap:AdvertisingMember 2023-04-01 2024-03-31 0000946581 2024-04-01 2025-03-31 0000946581 2023-04-01 2024-03-31 0000946581 2024-03-31 0000946581 2023-03-31 0000946581 us-gaap:CommonStockMember 2023-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2023-03-31 0000946581 us-gaap:TreasuryStockCommonMember 2023-03-31 0000946581 us-gaap:RetainedEarningsMember 2023-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2023-03-31 0000946581 us-gaap:RetainedEarningsMember 2023-04-01 2024-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2023-04-01 2024-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2023-04-01 2024-03-31 0000946581 us-gaap:CommonStockMember 2023-04-01 2024-03-31 0000946581 us-gaap:CommonStockMember 2024-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2024-03-31 0000946581 us-gaap:TreasuryStockCommonMember 2024-03-31 0000946581 us-gaap:RetainedEarningsMember 2024-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2024-03-31 0000946581 us-gaap:RetainedEarningsMember 2024-04-01 2025-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2024-04-01 2025-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2024-04-01 2025-03-31 0000946581 us-gaap:CommonStockMember 2024-04-01 2025-03-31 0000946581 us-gaap:CommonStockMember 2025-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2025-03-31 0000946581 us-gaap:TreasuryStockCommonMember 2025-03-31 0000946581 us-gaap:RetainedEarningsMember 2025-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2025-03-31 0000946581 us-gaap:RetainedEarningsMember 2025-04-01 2026-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2025-04-01 2026-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2025-04-01 2026-03-31 0000946581 us-gaap:CommonStockMember 2025-04-01 2026-03-31 0000946581 us-gaap:CommonStockMember 2026-03-31 0000946581 us-gaap:AdditionalPaidInCapitalMember 2026-03-31 0000946581 us-gaap:TreasuryStockCommonMember 2026-03-31 0000946581 us-gaap:RetainedEarningsMember 2026-03-31 0000946581 us-gaap:AccumulatedOtherComprehensiveIncomeMember 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FiveLargestCustomersMember us-gaap:SalesRevenueNetMember 2025-04-01 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FiveLargestCustomersMember us-gaap:SalesRevenueNetMember 2024-04-01 2025-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FiveLargestCustomersMember us-gaap:SalesRevenueNetMember 2023-04-01 2024-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:OneLargeCustomerMember us-gaap:SalesRevenueNetMember 2025-04-01 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:OneLargeCustomerMember us-gaap:SalesRevenueNetMember 2024-04-01 2025-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:OneLargeCustomerMember us-gaap:SalesRevenueNetMember 2023-04-01 2024-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:SecondCustomerMember us-gaap:SalesRevenueNetMember 2025-04-01 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:SecondCustomerMember us-gaap:SalesRevenueNetMember 2024-04-01 2025-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:SecondCustomerMember us-gaap:SalesRevenueNetMember 2023-04-01 2024-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:ThirdCustomerMember us-gaap:SalesRevenueNetMember 2025-04-01 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:ThirdCustomerMember us-gaap:SalesRevenueNetMember 2024-04-01 2025-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:ThirdCustomerMember us-gaap:SalesRevenueNetMember 2023-04-01 2024-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FourthCustomerMember us-gaap:SalesRevenueNetMember 2025-04-01 2026-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FourthCustomerMember us-gaap:SalesRevenueNetMember 2024-04-01 2025-03-31 0000946581 us-gaap:CustomerConcentrationRiskMember ttwo:FourthCustomerMember us-gaap:SalesRevenueNetMember 2023-04-01 2024-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:FiveLargestCustomersMember us-gaap:AccountsReceivableMember 2025-04-01 2026-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:FiveLargestCustomersMember us-gaap:AccountsReceivableMember 2024-04-01 2025-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:CustomersIndividuallyAccountingForMoreThanTenPercentMember us-gaap:AccountsReceivableMember 2025-04-01 2026-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:CustomersIndividuallyAccountingForMoreThanTenPercentMember us-gaap:AccountsReceivableMember 2024-04-01 2025-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:OneLargeCustomerMember us-gaap:AccountsReceivableMember 2025-04-01 2026-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:SecondCustomerMember us-gaap:AccountsReceivableMember 2025-04-01 2026-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:ThirdCustomerMember us-gaap:AccountsReceivableMember 2025-04-01 2026-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:OneLargeCustomerMember us-gaap:AccountsReceivableMember 2024-04-01 2025-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:SecondCustomerMember us-gaap:AccountsReceivableMember 2024-04-01 2025-03-31 0000946581 us-gaap:CreditConcentrationRiskMember ttwo:ThirdCustomerMember us-gaap:AccountsReceivableMember 2024-04-01 2025-03-31 0000946581 srt:MinimumMember us-gaap:SoftwareAndSoftwareDevelopmentCostsMember 2026-03-31 0000946581 srt:MaximumMember us-gaap:SoftwareAndSoftwareDevelopmentCostsMember 2026-03-31 0000946581 us-gaap:OfficeEquipmentMember 2026-03-31 0000946581 us-gaap:ComputerEquipmentMember srt:MinimumMember 2026-03-31 0000946581 us-gaap:ComputerEquipmentMember srt:MaximumMember 2026-03-31 0000946581 us-gaap:LeaseholdImprovementsMember 2026-03-31 0000946581 us-gaap:BuildingMember 2026-03-31 0000946581 ttwo:OneReportingUnitMember 2023-04-01 2024-03-31 0000946581 ttwo:OneReportingUnitMember 2024-04-01 2025-03-31 0000946581 ttwo:OneReportingUnitMember 2026-03-31 0000946581 us-gaap:TransferredOverTimeMember 2025-04-01 2026-03-31 0000946581 us-gaap:TransferredOverTimeMember 2024-04-01 2025-03-31 0000946581 us-gaap:TransferredOverTimeMember 2023-04-01 2024-03-31 0000946581 us-gaap:TransferredAtPointInTimeMember 2025-04-01 2026-03-31 0000946581 us-gaap:TransferredAtPointInTimeMember 2024-04-01 2025-03-31 0000946581 us-gaap:TransferredAtPointInTimeMember 2023-04-01 2024-03-31 0000946581 ttwo:RecurrentCustomerSpendingMember 2025-04-01 2026-03-31 0000946581 ttwo:RecurrentCustomerSpendingMember 2024-04-01 2025-03-31 0000946581 ttwo:RecurrentCustomerSpendingMember 2023-04-01 2024-03-31 0000946581 ttwo:FullGameAndOtherMember 2025-04-01 2026-03-31 0000946581 ttwo:FullGameAndOtherMember 2024-04-01 2025-03-31 0000946581 ttwo:FullGameAndOtherMember 2023-04-01 2024-03-31 0000946581 ttwo:MobileMember 2025-04-01 2026-03-31 0000946581 ttwo:MobileMember 2024-04-01 2025-03-31 0000946581 ttwo:MobileMember 2023-04-01 2024-03-31 0000946581 ttwo:ConsoleMember 2025-04-01 2026-03-31 0000946581 ttwo:ConsoleMember 2024-04-01 2025-03-31 0000946581 ttwo:ConsoleMember 2023-04-01 2024-03-31 0000946581 ttwo:PCAndOtherProductsMember 2025-04-01 2026-03-31 0000946581 ttwo:PCAndOtherProductsMember 2024-04-01 2025-03-31 0000946581 ttwo:PCAndOtherProductsMember 2023-04-01 2024-03-31 0000946581 ttwo:DigitalOnlineMember 2025-04-01 2026-03-31 0000946581 ttwo:DigitalOnlineMember 2024-04-01 2025-03-31 0000946581 ttwo:DigitalOnlineMember 2023-04-01 2024-03-31 0000946581 ttwo:PhysicalRetailAndOtherMember 2025-04-01 2026-03-31 0000946581 ttwo:PhysicalRetailAndOtherMember 2024-04-01 2025-03-31 0000946581 ttwo:PhysicalRetailAndOtherMember 2023-04-01 2024-03-31 0000946581 2026-04-01 2026-03-31 0000946581 2025-05-19 0000946581 ttwo:ManagementAgreement2017Member ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member srt:MaximumMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:ZelnickMediaCorporationMember 2023-04-01 2024-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:ZelnickMediaCorporationMember 2023-04-01 2024-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel1Member 2026-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel3Member 2026-03-31 0000946581 us-gaap:MoneyMarketFundsMember 2026-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel1Member 2026-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel3Member 2026-03-31 0000946581 us-gaap:BankTimeDepositsMember 2026-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel1Member 2026-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel3Member 2026-03-31 0000946581 us-gaap:PrivateEquityFundsMember 2026-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel1Member 2026-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel3Member 2026-03-31 0000946581 us-gaap:EquityFundsMember 2026-03-31 0000946581 us-gaap:FairValueInputsLevel1Member 2026-03-31 0000946581 us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 us-gaap:FairValueInputsLevel3Member 2026-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:MoneyMarketFundsMember us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:MoneyMarketFundsMember 2025-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:BankTimeDepositsMember us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:BankTimeDepositsMember 2025-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:EquityFundsMember us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:EquityFundsMember 2025-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:PrivateEquityFundsMember us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:PrivateEquityFundsMember 2025-03-31 0000946581 us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:ForeignExchangeForwardMember us-gaap:FairValueInputsLevel1Member 2025-03-31 0000946581 us-gaap:ForeignExchangeForwardMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 us-gaap:ForeignExchangeForwardMember us-gaap:FairValueInputsLevel3Member 2025-03-31 0000946581 us-gaap:ForeignExchangeForwardMember 2025-03-31 0000946581 ttwo:SoftwareInternalDevelopmentMember 2026-03-31 0000946581 ttwo:SoftwareInternalDevelopmentMember 2025-03-31 0000946581 ttwo:SoftwareExternalDevelopmentMember 2026-03-31 0000946581 ttwo:SoftwareExternalDevelopmentMember 2025-03-31 0000946581 ttwo:SoftwareLicensesMember 2026-03-31 0000946581 ttwo:SoftwareLicensesMember 2025-03-31 0000946581 ttwo:A2024PlanMember 2025-04-01 2026-03-31 0000946581 ttwo:InteractiveEntertainmentSoftwareProductsMember 2025-04-01 2026-03-31 0000946581 ttwo:InteractiveEntertainmentSoftwareProductsMember 2024-04-01 2025-03-31 0000946581 ttwo:A2024PlanMember 2024-04-01 2025-03-31 0000946581 ttwo:A2024PlanMember 2023-04-01 2024-03-31 0000946581 ttwo:InteractiveEntertainmentSoftwareProductsMember 2023-04-01 2024-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesMember 2026-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesMember 2025-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesGovernmentGrantsMember 2026-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesGovernmentGrantsMember 2025-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesMember 2025-04-01 2026-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesMember 2024-04-01 2025-03-31 0000946581 ttwo:SoftwareDevelopmentCostsAndLicensesMember 2023-04-01 2024-03-31 0000946581 us-gaap:ComputerEquipmentMember 2026-03-31 0000946581 us-gaap:ComputerEquipmentMember 2025-03-31 0000946581 us-gaap:LeaseholdImprovementsMember 2025-03-31 0000946581 ttwo:ComputerSoftwareMember 2026-03-31 0000946581 ttwo:ComputerSoftwareMember 2025-03-31 0000946581 us-gaap:BuildingMember 2025-03-31 0000946581 us-gaap:LandMember 2026-03-31 0000946581 us-gaap:LandMember 2025-03-31 0000946581 us-gaap:FurnitureAndFixturesMember 2026-03-31 0000946581 us-gaap:FurnitureAndFixturesMember 2025-03-31 0000946581 us-gaap:OfficeEquipmentMember 2025-03-31 0000946581 ttwo:FixedAssetsNetMember 2025-04-01 2026-03-31 0000946581 ttwo:FixedAssetsNetMember 2024-04-01 2025-03-31 0000946581 ttwo:FixedAssetsNetMember 2023-04-01 2024-03-31 0000946581 ttwo:GearboxMember 2024-04-01 2025-03-31 0000946581 us-gaap:SeriesOfIndividuallyImmaterialBusinessAcquisitionsMember 2024-04-01 2025-03-31 0000946581 ttwo:DevelopedGameTechnologyMember 2026-03-31 0000946581 ttwo:DevelopedGameTechnologyMember 2025-03-31 0000946581 us-gaap:TradeNamesMember 2026-03-31 0000946581 us-gaap:TradeNamesMember 2025-03-31 0000946581 ttwo:GameEngineTechnologyMember 2026-03-31 0000946581 ttwo:GameEngineTechnologyMember 2025-03-31 0000946581 ttwo:UserBaseMember 2026-03-31 0000946581 ttwo:UserBaseMember 2025-03-31 0000946581 ttwo:DeveloperRelationshipsMember 2026-03-31 0000946581 ttwo:DeveloperRelationshipsMember 2025-03-31 0000946581 us-gaap:IntellectualPropertyMember 2026-03-31 0000946581 us-gaap:IntellectualPropertyMember 2025-03-31 0000946581 us-gaap:LeasesAcquiredInPlaceMember 2026-03-31 0000946581 us-gaap:LeasesAcquiredInPlaceMember 2025-03-31 0000946581 ttwo:AnalyticsTechnologyMember 2026-03-31 0000946581 ttwo:AnalyticsTechnologyMember 2025-03-31 0000946581 us-gaap:CostOfRevenue 2025-04-01 2026-03-31 0000946581 us-gaap:CostOfRevenue 2024-04-01 2025-03-31 0000946581 us-gaap:CostOfRevenue 2023-04-01 2024-03-31 0000946581 us-gaap:SellingAndMarketingExpense 2025-04-01 2026-03-31 0000946581 us-gaap:SellingAndMarketingExpense 2024-04-01 2025-03-31 0000946581 us-gaap:SellingAndMarketingExpense 2023-04-01 2024-03-31 0000946581 us-gaap:ResearchAndDevelopmentExpenseSoftwareExcludingAcquiredInProcessCost 2025-04-01 2026-03-31 0000946581 us-gaap:ResearchAndDevelopmentExpenseSoftwareExcludingAcquiredInProcessCost 2024-04-01 2025-03-31 0000946581 us-gaap:ResearchAndDevelopmentExpenseSoftwareExcludingAcquiredInProcessCost 2023-04-01 2024-03-31 0000946581 us-gaap:DepreciationDepletionAndAmortization 2025-04-01 2026-03-31 0000946581 us-gaap:DepreciationDepletionAndAmortization 2024-04-01 2025-03-31 0000946581 us-gaap:DepreciationDepletionAndAmortization 2023-04-01 2024-03-31 0000946581 ttwo:A2027NotesMember 2026-03-31 0000946581 ttwo:A2027NotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2028NotesMember 2026-03-31 0000946581 ttwo:A2028NotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2029NotesMember 2026-03-31 0000946581 ttwo:A2029NotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2032NotesMember 2026-03-31 0000946581 ttwo:A2032NotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2034NotesMember 2026-03-31 0000946581 ttwo:A2034NotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2027NotesMember 2025-03-31 0000946581 ttwo:A2027NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2028NotesMember 2025-03-31 0000946581 ttwo:A2028NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2029NotesMember 2025-03-31 0000946581 ttwo:A2029NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2032NotesMember 2025-03-31 0000946581 ttwo:A2032NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2034NotesMember 2025-03-31 0000946581 ttwo:A2034NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2026ConvertibleNotesMember 2025-03-31 0000946581 ttwo:A2026ConvertibleNotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2026ConvertibleNotesMember 2026-03-31 0000946581 ttwo:A2026ConvertibleNotesMember us-gaap:FairValueInputsLevel2Member 2026-03-31 0000946581 ttwo:A2025NotesMember 2025-03-31 0000946581 ttwo:A2025NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2026NotesMember 2025-03-31 0000946581 ttwo:A2026NotesMember us-gaap:FairValueInputsLevel2Member 2025-03-31 0000946581 ttwo:A2025NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2025NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2026NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2026NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2027NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2027NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2028NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2028NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2029NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2029NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2032NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2032NotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2034NotesMember 2025-04-01 2026-03-31 0000946581 ttwo:A2034NotesMember 2024-04-01 2025-03-31 0000946581 us-gaap:SeniorNotesMember 2024-06-12 0000946581 us-gaap:SeniorNotesMember ttwo:A2029NotesMember 2024-06-12 0000946581 us-gaap:SeniorNotesMember ttwo:A2034NotesMember 2024-06-12 0000946581 us-gaap:SeniorNotesMember ttwo:ZyngaIncMember 2023-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2026NotesMember 2023-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2028NotesMember 2023-04-14 0000946581 us-gaap:SeniorNotesMember 2024-01-08 0000946581 us-gaap:SeniorNotesMember ttwo:A2026NotesMember 2024-01-08 0000946581 us-gaap:SeniorNotesMember ttwo:A2028NotesMember 2024-01-08 0000946581 us-gaap:SeniorNotesMember 2022-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2024NotesMember 2022-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2025NotesMember 2022-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2027NotesMember 2022-04-14 0000946581 us-gaap:SeniorNotesMember ttwo:A2032NotesMember 2022-04-14 0000946581 us-gaap:SeniorNotesMember us-gaap:SeniorNotesMember 2025-04-01 2026-03-31 0000946581 us-gaap:SeniorNotesMember 2025-04-01 2026-03-31 0000946581 us-gaap:SeniorNotesMember 2024-04-01 2025-03-31 0000946581 ttwo:A2026NotesMember 2026-03-28 2026-03-28 0000946581 ttwo:A2025NotesMember 2025-04-14 2025-04-14 0000946581 us-gaap:LineOfCreditMember us-gaap:RevolvingCreditFacilityMember 2022-05-23 2022-05-23 0000946581 us-gaap:LineOfCreditMember us-gaap:RevolvingCreditFacilityMember 2022-05-23 0000946581 us-gaap:LineOfCreditMember us-gaap:RevolvingCreditFacilityMember 2025-05-19 0000946581 us-gaap:LetterOfCreditMember us-gaap:RevolvingCreditFacilityMember 2025-05-19 0000946581 us-gaap:LineOfCreditMember 2025-05-19 2025-05-19 0000946581 us-gaap:LineOfCreditMember srt:MinimumMember us-gaap:BaseRateMember 2025-04-01 2026-03-31 0000946581 us-gaap:LineOfCreditMember srt:MaximumMember us-gaap:BaseRateMember 2025-04-01 2026-03-31 0000946581 us-gaap:LineOfCreditMember us-gaap:BaseRateMember 2026-03-31 0000946581 us-gaap:LineOfCreditMember srt:MinimumMember us-gaap:SecuredOvernightFinancingRateSofrMember 2025-04-01 2026-03-31 0000946581 us-gaap:LineOfCreditMember srt:MaximumMember us-gaap:SecuredOvernightFinancingRateSofrMember 2025-04-01 2026-03-31 0000946581 us-gaap:LineOfCreditMember us-gaap:SecuredOvernightFinancingRateSofrMember 2026-03-31 0000946581 us-gaap:LineOfCreditMember 2026-03-31 0000946581 us-gaap:LineOfCreditMember 2025-04-01 2026-03-31 0000946581 us-gaap:LineOfCreditMember 2024-04-01 2025-03-31 0000946581 us-gaap:LineOfCreditMember ttwo:A2022CreditAgreementMember 2026-03-31 0000946581 us-gaap:LineOfCreditMember 2025-03-31 0000946581 us-gaap:ConvertibleDebtMember ttwo:A025ConvertibleSeniorNotesDue2024Member ttwo:ZyngaIncMember 2022-05-23 0000946581 us-gaap:ConvertibleDebtMember ttwo:A0ConvertibleSeniorNotesDue2026Member ttwo:ZyngaIncMember 2022-05-23 0000946581 us-gaap:ConvertibleDebtMember ttwo:ZyngaIncMember 2022-05-23 2022-05-23 0000946581 us-gaap:ConvertibleDebtMember ttwo:ZyngaIncMember 2022-05-23 0000946581 us-gaap:ConvertibleDebtMember ttwo:A025ConvertibleSeniorNotesDue2024Member 2022-06-22 2022-06-22 0000946581 us-gaap:ConvertibleDebtMember ttwo:A0ConvertibleSeniorNotesDue2026Member 2022-06-22 2022-06-22 0000946581 us-gaap:ConvertibleDebtMember ttwo:A0ConvertibleSeniorNotesDue2026Member 2026-03-31 0000946581 us-gaap:DebtInstrumentRedemptionPeriodOneMember us-gaap:ConvertibleDebtMember 2022-06-22 2022-06-22 0000946581 us-gaap:DebtInstrumentRedemptionPeriodTwoMember us-gaap:ConvertibleDebtMember 2022-06-22 2022-06-22 0000946581 us-gaap:ConvertibleDebtMember ttwo:A025ConvertibleSeniorNotesDue2024Member 2022-05-23 0000946581 us-gaap:ConvertibleDebtMember ttwo:A0ConvertibleSeniorNotesDue2026Member 2022-05-23 0000946581 ttwo:A025ConvertibleSeniorNotesDue2024Member 2024-04-01 2025-03-31 0000946581 us-gaap:ConvertibleDebtMember 2025-04-01 2026-03-31 0000946581 us-gaap:ConvertibleDebtMember 2024-04-01 2025-03-31 0000946581 us-gaap:StockCompensationPlanMember 2025-04-01 2026-03-31 0000946581 us-gaap:ConvertibleDebtSecuritiesMember 2025-04-01 2026-03-31 0000946581 ttwo:PublicStockOfferingMember 2025-05-22 2025-05-22 0000946581 ttwo:PublicStockOfferingMember 2025-05-22 0000946581 srt:MinimumMember 2026-03-31 0000946581 srt:MaximumMember 2026-03-31 0000946581 ttwo:ImpairmentLossOfRightOfUseAssetMember 2025-04-01 2026-03-31 0000946581 ttwo:A2024PlanMember ttwo:ImpairmentLossOfRightOfUseAssetMember 2024-04-01 2025-03-31 0000946581 ttwo:ImpairmentLossOfRightOfUseAssetMember 2023-04-01 2024-03-31 0000946581 us-gaap:SoftwareDevelopmentMember 2026-03-31 0000946581 ttwo:LicensingAndMarketingMember 2026-03-31 0000946581 country:TR 2025-04-01 2026-03-31 0000946581 country:GB 2025-04-01 2026-03-31 0000946581 country:CH 2025-04-01 2026-03-31 0000946581 us-gaap:ForeignTaxJurisdictionOtherMember 2025-04-01 2026-03-31 0000946581 country:US 2025-04-01 2026-03-31 0000946581 us-gaap:OtherAssetsNoncurrent 2026-03-31 0000946581 us-gaap:OtherAssetsNoncurrent 2025-03-31 0000946581 us-gaap:InternalRevenueServiceIRSMember 2026-03-31 0000946581 us-gaap:InternalRevenueServiceIRSMember ttwo:ExpirationYear2027To2029Member 2026-03-31 0000946581 us-gaap:InternalRevenueServiceIRSMember ttwo:ExpirationYear2030To2040Member 2026-03-31 0000946581 us-gaap:InternalRevenueServiceIRSMember ttwo:ExpirationYear2041To2045Member 2026-03-31 0000946581 us-gaap:ForeignCountryMember 2026-03-31 0000946581 us-gaap:ForeignCountryMember ttwo:ExpirationYear2027To2033Member 2026-03-31 0000946581 us-gaap:ForeignCountryMember ttwo:ExpirationYear2042To2044Member 2026-03-31 0000946581 us-gaap:DomesticCountryMember 2026-03-31 0000946581 us-gaap:DomesticCountryMember ttwo:ExpirationYear2039To2046Member 2026-03-31 0000946581 us-gaap:DomesticCountryMember ttwo:ExpirationYear2034To2043Member 2026-03-31 0000946581 country:FI 2025-04-01 2026-03-31 0000946581 ttwo:StockIncentivePlan2017Member 2017-09-30 0000946581 ttwo:StockIncentivePlan2017Member 2026-03-31 0000946581 us-gaap:GeneralAndAdministrativeExpense 2025-04-01 2026-03-31 0000946581 us-gaap:GeneralAndAdministrativeExpense 2024-04-01 2025-03-31 0000946581 us-gaap:GeneralAndAdministrativeExpense 2023-04-01 2024-03-31 0000946581 us-gaap:RestrictedStockMember 2026-03-31 0000946581 us-gaap:RestrictedStockMember 2025-04-01 2026-03-31 0000946581 ttwo:PerformanceAndMarketBasedRestrictedSharesMember 2025-04-01 2026-03-31 0000946581 ttwo:PerformanceAndMarketBasedRestrictedSharesMember 2024-04-01 2025-03-31 0000946581 ttwo:PerformanceAndMarketBasedRestrictedSharesMember 2023-04-01 2024-03-31 0000946581 us-gaap:RestrictedStockMember srt:MinimumMember 2025-04-01 2026-03-31 0000946581 us-gaap:RestrictedStockMember srt:MaximumMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:TimeBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:TimeBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:MarketBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:MarketBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:PerformanceBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:PerformanceBasedRestrictedUnitsMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:MarketBasedRestrictedStockMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member ttwo:MarketBasedRestrictedStockMember srt:MaximumMember 2025-04-01 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member us-gaap:RestrictedStockMember 2026-03-31 0000946581 ttwo:ManagementAgreement2017Member us-gaap:RestrictedStockMember 2025-03-31 0000946581 ttwo:ManagementAgreement2017Member us-gaap:RestrictedStockMember 2025-04-01 2026-03-31 0000946581 ttwo:TimeBasedMethologyMember 2025-04-01 2026-03-31 0000946581 ttwo:TimeBasedMethologyMember 2024-04-01 2025-03-31 0000946581 ttwo:TimeBasedMethologyMember 2023-04-01 2024-03-31 0000946581 ttwo:TimeBasedMethologyMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:TimeBasedMethologyMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:TimeBasedMethologyMember ttwo:ZelnickMediaCorporationMember 2023-04-01 2024-03-31 0000946581 ttwo:TimeBasedRestrictedUnitsMember 2025-03-31 0000946581 ttwo:TimeBasedRestrictedUnitsMember 2025-04-01 2026-03-31 0000946581 ttwo:TimeBasedRestrictedUnitsMember 2026-03-31 0000946581 ttwo:EmployeeMarketBasedRestrictedSharesMember 2025-04-01 2026-03-31 0000946581 ttwo:NonEmployeeMarketBasedRestrictedSharesMember 2025-04-01 2026-03-31 0000946581 ttwo:EmployeeMarketBasedRestrictedSharesMember 2024-04-01 2025-03-31 0000946581 ttwo:NonEmployeeMarketBasedRestrictedSharesMember 2024-04-01 2025-03-31 0000946581 ttwo:EmployeeMarketBasedRestrictedSharesMember 2023-04-01 2024-03-31 0000946581 ttwo:NonEmployeeMarketBasedRestrictedSharesMember 2023-04-01 2024-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember ttwo:ZelnickMediaCorporationMember 2023-04-01 2024-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember 2025-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember 2025-04-01 2026-03-31 0000946581 ttwo:MarketBasedRestrictedSharesMember 2026-03-31 0000946581 ttwo:PerformanceBasedAwardsMember 2025-04-01 2026-03-31 0000946581 ttwo:PerformanceBasedAwardsMember 2024-04-01 2025-03-31 0000946581 ttwo:PerformanceBasedAwardsMember 2023-04-01 2024-03-31 0000946581 ttwo:PerformanceBasedAwardsMember ttwo:ZelnickMediaCorporationMember 2025-04-01 2026-03-31 0000946581 ttwo:PerformanceBasedAwardsMember ttwo:ZelnickMediaCorporationMember 2024-04-01 2025-03-31 0000946581 ttwo:PerformanceBasedAwardsMember ttwo:ZelnickMediaCorporationMember 2023-04-01 2024-03-31 0000946581 ttwo:PerformanceBasedAwardsMember 2025-03-31 0000946581 ttwo:PerformanceBasedAwardsMember 2026-03-31 0000946581 ttwo:A2017GlobalEmployeeStockPurchasePlanMember us-gaap:EmployeeStockMember 2026-03-31 0000946581 ttwo:A2017GlobalEmployeeStockPurchasePlanMember us-gaap:EmployeeStockMember 2025-04-01 2026-03-31 0000946581 us-gaap:EmployeeStockMember srt:MinimumMember ttwo:A2017GlobalEmployeeStockPurchasePlanMember 2025-04-01 2026-03-31 0000946581 us-gaap:EmployeeStockMember srt:MaximumMember ttwo:A2017GlobalEmployeeStockPurchasePlanMember 2025-04-01 2026-03-31 0000946581 us-gaap:EmployeeStockMember srt:MinimumMember ttwo:A2017GlobalEmployeeStockPurchasePlanMember 2024-04-01 2025-03-31 0000946581 us-gaap:EmployeeStockMember srt:MaximumMember ttwo:A2017GlobalEmployeeStockPurchasePlanMember 2024-04-01 2025-03-31 0000946581 ttwo:A2017GlobalEmployeeStockPurchasePlanMember us-gaap:EmployeeStockMember 2024-04-01 2025-03-31 0000946581 ttwo:A2017GlobalEmployeeStockPurchasePlanMember us-gaap:EmployeeStockMember 2025-03-31 0000946581 us-gaap:AccumulatedTranslationAdjustmentMember 2024-03-31 0000946581 us-gaap:AccumulatedNetUnrealizedInvestmentGainLossMember 2024-03-31 0000946581 us-gaap:AccumulatedTranslationAdjustmentMember 2024-04-01 2025-03-31 0000946581 us-gaap:AccumulatedNetUnrealizedInvestmentGainLossMember 2024-04-01 2025-03-31 0000946581 us-gaap:AccumulatedTranslationAdjustmentMember 2025-03-31 0000946581 us-gaap:AccumulatedNetUnrealizedInvestmentGainLossMember 2025-03-31 0000946581 us-gaap:AccumulatedTranslationAdjustmentMember 2025-04-01 2026-03-31 0000946581 us-gaap:AccumulatedNetUnrealizedInvestmentGainLossMember 2025-04-01 2026-03-31 0000946581 us-gaap:AccumulatedTranslationAdjustmentMember 2026-03-31 0000946581 us-gaap:AccumulatedNetUnrealizedInvestmentGainLossMember 2026-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2025-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2025-04-01 2026-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2026-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2024-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2024-04-01 2025-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2023-03-31 0000946581 us-gaap:ValuationAllowanceOfDeferredTaxAssetsMember 2023-04-01 2024-03-31 0000946581 ttwo:LosAngelesBuildingAssetAcquisitionMember 2025-10-27 2025-10-27 0000946581 ttwo:NewYorkOfficeSpaceAssetAcquisitionMember 2025-11-13 2025-11-13 0000946581 ttwo:LosAngelesBuildingAndNewYorkOfficeSpaceAssetAcquisitionMember us-gaap:BuildingMember 2025-04-01 2026-03-31 0000946581 ttwo:LosAngelesBuildingAndNewYorkOfficeSpaceAssetAcquisitionMember us-gaap:BuildingMember 2026-03-31 0000946581 ttwo:LosAngelesBuildingAndNewYorkOfficeSpaceAssetAcquisitionMember us-gaap:LandMember 2025-04-01 2026-03-31 0000946581 ttwo:LosAngelesBuildingAndNewYorkOfficeSpaceAssetAcquisitionMember 2025-04-01 2026-03-31 0000946581 country:US 2025-04-01 2026-03-31 0000946581 country:US 2024-04-01 2025-03-31 0000946581 country:US 2023-04-01 2024-03-31 0000946581 us-gaap:NonUsMember 2025-04-01 2026-03-31 0000946581 us-gaap:NonUsMember 2024-04-01 2025-03-31 0000946581 us-gaap:NonUsMember 2023-04-01 2024-03-31 0000946581 country:US 2026-03-31 0000946581 country:US 2025-03-31 0000946581 us-gaap:NonUsMember 2026-03-31 0000946581 us-gaap:NonUsMember 2025-03-31
UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
WASHINGTON, D.C. 20549
FORM 10-K
☒ Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934
For the fiscal year ended March 31 , 2026
OR
☐ Transition Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934
For the transition period from to .
Commission file number 001-34003
TAKE-TWO INTERACTIVE SOFTWARE, INC.
(Exact name of registrant as specified in its charter)
Delaware 51-0350842
(State or Other Jurisdiction of
Incorporation or Organization) (I.R.S. Employer
Identification No.)
110 West 44th Street 10036
New York, New York (Zip Code)
(Address of principal executive offices)
Registrant's Telephone Number, Including Area Code: ( 646 ) 536-2842
Securities registered pursuant to Section 12(b) of the Act:
Title of each class Trading symbol Name of each exchange on which registered
Common Stock, $0.01 par value TTWO NASDAQ Global Select Market
Securities registered pursuant to Section 12(g) of the Act: None
Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ý No o
Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes o No ý
Indicate by check mark whether the Registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. Yes ý No o
Indicate by check mark whether the registrant has submitted electronically every Interactive Data File required to be submitted pursuant to Rule 405 of Regulation S-T (§232.405 of this chapter) during the preceding 12 months (or for such shorter period that the registrant was required to submit such files). Yes ý No o
Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, a smaller reporting company, or an emerging growth company. See the definitions of "large accelerated filer," "accelerated filer," "smaller reporting company," and "emerging growth company" in Rule 12b-2 of the Exchange Act. (Check one):
Large accelerated filer ý
Accelerated filer o
Non-accelerated filer o
Smaller reporting company ☐
Emerging growth company ☐
If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. o
Indicate by check mark whether the registrant has filed a report on and attestation to its management’s assessment of the effectiveness of its internal control over financial reporting under Section 404(b) of the Sarbanes-Oxley Act (15 U.S.C. 7262(b)) by the registered public accounting firm that prepared or issued its audit report. ý
If securities are registered pursuant to Section 12(b) of the Act, indicate by check mark whether the financial statements of the registrant included in the filing reflect the correction of an error to previously issued financial statements. o
Indicate by check mark whether any of those error corrections are restatements that required a recovery analysis of incentive-based compensation received by any of the registrant’s executive officers during the relevant recovery period pursuant to § 240.10D-1(b). o
Indicate by check mark whether the registrant is a shell company (as defined in Rule 12b-2 of the Exchange Act). Yes ☐ No ý
The aggregate market value of the voting and non-voting common equity held by non-affiliates computed by reference to the price at which the common equity was last sold, or the average bid and asked price of such common equity, as of the last business day of the Registrant's most recently completed second fiscal quarter was approximately $ 47,087,317,833 .
As of May 11, 2026, there were 185,666,663 shares of the Registrant's Common Stock outstanding, net of treasury stock.
Documents Incorporated by Reference:
Portions of the registrant's definitive proxy statement for the 2026 Annual Meeting of Stockholders
are incorporated by reference into Part III herein.
INDEX
PAGE
PART I
Item 1 .
Business
1
Item 1A.
Risk Factors
7
Item 1B.
Unresolved Staff Comments
35
Item 1C.
Cybersecurity
35
Item 2.
Properties
37
Item 3.
Legal Proceedings
37
Item 4.
Mine Safety Disclosures
38
PART II
Item 5.
Market for Registrant's Common Equity, Related Stockholder Matters and Issuer Purchases of Equity Securities
39
Item 6.
[Reserved]
41
Item 7.
Management's Discussion and Analysis of Financial Condition and Results of Operations
41
Item 7A.
Quantitative and Qualitative Disclosures About Market Risk
49
Item 8.
Financial Statements and Supplementary Data
51
Item 9.
Changes in and Disagreements with Accountants on Accounting and Financial Disclosure
51
Item 9A.
Controls and Procedures
51
Item 9B.
Other Information
52
Item 9C.
Disclosure Regarding Foreign Jurisdictions that Prevent Inspections
52
PART III
Item 10.
Directors, Executive Officers and Corporate Governance
53
Item 11.
Executive Compensation
53
Item 12.
Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters
53
Item 13.
Certain Relationships and Related Transactions, and Director Independence
53
Item 14.
Principal Accounting Fees and Services
53
PART IV
Item 15.
Exhibits, Financial Statement Schedules
54
Item 16.
Form 10-K Summary
58
Index to Financial Statements
59
Signatures
104
CAUTIONARY NOTE ABOUT FORWARD-LOOKING STATEMENTS
The statements contained herein, which are not historical facts, including statements relating to Take-Two Interactive Software, Inc.'s ("Take-Two," the "Company," "we," "us," or similar pronouns) outlook, are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," "should," "will," or words of similar meaning and include, but are not limited to, statements regarding the outlook for our future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks, and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including risks relating to the timely release and significant market acceptance of our games; the risks of conducting business internationally, including as a result of unforeseen geopolitical events; the impact of changes in interest rates by the Federal Reserve and other central banks, including on our short-term investment portfolio; the impact of inflation; volatility in foreign currency exchange rates; our dependence on key management and product development personnel; our dependence on our NBA 2K and Grand Theft Auto products and our ability to develop other hit titles; our ability to leverage opportunities on PlayStation®5 and Xbox Series X|S; factors affecting our mobile business, such as player acquisition costs; the ability to maintain acceptable pricing levels on our games; and other risks included herein; as well as, but not limited to, the risks and uncertainties discussed under the heading " Risk Factors " included in Part I, Item 1A herein. All forward-looking statements are qualified by these cautionary statements and speak only as of the date they are made. We undertake no obligation to update any forward-looking statement, whether as a result of new information, future events, or otherwise.
All figures are in millions, except per share amounts, employee figures, or as otherwise noted.
PART I
Item 1. Business
General
We are a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe. We develop, operate, and publish products principally through Rockstar Games, 2K, and Zynga. Our products are currently designed for console gaming systems, mobile, including smartphones and tablets, and personal computer ("PC"). We deliver our products through physical retail, digital download, online platforms, and cloud streaming services.
Our website address is www.take2games.com. We make all of our filings with the Securities and Exchange Commission ("SEC") available free of charge on our website under the caption "Investors—Financial Information—SEC Filings." Included in these filings are our annual reports on Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, and amendments to those reports, which are available as soon as reasonably practicable after we electronically file or furnish such materials with the SEC pursuant to Section 13(a) or 15(d) of the Securities Exchange Act of 1934, as amended (the "Exchange Act"). Our website and the information contained therein or connected thereto are not intended to be incorporated into this Annual Report on Form 10-K. The SEC maintains a website that contains annual, quarterly, and current reports, proxy and information statements and other information that issuers (including the Company) file electronically with the SEC. The SEC's website is www.sec.gov .
Strategy
Overview. Our strategy is to create hit entertainment experiences, delivered on every platform relevant to our audience through a variety of sound business models. Our pillars - creativity, innovation, and efficiency - guide us as we strive to create the highest quality, most captivating experiences for our consumers. We believe that our player-first approach and commitment to creativity and innovation are distinguishing strengths, enabling us to differentiate our products in the marketplace by combining advanced technology with compelling gameplay that provide unique, deeply engaging experiences.
Our teams have established a portfolio of proprietary software content for the major hardware and mobile platforms, and we aim to be at the forefront of technological innovation. We have a diverse portfolio that spans all key platforms and numerous genres, including action, adventure, family, casual, hyper-casual, role-playing, shooter, social casino, sports, and strategy. This enables us to appeal to a wide array of consumers worldwide, ranging from game enthusiasts to casual gamers. Most of our intellectual property is internally owned and developed, which we believe best positions us financially and competitively. In addition, we license selectively some highly recognizable renowned brands, particularly in sports entertainment. We support our products with innovative marketing programs created by our global teams.
1
Attract and Retain the Best Talent in the Business. Our headcount includes 12,909 full-time employees as of March 31, 2026, including 9,998 in development studios. We are proud of the culture we have established and believe that it enables us to attract and retain some of the most talented individuals in our industry and consistently set new benchmarks for excellence. By empowering our colleagues to embrace an entrepreneurial mindset and to take calculated risks, we believe that we have created an environment where our people can thrive. We believe that we deploy best-in-class recruiting practices to attract new talent and encourage our people to pursue satisfying, long-term career opportunities with us by providing competitive compensation plans that align our people with our shareholders, extensive employee benefits and well-being programs, and numerous learning and development programs to encourage career growth and progression.
Develop Robust Player Relationships. Many of our releases offer a steady cadence of post-launch content to drive further engagement with our franchises, including virtual currency, add-on content, and in-game purchases. This approach enables us to maintain consistent, positive relationships with our players, sustain ongoing relevance for our intellectual properties, and enhance the performance of our titles.
We continue to invest in tools and infrastructure to deepen our understanding of our players and to strengthen our relationships with them. This includes our customer data platform and our customer insights and analytics, which inform our go-to-market strategy and allow us to maintain ongoing communications with our players that are tailored to their interests. We also engage with emerging marketing platforms, technologies, and services to enhance our reach and capabilities, including our direct-to-consumer commerce platform, through which players can purchase in-game offerings, primarily for our mobile titles.
The enjoyment and safety of our players is of paramount importance to us, and we are committed to providing safe, inclusive, and welcoming environments in which our communities can gather and enjoy our services free of harassment, hate speech, toxic behavior, abuse, and other offensive content and conduct.
Increase Scale and Profitability. A key component of our strategy is to build a portfolio and forward pipeline of commercially successful franchises across console, PC, and mobile platforms. We believe that we can increase our scale by launching new intellectual properties; growing our core franchises through high-quality, fresh sequels, relevant brand extensions, and robust live services; and expanding our intellectual property portfolio and talent base through strategic acquisitions and partnerships. We provide continuous recurrent consumer spending offerings to fuel player engagement and growth.
We use a product investment review process to evaluate potential titles for investment, review existing titles in development, and assess titles after release by measuring their performance in the market and the return on our investment. We believe that our disciplined approach to product investment will enhance the competitiveness and profitability of our titles.
As we grow our scale, we seek to run our business in a highly efficient manner in an effort to optimize and enhance our profitability. We regularly assess opportunities to contain or reduce costs, including leveraging shared services and technology.
Identify and Lead New Paradigms and Market Trends. Our teams aspire to be at the forefront of innovation in our industry. We are constantly evaluating and investing selectively in emerging platforms, technologies, business models, and geographies that we believe will help us grow and strengthen our business. In particular, we believe that there are meaningful opportunities to expand our presence in Asia, the Middle East, and Latin America. Within these regions, China is our most established market, where we offer NBA 2K Online through our partnership with Tencent. Our NBA 2K Online business is the top online PC sports game in China.
We also direct our teams to anticipate and actively address changes in consumer behavior and technology so that we can evolve our business as new dynamics develop.
Our Businesses
We derive substantially all of our revenue from the sale of our interactive entertainment content, which includes internally developed software titles and software titles developed by third parties, in-game virtual items and advertising, and live services on console, mobile, and PC. Operating margins are dependent in part upon our ability to release new, commercially successful software products and to manage effectively their development and marketing costs. We have internal development studios located in Australia, Canada, China, Czech Republic, Finland, Germany, Hungary, India, Serbia, South Korea, Spain, Turkey, the United Kingdom ("U.K."), and the United States ("U.S."). As of March 31, 2026, we had a research and development staff of 9,998 full-time employees with the technical capabilities to develop software titles for all major consoles, PCs, and mobile platforms in multiple languages and territories.
2
We engage in evolving business models such as online gaming, virtual currency, add-on content, and in-game purchases, and we expect to continue to generate incremental revenue from these opportunities. We also generate revenue from advertising primarily within our mobile software products.
Rockstar Games. Rockstar Games' strategy is to develop a limited number of titles that are known for their quality and longevity in the market for which they can create sequels and incremental revenue opportunities through virtual currency, add-on content, and in-game purchases across all key platforms. Software titles published by our Rockstar Games label are primarily internally developed. We expect Rockstar Games, our wholly-owned publisher of the Grand Theft Auto , L.A. Noire , Max Payne , Midnight Club , Red Dead Redemption , and other popular franchises, to continue to be a leader in the action/adventure product category and to create groundbreaking entertainment. We believe that Rockstar Games has established a uniquely original, popular, cultural phenomenon with its Grand Theft Auto series, which is the interactive entertainment industry's most iconic and critically acclaimed brand and has sold-in over 465 million units worldwide. Our most recent installment, Grand Theft Auto V , which was released in 2013, has sold-in over 225 million units worldwide and includes access to Grand Theft Auto Online. Rockstar Games offers its GTA+ membership program, which engages its player community with an array of rotating benefits, including access to classic Rockstar Games titles. Rockstar Games continues to invest in the franchise and announced that Grand Theft Auto VI is planned for release on November 19, 2026, during our fiscal year 2027. The label released its first trailer for the title in December 2023 and the second in May 2025, and will share more details this summer. Red Dead Redemption 2 , which has been a critical and commercial success that set numerous entertainment industry records, has sold-in more than 80 million units worldwide. Rockstar Games continues to expand on its established series by developing sequels, offering downloadable episodes, and providing additional content. Rockstar Games' titles are published across all key platforms, including mobile.
2K. Our 2K label publishes a variety of popular entertainment properties across all key platforms and across a range of genres including shooter, action, role-playing, strategy, sports, and family/casual entertainment. In recent years, 2K has expanded its offerings to include several new franchises that are expected to enhance and diversify its slate of games and provide opportunities for sequels and additional content. We expect 2K to continue to develop new, successful franchises in the future. 2K's internally owned and developed franchises include the critically acclaimed, multi-million unit selling BioShock , Borderlands , Mafia , Sid Meier's Civilization , Tiny Tina's Wonderlands , and XCOM franchises. 2K's sports simulation titles include our flagship NBA 2K series, which continues to be the top-ranked NBA basketball video game, the WWE 2K professional wrestling series, PGA TOUR 2K , and TopSpin 2K . 2K also publishes mobile titles, including WWE SuperCard and NBA 2K All-Stars .
Zynga. Our Zynga label publishes popular free-to-play mobile games that deliver high quality, deeply engaging entertainment experiences and generates revenue from in-game sales and advertising. Zynga's strategy is to have numerous games in concept development and to determine which titles are best suited for soft and worldwide launch based on the achievement of various milestones and key performance indicator (KPI) thresholds. Zynga's diverse portfolio of popular game franchises has been downloaded more than 10 billion times, including Color Block Jam , CSR2 , Empires & Puzzles , Game of Thrones: Legends , Game of Thrones Slots Casino , Golf Rival , Harry Potter: Puzzles & Spells , Hit it Rich! Casino , Match Factory! , Merge Dragons! , Toon Blast , Toy Blast , Wizard of Oz Slots Casino , Words With Friends , and Zynga Poker .
Intellectual Property
Our business is highly dependent on the creation, acquisition, licensing, and protection of intellectual property. We believe that content ownership facilitates our internal product development efforts and maximizes profit potential. We attempt to protect our software and production techniques under copyright, patent, trademark, and trade secret laws as well as through contractual restrictions on disclosure, copying, and distribution.
We also enter into content license agreements, such as those with sports leagues, players associations, copyrighted fictional characters and entertainment brands, car manufacturers, music labels, and musicians. These licenses are typically limited to the use of the licensed rights in products for specific time periods. In addition, we license and include console manufacturer technology in our products on a non-exclusive basis, which allows our games to be played on their respective hardware systems.
Manufacturing
Platform manufacturers, such as Sony, Microsoft, and Nintendo, either manufacture or control the selection of approved manufacturers of physical copies of software products sold for use on their respective hardware platforms. We place a purchase order for the manufacture of our products with Sony, Nintendo, or Microsoft's approved replicator and then send software code to the manufacturer, together with related artwork, user instructions, warranty information, brochures and packaging designs for approval, defect testing and manufacture. Games are generally shipped within two to three weeks of receipt of our purchase order and all materials.
3
Our software titles typically carry a 90-day limited warranty.
Arrangements with Platform Manufacturers
We have entered into license agreements with Sony and Microsoft to develop and publish software in Asia, Australia, Europe, North America, and certain Latin American, Middle Eastern, and African countries. We are not required to obtain any licenses from hardware manufacturers to develop titles for the PC.
Sony. Effective March 23, 2017, we entered into a PlayStation Global Developer and Publisher Agreement with Sony Computer Entertainment, Inc. and certain of its affiliates, pursuant to which Sony granted us the right and license to develop, publish, have manufactured, market, advertise, distribute and sell PlayStation compatible products for all PlayStation systems. The agreement requires us to submit products to Sony for approval and for us to make royalty payments to Sony based on the number of units manufactured or revenue from digitally downloaded content. In addition, products for PlayStation systems are required to be manufactured by Sony-approved manufacturers. On September 30, 2020, we entered into a PlayStation 5 Amendment, with an effective date of May 1, 2020 (the “PS5 Amendment”), to our existing PlayStation Global Developer and Publisher Agreement. The PS5 Amendment amends the existing agreement to include the PlayStation 5 interactive entertainment system in the definition of systems in the agreement and to extend all of the terms and conditions of the existing agreement to our PlayStation 5 products and services.
The term of the agreement, as amended, expires on March 31, 2027, with automatic one-year renewal terms thereafter (unless one party gives the other notice of termination). Sony may terminate the agreement for any or no reason upon 30 days’ notice. The agreement may also be terminated by Sony immediately in the event of a breach by us or our bankruptcy or insolvency. Upon expiration or termination of the agreement, we have certain rights to sell off existing inventories.
Microsoft. Under the terms of the license agreements that we have entered into with Microsoft Corporation and its affiliates, Microsoft granted us the right and license to develop, publish, have manufactured, market, advertise, distribute and sell Xbox compatible products. The agreements require us to submit products to Microsoft for approval and to make royalty payments to Microsoft based on the number of units manufactured or revenue from digitally downloaded content. In addition, products for the Xbox consoles are required to be manufactured by Microsoft-approved manufacturers.
Effective as of November 17, 2005, we entered into an Xbox 360 Publisher License Agreement with Microsoft for the Xbox 360 console (the “Xbox 360 Agreement”). Effective as of July 1, 2020, we entered into an Xbox Console Publisher License Agreement with Microsoft for the Xbox Series X|S and Xbox One consoles (the “Xbox Next Gen Agreement” and, together with the Xbox 360 Agreement, the “Xbox Agreements”). The terms of both Xbox Agreements expire on March 31, 2027, each with automatic one-year renewal terms thereafter (unless one party gives the other advance notice of non-renewal). These Xbox Agreements may be terminated by Microsoft immediately in the event of a breach by us, and the Xbox Next Gen Agreement may also be terminated by Microsoft immediately in the event of our bankruptcy or insolvency. Upon expiration or termination of each of the Xbox Agreements, we have certain rights to sell off existing inventories.
Sales
We sell software titles both digitally and physically through direct relationships with digital storefronts and platform partners, large retail customers, and third-party distributors. We sell our products globally and have sales operations in Australia, Canada, Chili, France, Germany, Japan, Singapore, South Korea, Taiwan, United Arab Emirates, the U.K., and the U.S. We manage a direct-to-consumer platform, primarily for our mobile business, to drive purchases directly with our consumer base. By leveraging our direct-to-consumer platform, we are able to build closer relationships with our players, understand their behaviors and preferences more accurately, and provide value with various offers and event types.
We are dependent on a limited number of customers that account for a significant portion of our sales. Sales to our five largest customers during the fiscal year ended March 31, 2026, accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0% of our net revenue.
We distribute our titles, add-on content, and in-game purchases through direct digital download to consoles, PCs, and mobile devices. We view digital distribution as the principal channel for our industry and Company; however, we expect that packaged goods and traditional retailers will continue to be an important channel for the sale of our console products for the foreseeable future, particularly in connection with the release of certain titles for consoles or certain regions where digital distribution is not as well established.
We also sell advertising within a number of our games, primarily in mobile. Our advertising offerings provide creative ways for marketers and advertisers to reach and engage with our players and are generally essential for our free-to-play titles. Our advertising offerings include banner and interstitial advertisements, engagement advertisements and offers in which players
4
can participate in watch-to-earn engagements or other offer engagements, branded virtual items, and sponsorships that integrate relevant advertising and messaging within game play.
Marketing
Our marketing and promotional efforts are intended to acquire new users, maximize consumer interest in our titles, promote brand name recognition of our franchises, assist retailers and to properly position, package and merchandise our titles. Marketing is particularly important for our mobile titles to build a large community of players. From time to time, we also receive marketing support from hardware manufacturers in connection with their own promotional efforts.
We market titles by:
• Implementing public relations campaigns, using social, digital, online, television, outdoor, and print marketing, including certain performance marketing programs. We aim to label and market our products in accordance with the applicable principles and guidelines of the Entertainment Software Rating Board, ("ESRB"), an independent self-regulatory body that assigns ratings and enforces advertising guidelines for the interactive software industry in the U.S. In addition, we work with similar global agencies, including the Pan-European Game Information, which is used throughout most of Europe in more than 35 countries, and the International Age Rating Coalition ("IARC"), a rating and age classification system for digitally delivered games and apps that reflects the unique cultural differences among nations and regions.
• Stimulating continued sales by reducing the wholesale prices of our products to retailers, digital storefronts, and platform providers at various times during the life of a product. Price protection may occur at any time in a product's life cycle but typically occurs three to nine months after a product's initial launch. In certain international markets, we also provide volume rebates to stimulate continued product sales.
• Employing various other marketing methods designed to promote consumer awareness, including social media, in-store promotions and point-of-purchase displays, direct mail, cooperative advertising, attendance at trade shows as well as product sampling through demonstration software distributed via the Internet or the digital online services.
• We have been able to build a large community of players, particularly for mobile titles, through players discovering our games in platform storefronts, the viral and social features built into the network effects of our games, as well as the cross-promotion of our games to our existing audience. However, we also acquire our players through paid advertising channels. We advertise our mobile games primarily within other mobile applications and on social networks, often through in-app and other advertising partners such as Facebook and Google.
As of March 31, 2026, we had a sales and marketing staff of 1,456 full-time employees.
Competition
Competition in the interactive entertainment industry is based on innovation, features, playability, product quality, brand name recognition, compatibility with popular platforms, access to distribution channels, price, marketing, and customer service. Our business is driven by hit titles, which require increasing budgets for development and marketing. Competition for our titles is influenced by the timing of competitive product releases and the similarity of such products to our titles.
In our business, we compete with:
• Other interactive entertainment companies that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than ours. Examples of our competitors include Electronic Arts, Embracer Group, Epic Games, Playrix, Playtika, Roblox, Savvy Games, Tencent, and Ubisoft. We also expect new competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications.
• Sony, Microsoft, and Nintendo for the sale of interactive entertainment software. Each of these competitors is a large developer and marketer of software for their own platforms and has the financial resources to withstand significant price competition and to implement extensive advertising campaigns.
• Other software, hardware, entertainment, and media for limited retail shelf space and promotional resources. The competition for shelf space, whether physical or virtual, and promotional support is intense among an increasing number of newly introduced entertainment software titles and hardware.
• Other forms of entertainment such as motion pictures, television, social networking, online applications, short-form video, and other forms of entertainment, which may be less expensive or provide other advantages to consumers.
5
International Operations
International sales are a significant part of our business. For the fiscal years ended March 31, 2026, 2025, and 2024, we earned 40.8%, 39.5% and 38.7%, respectively, of our net revenue outside the U.S. We are subject to risks inherent in foreign trade, including increased credit risks, tariffs and duties, fluctuations in foreign currency exchange rates, shipping delays and international political, regulatory and economic developments, all of which can have a significant effect on our operating results.
In particular, as a global company operating in many jurisdictions, we are subject to various and complex laws and regulations domestically and internationally, including laws and regulations related to gaming, user privacy, data collection and retention, consumer protection, protection of minors, online safety, content, advertising, localization, information security, intellectual property, competition, sanctions, addressing climate change, taxation, and employment, among others. Many of these laws and regulations are continuously evolving and developing, and the application to, and impact on, us is uncertain. Certain of our business models are subject to new laws or regulations or evolving interpretations and application of existing laws and regulations. The growth and development of electronic commerce, virtual items, and virtual currency have prompted calls for new laws and regulations and resulted in the application of existing laws or regulations that have limited or restricted the sale of our products and services in certain territories. For more information on risks associated with complying with applicable laws, please see " Risk Factors " —Risks related to legal or regulatory compliance.
Segment and Geographic Information
We have one operating and reportable segment. See Note 2 1 to our Consolidated Financial Statements.
Human Capital
Human Capital Management. Our headcount includes 12,909 full-time employees as of March 31, 2026. We are proud of our established culture, and our reputation for creativity, innovation, and efficiency enables us to attract some of the most talented individuals in our industry and consistently set new benchmarks for excellence. We are constantly focused on our teams – their success, their structure, and how best to support them given their particular needs and projects. 48.3% of our full-time employees are located in North America, 29.8% in Europe, and 17.7% in the Asia-Pacific region, and 4.2% in the Middle East; 9,998 of our full-time employees are focused on product development.
We allow our creative teams to identify the work arrangements that are most effective, productive, and efficient for them. We also continue to support our workforce through ongoing and new initiatives, including enhanced manager training to strengthen team cohesion across various work models, encouragement of healthy work habits, active engagement with employee feedback, and a continued focus on mental health awareness.
By empowering our teams to embrace an entrepreneurial mindset and to take calculated risks, we foster an environment where our people can thrive. We believe that we deploy best-in-class recruiting practices to attract new talent, and we encourage our people to pursue satisfying, long-term career opportunities with us by providing competitive compensation benefits and well-being programs and by offering numerous learning and development programs to encourage career growth and progression.
Sustainability. We recognize the synergies between corporate citizenship and smart business and are committed to focusing on, and measuring the impact of, our sustainability activities, which are rooted in our core tenets of creativity, innovation, and efficiency. We believe sustainability creates value for all stakeholders, including employees and customers, while also helping to mitigate risks, reduce costs, protect brand value, and identify market opportunities. We have an organization-wide Sustainability Committee, overseen by our Board of Directors (the "Board"), to lead our sustainability efforts. Through this committee, we developed a comprehensive, Sustainability Framework that reflects our top priority issues and stakeholder needs.
Community & Engagement. We firmly believe that diversity of thought drives the innovation that is integral to our success. We strive to provide an inclusive workplace in which everyone feels respected, heard, and safe. Our culture, grounded in compassion, collaboration, and a commitment to excellence, supports an inclusive and welcoming environment for our employees, prospective employees and the broader community.
Talent Assessment & Development and Employee Experience. We are committed to internal growth opportunities and career development tracks. We recognize the importance of our employees staying current in an ever-changing industry. Our global Learning & Development team curates a wide variety of training materials and programs targeting both hard skills development and career progression as well as programs in leadership development and employee round tables. Our compliance training program seeks to ensure that our employees recognize and report any signs of harassment, discrimination,
6
retaliation, or other inappropriate behaviors in the workplace and that they understand and abide by our Code of Business Conduct and other internal policies.
Our learning and development programs are designed to be closely aligned with our performance management process and succession planning. Our formalized performance management process provides the platform for evaluating each individual employee’s contributions to the team and our success, with a focus on regular communication and transparency. We work hard to ensure that development opportunities are individually tailored and that all decisions regarding hiring, career progression, and compensation are based on qualifications, work ethic, and job performance.
Beyond formal performance management, we stay connected with our teams throughout the year with global town hall meetings and engagement and "pulse" surveys. The feedback generated through these tools helps to ensure we are providing a supportive, dynamic, and stimulating work environment for all of our employees. These efforts and more contributed to Take-Two being named one of Forbes' Best Mid-Size Employers list for five of the last six years and certified as a Great Place to Work by Fortune every year from 2020 through 2026 (including in the U.K. in 2025 and 2026).
Compensation and Benefits. The main objectives of our compensation and benefit programs are to attract, retain, motivate, and reward our employees, who operate in a highly competitive and technologically challenging environment. We offer competitive compensation packages designed to incentivize high individual and company performance. We regularly review our compensation and benefits packages from both an internal and external standpoint to ensure competitiveness, including through industry benchmarking analysis. We seek to link compensation (including annual changes in compensation) to our overall and business unit performance, as well as each individual’s contribution to the results achieved. The emphasis on our overall performance is intended to align our employees’ financial interests with the interests of our shareholders. In addition to awarding Restricted Stock Units to employees at certain levels, we also offer an Employee Stock Purchase Plan to further align the interests of our employees with our shareholders.
We also provide a comprehensive benefits package that includes traditional offerings, such as medical, dental vision, retirement, disability, accident and life insurance, prescription drugs, and leaves, and also includes programs such as fitness reimbursement, mental health benefits, mental health awareness training for Human Resources personnel and managers throughout the Company, and charitable giving with a company match.
Item 1A. Risk Factors
Our business is subject to many risks and uncertainties, which may affect our future financial performance. Because of the risks and uncertainties described below, as well as other factors affecting our operating results and financial condition, past financial performance should not be considered to be a reliable indicator of future performance and our business and financial performance could be harmed and the market value of our securities could decline. These risks are not presented in order of importance or probability of occurrence.
Summary of Risk Factors
Material risks that may affect our business, operating results and financial condition include, but are not necessarily limited to:
Risks relating to our business and industry
• Our industry is highly competitive
• Uncertainty of achieving market acceptance, delays or disruptions for our products may have an adverse effect
• We face development risks and must adapt to changes in software technologies
• We are dependent on the timing of our product releases
• We are dependent on the future success of our Grand Theft Auto products and other hit titles
• The development, use, and incorporation of artificial intelligence ("AI") into our products and within our industry may present operational, reputational, financial, and competition risks
• Our ability to develop successful products for current video game platforms
• We require approval of hardware licensors to publish titles
• Reliance on complex information technology systems and networks and potential adverse impact of security breaches
• Potential adverse impact of inadequate consumer data protection
• Dependence on key management and product development personnel
• Attracting, managing, and retaining our talent is critical to our success
• Offensive consumer-created content can harm our results of operations or reputation
• We rely on software development arrangements with third parties
• The risk of distributors, development, and licensing partners or other third parties being unable to honor their commitments or otherwise putting our brand at risk
• Increasing importance of digital sales and free-to-play games exposes us to the risks of that business model
7
• We must compete for advertisements and offers that are incorporated into our free-to-play games
• Our acquisitions and investments may not have the anticipated results
• International operations risks
• The loss of server capacity, lack of sufficient bandwidth, or connectivity issues could cause our business to suffer
• Use of open-source software exposes us to risks
• Our software is susceptible to errors
• The continued ability to acquire and maintain licenses to intellectual property is key
• We may experience declines or fluctuations in the recurring portion of our business
• Adverse effects of price protection and returns
• Increased competition for retailer support could increase expenses
• A limited number of customers account for a significant portion of our sales
• Content policies could negatively affect sales
• ESRB ratings for our products could negatively affect our ability to distribute and sell
• The competitive position and value of our products could be adversely affected by unprotected intellectual property
• The value of our virtual items is highly dependent on how we manage the economies in our games
• There is potential for unauthorized or fraudulent transactions of accounts and virtual items outside of our games
Risks related to legal or regulatory compliance
• Government regulation of the Internet can affect our business
• Legislation could subject us to claims or otherwise harm our business
• Failure to comply with laws and regulations, including data privacy, could harm our business
• Adverse effect of alleged or actual infringement on the intellectual property rights of third parties
Risks related to financial and economic condition
• We have a significant amount of outstanding debt
• Provisions in our charter documents and debt agreements may impede or discourage a takeover
• Adverse effects of changes in tax rates and additional tax liabilities
• Our ability to use net operating losses and tax credit carryforwards may be limited by an ownership change
• We are subject to risks and uncertainties of international trade, including foreign currency fluctuations
• Potential adverse effects of existing or future accounting standards
• Adverse effects of declines in consumer spending and changes in the economy
General Risk Factors
• Additional issuances or sales of equity securities by us would dilute the ownership of our existing stockholders and could adversely affect the market price of our common stock
• We are subject to risks related to corporate and social responsibility and reputation
• Catastrophic events and climate change may have a long-term impact on our business
• We may be adversely affected by the effects of inflation
• We are and may become involved in legal proceedings that may result in adverse outcomes
Risks relating to our business and industry
The interactive entertainment software industry is highly competitive.
We compete for both licenses to properties and the sale of interactive entertainment software with Sony and Microsoft, each of which is a large developer and marketer of software for its own platforms. We also compete with game publishers, such as Electronic Arts, Embracer Group, Epic Games, Microsoft, Nintendo, Playrix, Playtika, Roblox, Savvy Games, Sony, Tencent, and Ubisoft. We also face competition from online game developers and distributors who have primarily focused on specific international markets and with high-profile companies with significant online presences with new and expanded mobile gaming offerings, such as Apple, Google, and Microsoft. In addition, the gaming, technology/Internet, and entertainment industries have converged in recent years and larger, well-funded technology companies are pursuing and strengthening their interactive entertainment capabilities. As our business is dependent upon our ability to develop hit titles, which require increasing budgets for development and marketing, the availability of significant financial resources has become a major competitive factor in developing and marketing software games. Some of our competitors have greater financial, technical, personnel, and other resources than we do and are able to finance larger budgets for development and marketing, make higher offers to licensors and developers for commercially desirable properties, adopt more aggressive pricing policies to develop more commercially successful video game products than we do, recruit our key creative and technical talent or otherwise disrupt our operations. Internationally, local competitors may have a greater brand recognition than us in their local country and
8
a stronger understanding of local culture and commerce. They may also offer their products and services in local languages we do not offer. Additionally, competitors may develop content that imitates or competes with our best-selling games, including by using AI to do so, potentially reducing our sales or our ability to charge the same prices we have historically charged for our products. These competing products may take a larger share of consumer spending than anticipated, which could cause our product sales to fall below expectations. Our titles also compete with other forms of entertainment, such as social media, in addition to motion pictures, television, short-form video, and audio and video products featuring similar themes, online computer programs and other entertainment, which may be less expensive or provide other advantages to consumers.
A number of software publishers who compete with us have developed and commercialized or are currently developing online and mobile games. Technological advances, including advances in AI technology, that significantly increase the availability of online and mobile games could result in a decline in our platform-based software sales and negatively affect sales of such products. Other large companies that to date have not actively focused on mobile and social games may decide to develop mobile and social games or partner with other developers. Some of these current and potential competitors have significant resources for developing or acquiring additional games, may be able to incorporate their own strong brands and assets into their games, have a more diversified set of revenue sources than we do and may be less severely affected by changes in consumer preferences, regulations or other developments that may impact our industry.
As there are relatively low barriers to entry to develop a mobile or online game, we expect new game competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications. We also compete or will compete with a vast number of small companies and individuals who are able to create and launch games and other content for devices and platforms using relatively limited resources, including AI resources, and with relatively limited start-up time or expertise. The proliferation of titles in these open developer channels makes it difficult for us to differentiate ourselves from other developers and to compete for players without substantially increasing our marketing expenses and development costs. Increasing competition could result in loss of players, increasing player acquisition and retention costs, and loss of talent, all of which could harm our business, financial condition or results of operations.
Moreover, current and future competitors may also make strategic acquisitions or establish cooperative relationships among themselves or with others, including our current or future business partners or third-party software providers. By doing so, these competitors may increase their scale, their ability to meet the needs of existing or prospective players and compete for similar human capital. If we are unable to compete effectively, successfully and at a reasonable cost against our existing and future competitors, our results of operations, cash flows and financial condition would be adversely impacted.
Additionally, we compete with other forms of entertainment and leisure activities. While we monitor general market conditions, significant shifts in consumer demand that could materially alter public preferences for different forms of entertainment and leisure activities are difficult to predict. Failure to adequately identify and adapt to these competitive pressures could have a negative impact on our business.
The inability of our products to achieve significant market acceptance, the failure to retain existing players, delays in product releases or disruptions following the commercial release of our products may have a material adverse effect on our business, financial condition and operating results.
New products may not achieve significant market acceptance, generate sufficient sales, or be introduced in a timely manner to permit us to recover development, manufacturing and marketing costs associated with these products. These products or enhancements may not be well-received by consumers, even if well-reviewed and of high quality. The life cycle of a console or PC title generally involves a relatively high level of sales during the first few months after introduction followed by a rapid decline in sales. Because sales associated with an initial product launch on console or PC generally constitute a high percentage of the total sales associated with the life of a product, delays in product releases or disruptions following the commercial release of one or more new products could have a material adverse effect on our business, financial condition, and operating results and therefore cause our operating results to be materially different from our expectations.
In addition, to retain players, we must devote significant resources so that players stay engaged, which could also result in attracting them to our other games. We might not succeed in our efforts to increase monetization rates, particularly if we are unable to retain our paying players. If we fail to grow or sustain the number of our paying players, if the rates at which we attract and retain paying players declines (whether due to financial hardship as a result of an economic downturn or for any other reason), or if the average amount our players pay declines, our financial results could be negatively affected.
We are subject to product development risks which could result in delays and additional costs, and we must adapt to changes in software technologies.
We depend on our internal development studios and third-party software developers to develop new interactive entertainment software within anticipated release schedules and cost projections. The development cycle for new titles generally ranges from 12 months or less for most mobile titles and annual console/PC sports releases, to multiple years for
9
certain of our top-selling titles. Therefore, our development costs can be substantial. If we or our third-party developers experience unanticipated development delays, financial difficulties, or additional costs, for example, as a result of unforeseen circumstances, we may not be able to release titles according to our schedule and at budgeted costs. There can be no assurance that our products will be sufficiently successful so that we can recoup these costs or make a profit on these products. For our products with live services, we are required to support continued development. There can be no assurance that these continued efforts will generate sufficient revenue to offset these costs.
Additionally, in order to stay competitive, our internal development studios must anticipate and adapt to rapid technological changes affecting software development, such as cloud-based game streaming and AI technologies, and evolving business models, such as free-to-play and subscription-based access to a portfolio of interactive content. Rapid changes in our industry require us to anticipate, sometimes years in advance, the ways in which our products and services will be competitive in the market. We have invested, and in the future may invest, in new business and marketing strategies, technologies, distribution methods, products, and services. However, forecasting the financial impact of any such strategic investment is inherently uncertain and volatile. Supporting a new technology or business model, for example, may require partnering with a new platform, business, or technology partner, which may be on terms that are less favorable to us than those for traditional technologies or business models. There can be no assurance that these strategic investments will achieve expected returns. Any inability to respond to technological advances and implement new technologies could render our products obsolete or less marketable. Further, the failure to pursue the development of new technology, platforms, or business models that obtain meaningful commercial success in a timely manner may negatively affect our business, resulting in increased production or development costs and more strenuous competition.
We also may miss opportunities or fail to respond quickly enough to adopt technology or distribution methods or develop products, services, or new ways to engage with our games that become popular with consumers, which could adversely affect our financial results. In either case, our products and services may be technologically inferior to those of our competitors, more expensive to create, less appealing to consumers, or all of the above.
Our quarterly and annual operating results are dependent on the release of hit titles and therefore dependent on the timing of our product releases, which may cause our quarterly operating results to fluctuate significantly.
We have experienced and may continue to experience wide fluctuations in quarterly operating results. The release of a hit title typically leads to a high level of sales during the first few months after introduction followed by a rapid decline in sales. In addition, the interactive entertainment industry is highly seasonal, with sales typically higher during the fourth calendar quarter, primarily due to increased demand for games during the holiday season. Demand for and sales of titles in our NBA 2K series are also seasonal in that they are typically released just prior to the start of the NBA season. If a key event or sports season to which our product release schedule is tied were to be delayed or interrupted, our sales might also suffer disproportionately. Our failure or inability to produce hit titles or introduce products on a timely basis to meet seasonal fluctuations in demand could adversely affect our business, financial condition and operating results. The uncertainties associated with software development, manufacturing lead times, production delays and the approval process for products by hardware manufacturers and other licensors make it difficult to predict the quarter in which our products will ship and therefore may cause us to fail to meet financial expectations. We also expect that a relatively limited number of popular franchises will continue to produce a disproportionately high percentage of our revenues and profits. Due to this dependence on a limited number of franchises, the failure to achieve anticipated results by one or more products based on these franchises could negatively impact our business. Additionally, if the popularity of a franchise declines, as has happened in the past with other popular franchises, we may have to write off the unrecovered portion of the underlying intellectual property assets, which could negatively impact our business.
We are dependent on the future success of our Grand Theft Auto products and other hit titles, and we must continue to publish hit titles or sequels to such hit titles in order to compete successfully in our industry.
Grand Theft Auto and certain of our other titles, such as NBA 2K , are hit products and have historically accounted for a substantial portion of our revenue. Grand Theft Auto products contributed 12.4% of our net revenue for the fiscal year ended March 31, 2026, and the five best-selling franchises (including Grand Theft Auto ), which may change year over year, in the aggregate accounted for 54.3% of our net revenue for the fiscal year ended March 31, 2026. If we fail to continue to develop and sell new commercially successful hit titles or sequels to such hit titles or experience any delays in product releases or disruptions following the commercial release of our hit titles or their sequels, our revenue and profits may decrease substantially, and we may incur losses. In addition, competition in our industry is intense and a relatively small number of hit titles account for a large portion of total revenue in our industry. Hit products offered by our competitors may take a larger share of consumer spending than we anticipate, which could cause revenue generated from our products to fall below our expectations. If our competitors develop more successful products or services at lower price points or based on payment models perceived as offering better value, or if we do not continue to develop consistently high quality and well-received products and services, our revenue and profitability may decline. In addition, both the online and mobile games marketplaces are
10
characterized by frequent product introductions, relatively low barriers to entry, and new and evolving business methods, technologies and platforms for development. Widespread consumer adoption of these new platforms for games and other technological advances in and/or new business or payment models in online or mobile game offerings could negatively affect our sales of console and traditional PC products.
The development, use, and incorporation of artificial intelligence (“AI”) into our products and within our industry may present operational, reputational, financial, and competition risks.
The growth of AI technologies in our industry has influenced game production for developers and gaming experience for players. The use and incorporation of these technologies are in the early stages of wider-spread commercial use in our industry; this presents social and ethical issues that may result in legal and reputational harm and liability. Any integration of any AI technologies into our products or services may result in new or enhanced governmental or regulatory scrutiny, litigation, confidentiality or security risks, ethical concerns, negative user perceptions as to automation and AI, or other complications that could adversely affect our business, reputation, or financial results.
The AI regulatory landscape is evolving, and we may be required to dedicate additional operational and financial resources to ensure compliance with new legal requirements. For instance, the European Union ("E.U.") Artificial Intelligence Act entered into force in August 2024, with some provisions becoming enforceable between February 2025 and August 2027, subject to a likely delay of the Act's high-risk enforcement until December 2027. In the U.S., some states have enacted general purpose AI laws, while others have enacted use-case specific AI laws; other states may enact similar laws in the future, which will add complexity to our compliance efforts. This uncertainty may require additional investments in oversight and the development of protections and safeguards to ensure compliance, including to the extent any personal information is processed by such technologies.
However, even with safeguards and oversight in place, the development and deployment of AI technologies may nevertheless pose risks. For example, our employees, contractors, vendors, or other partners may use AI tools in ways that are inconsistent with our policies or expectations, including by entering confidential, proprietary, personal, or regulated information into third-party AI services, and some AI providers may have limited operating histories or governance processes, any of which could compromise our information, expose us to legal or regulatory claims, or harm our reputation. Additionally, the data sets used to train the underlying models may be flawed, the AI tools may function in an unexpected manner, or generate biased, incorrect, or inappropriate content, which could negatively impact the performance or perception of our products and brand, incur regulatory scrutiny, or impose legal liability. Further, intellectual property ownership surrounding AI technologies has not been fully addressed by U.S. courts or other federal or state laws or regulations, and the use or adoption of third-party AI technologies into our products and services may result in exposure to claims of copyright infringement, other intellectual property misappropriation, or uncertainty regarding copyright ownership of AI-generated assets.
While the impact of AI on our industry is still emerging and uncertain, to the extent our competitors successfully implement AI technologies into their products or services more effectively or efficiently than we do, are able to imitate or compete more easily with our products, or if we fail to anticipate and respond to changing industry standards or consumer demand, or experience delays in integrating these technologies into our operations, we may face significant risks to our competitive position, financial performance, and long-term growth prospects.
Our business is subject to our ability to develop commercially successful products for the current video game platforms.
We derive a significant portion of our revenue from the sale of products made for video game platforms manufactured by third parties, such as Sony's PlayStation consoles and Microsoft's Xbox consoles, which comprised 39.0% of our net revenue by product platform for the fiscal year ended March 31, 2026. The success of our business is subject to the continued popularity of these platforms and our ability to develop commercially successful products for these platforms. We also rely on the availability of an adequate supply of these video game consoles (which sometimes has been negatively affected by supply chain issues, and which has been and could be affected by an increase in tariffs or trade restrictions on component parts) and the continued support for these consoles by their manufacturers, including our ability to reach consumers via the online networks operated by these console manufacturers. Increased prices of these video game consoles could also lead to lower consumer demand. If the consoles for which we develop new software products or modify existing products do not attain significant consumer acceptance, or consumer demand for such products decreases, we may not be able to recover our development costs, which could be significant and may further incur expense to adjust our products and development efforts in response to changing consumer preferences.
Historically, when next generation consoles are announced or introduced into the market, consumers have typically reduced their purchases of products for prior-generation consoles in anticipation of purchasing a next-generation console and products for that console. During these periods, sales of the products we publish may decline until new platforms achieve wide consumer acceptance. Console transitions may have a comparable impact on sales of downloadable content, amplifying the
11
impact on our revenues. This decline may not be offset by increased sales of products for the next-generation consoles. In addition, as console hardware moves through its life cycle, hardware manufacturers typically enact price reductions, and decreasing prices may put downward pressure on software prices. During console transitions, we may simultaneously incur costs both in continuing to develop and market new titles for prior-generation video game platforms, which may not sell at premium prices, and also in developing products for next-generation platforms, which may not generate immediate or near-term revenues. As a result, our business and operating results may be more volatile and difficult to predict during console transitions than during other times.
Additionally, we derive a significant portion of our revenue from distribution of our games on the Apple App Store and the Google Play Store, and the virtual items we sell in our games are purchased using the payment processing systems of these platform providers. In the fiscal year ended March 31, 2026, we derived 91.0% of our mobile revenue on Apple and Google platforms. We are subject to the standard policies and terms of service of third-party platforms, which govern the promotion, distribution, content and operation generally of games on the platform. Each platform provider has broad discretion to change and interpret its terms of service and other policies with respect to us and other developers, and those changes may be unfavorable to us. A platform provider may also change its fee structure, add fees associated with access to and use of its platform, alter how we are able to advertise on the platform, change how the personal information of its users is made available to application developers on the platform, limit the use of personal information for advertising purposes, or restrict how players can share information with their friends on the platform or across platforms. For example, in April 2021, Apple began requiring developers to get explicit permission from users, on an app-by-app basis, to use the identifier-for-advertisers, a device identifier assigned by Apple to each of its devices and used by advertisers to attribute app installs to advertising campaigns, target users through user acquisition, and deliver targeted ads. These requirements are known as Apple's AppTracking Transparency framework and have been maintained in subsequent versions of Apple iOS. Additionally, in February 2022, Google announced plans to make privacy-focused changes to its Android advertising identifiers after a two-year process, taking into account feedback from developers, regulators and other interested parties. Also, beginning January 2024, Google began requiring publishers and developers using certain Google advertising products to serve ads in the U.K. or E.U. to use a Google certified consent management platform. We continue to evaluate how these rules or changes may affect our business, operations and financial results.
In addition, third-party platforms also impose certain file size limitations, which may limit the ability of players to download some of our larger games in over-the-air updates. Aside from these over-the-air file size limitations, a larger game file size could cause players to delete our games once the file size grows beyond the capacity of their devices’ storage limitations or could reduce the number of downloads of these games.
The changes to the terms of use with third-party platforms described above may decrease the visibility or availability of our games, limit our distribution capabilities, prevent access to our existing games, reduce the amount of revenue and bookings we may recognize from in-game purchases, increase our costs to operate on these platforms or result in the exclusion or limitation of our games on such platforms. Any such changes could adversely affect our business, financial condition or results of operations.
Moreover, if we violate, or a platform provider believes we have violated, its terms of service (or if there is any change or deterioration in our relationship with these platform providers), that platform provider could limit or discontinue our access to the platform. A platform provider could also limit or discontinue our access to the platform if it establishes more favorable relationships with one or more of our competitors or it determines that we are a competitor. Any limit or discontinuation of our access to any platform could adversely affect our business, financial condition or results of operations. Furthermore, obtaining and maintaining high ratings of our games on the third-party platforms on which we operate is important as they help drive players to find our games. If the ratings of any of our games decline or if we receive significant negative reviews that result in a decrease in our ratings, our games could be more difficult for players to find or recommend. In addition, we may be subject to negative review campaigns or defamation campaigns intended to harm our ratings. Any such decline may lead to loss of players and revenues, additional advertising and marketing costs, and reputational harm.
We also rely on the continued popularity, customer adoption, and functionality of third-party platforms. In the past, some of these platform providers have been unavailable for short periods of time or experienced issues with their in-app purchasing functionality. If either of these events recurs on a prolonged, or even short-term, basis or other similar issues arise that impact players’ ability to access our games, access social features or purchase a license to virtual items, our business, financial condition, results of operations or reputation may be harmed.
12
We cannot publish our titles without the approval of hardware licensors that are also our competitors, and we rely on a limited number of channel partners, some of whom influence the fee structures for online distribution of our games on their platforms.
We are required to obtain licenses from certain of our competitors, including Sony and Microsoft, to develop and publish titles for their respective hardware platforms. Our existing platform licenses require that we obtain approval for the publication of new titles on a title-by-title basis. As a result, the number of titles we are able to publish for these hardware platforms, our ability to manage the timing of the release of these titles, and, accordingly, our net revenue from titles for these hardware platforms, may be limited. If a licensor chooses not to renew or extend our license agreement at the end of its current term, or if a licensor were to terminate our license for any reason or does not approve one or more of our titles, we may be unable to publish that title as well as additional titles for that licensor's platform. During or following a console transition, like the one that occurred in 2020, hardware platform manufacturers may seek to change the terms governing our relationships with them. Termination of any such agreements or disapproval of titles could seriously hurt our business and prospects. We may be unable to continue to enter into license agreements for certain current generation platforms on satisfactory terms or at all. Failure to enter into any such agreement could also seriously hurt our business. In addition, because our products compete with a vast array of other interactive entertainment software products that also are available on these hardware platforms, a hardware platform manufacturer may give priority to those competing products.
In addition, platform providers, such as Sony and Microsoft, control the networks over which consumers purchase digital products and services for their platforms and through which we provide online game capabilities for our products. The control that these platform providers have over consumer access to our games, the fee structures and/or retail pricing for products and services for their platforms and online networks and the terms and conditions under which we do business with them could impact the availability of our products or the volume of purchases of our products made over their networks and our profitability. The networks provided by these platform providers are the exclusive means of selling and distributing our content on these platforms. If the platform provider establishes terms that restrict our offerings on its platform, significantly alters the financial terms on which these products or services are offered, or does not approve the inclusion of content on its platform, our business could be negatively impacted. Increased competition for digital “shelf space” has put channel partners in more favorable bargaining positions in relation to such terms of distribution.
We also derive significant revenues from distribution on third‑party mobile and web platforms, such as the Apple App Store, the Google Play Store, and Facebook, which are also our direct competitors and, in some cases, the exclusive means through which our content reaches gamers on those platforms, and most of the virtual currency we sell is purchased using these platform providers’ payment processing systems. Because of the significant use of our games on mobile devices, our application must remain interoperable with these and other popular mobile app stores and platforms, and related hardware. We are subject to the standard policies and terms of service of these platforms. These policies and terms of service govern the availability, promotion, distribution, content, and operation of applications and experiences on such platforms. Each provider of these platforms has broad discretion to change and interpret its terms of service and policies with respect to our games and those changes may be unfavorable to us. If these platforms deny access to our games, or modify their current discovery mechanisms, communication channels available to developers, operating systems, or other policies and terms of service (including fees), our business could be negatively impacted. For example, at any time, the platform providers can change their policies on how we operate on their operating system or in their application stores by applying content moderation for applications and advertising or imposing technical or code requirements. In addition, certain requirements related to content classification, age-rating and age-based access or restrictions to our games or certain features in our games, imposed by major third-party platforms, reflect how platforms are responding to evolving children's protection and online safety regulations globally. Such requirements may affect how our games are classified, distributed, accessed or presented on these platforms. These actions by the platform providers may affect our ability to collect, process, and use data as desired and could negatively impact our ability to leverage data about the experiences our games provide to players, which in turn could impact our resource planning and feature development planning for our products. These platform providers or their services may be unavailable, may not function as intended, or may experience issues with their in‑app purchasing functionality.
Some of these platforms have retained the right to change the fee structures for online distribution of both paid content and free content (including patches and corrections), and their ability to set or influence commission rates and service fees may increase our costs, which could negatively affect our operating margins. Additionally, to the extent we process payments directly or through third-party payment processors outside these platform billing systems, interruptions, fraud, chargebacks, card-network requirements, processor security incidents, additional authentication requirements, or termination of payment-processing services could impair our ability to complete transactions, increase costs, reduce approval rates, harm player trust, and adversely affect our financial results. Further, if we are unable to distribute our content in a cost-effective or profitable manner through such distribution channels, it could adversely affect our business, financial condition, and operating results. There is no guarantee that new devices, platforms, systems and software application stores will continue to support our games
13
or that we will be able to maintain the same level of service on these new systems. If it becomes more difficult for our players to access and engage with our games, our business and player retention, growth, and engagement could be significantly harmed.
We rely on complex information technology systems and networks to operate our business. Any significant system or network disruption or cyberattack could have a negative impact on our business.
We rely on the efficient and uninterrupted operation of complex information technology systems and networks, some of which are within Take-Two and some of which are managed or hosted by third-party providers. The supply chain of hardware needed to maintain this technological infrastructure has been disrupted in the past, and geopolitical events, including the Russia-Ukraine war and the war in the Middle East, and any indirect effects of such events may further complicate existing supply chain constraints. All information technology systems and networks are potentially vulnerable to damage or interruption from a variety of sources, including but not limited to cyberattacks, computer viruses, malicious software, security breaches, insider threats, energy blackouts, natural disasters, terrorism, war, and telecommunication or other critical infrastructure failures. We securely store the source code for our interactive entertainment software products as it is created. A breach, whether physical, electronic, or otherwise, of the systems on which such source code and other sensitive data are stored could lead to damage to or piracy of our software. In addition, certain parties with whom we do business are given access to our sensitive and proprietary information in order to provide services and support our team. These third parties may misappropriate our information and engage in unauthorized use of it. A data intrusion into a server for a game with online features or for our proprietary online gaming service could also disrupt the operation of such game or platform. Further, the risk of such a breach may be heightened by world events, such as the Russia-Ukraine war and the war in the Middle East. If we or these third parties are subject to data security breaches, we may suffer a loss in sales or incur increased costs arising from the restoration or implementation of additional security measures which could materially and adversely affect our business, financial condition, and operating results. Any theft and/or unauthorized use or publication of our trade secrets and other confidential business information because of such an event could adversely affect our competitive position, reputation, brand, and future sales of our products. Our business could be subject to significant disruption, and we could suffer monetary and other losses and reputational harm, in the event of such incidents and claims.
We have faced, and in the future could face, sophisticated attacks, including attacks referred to as advanced persistent threats-i.e., cyberattacks aimed at compromising our intellectual property and other commercially sensitive information, such as the source code and game assets for our software or confidential customer or employee information-which may remain undetected for prolonged periods of time. For example, in September 2022, we experienced a network intrusion in which an unauthorized third party illegally accessed and downloaded confidential information from Rockstar Games’ systems, including early development footage for the next Grand Theft Auto. Subsequently, also in September 2022, an unauthorized third party illegally accessed credentials for a vendor platform that 2K Games uses to provide help desk support to its customers. The unauthorized third party sent a communication to certain players containing a malicious link. 2K Games immediately notified all affected users and took steps to restrict further unauthorized activity until service was restored. We have incurred certain immaterial, incremental and one-time costs associated with these cybersecurity incidents related to consultants, experts and data recovery efforts, and we expect to incur additional costs related to cybersecurity protections in the future. We have implemented and will continue to implement a variety of measures to maintain and enhance our cybersecurity protections. Our software supply chain may also be subject to attacks, which may result in future security incidents and breaches.
Our vendors, service providers, business partners, and software supply chain may also experience disruptions, be subject to attacks, or have compromised security, which may result in future security incidents and breaches, and otherwise adversely impact our ability to provide our products and services.
Information technology system disruptions, network failures, or security breaches (including cybersecurity incidents impacting us or our vendors, service providers, business partners, or software supply chain) have negatively affected, and in the future could negatively affect our business continuity, operations, financial results, and the reliability and stability of our products and services. These risks extend to the networks and e-commerce sites of console, PC, and mobile platform providers and other partners who sell or host our content online. The risk of such threats is heightened by events outside of our control, such as the extended period of remote work arrangements, the Russia-Ukraine war and the war in the Middle East. The risk could also be affected by events substantially within our control, such as the migration of data among data centers and to third-party hosted environments, and the performance of upgrades and maintenance on our systems. Along with our partners, we have expended, and expect to continue to expend, financial and operational resources to implement certain systems, processes, and technologies to guard against cyber risks and to help protect our data and systems. However, the techniques used to exploit, disable, damage, disrupt or gain access to our networks, our products and services, supporting technological infrastructure, intellectual property and other assets change frequently, continue to evolve in sophistication and volume, and may not be detected for long periods of time. For instance, as artificial intelligence capabilities develop rapidly, individuals or groups of hackers and sophisticated organizations may use these technologies to create new attack methods that are increasingly automated, targeted, coordinated, and more difficult to defend against.
14
Our systems, processes and technologies, and the systems, processes and technologies of our business partners or our third-party service providers, have not been and in the future may not be adequate to protect against all eventualities. We do not have redundancy for all our systems and our disaster recovery planning may not account for all outcomes. As our digital business grows, we will require an increasing amount of internal and external technical infrastructure, including network capacity and computing power, to continue to satisfy the needs of our players. It is possible that we may fail to scale effectively and grow this technical infrastructure to accommodate increased demands, which may adversely affect the reliable and stable performance of our games and services, therefore negatively impacting our business . In addition, the costs to respond to, mitigate, or notify affected parties of cyberattacks and other security vulnerabilities are significant. Failures to prevent or mitigate security breaches or cyber risks, or detect or respond adequately to a security breach or cyber risk, could result in a loss of anticipated revenue, interruptions to our products and services, our having to incur significant remediation and notification costs, a degradation of the user experience, causing consumers to lose confidence in our products and services, and thereby harming our reputation, prompting regulatory inquiries and significant legal and financial costs. Additionally, applicable insurance policies may be insufficient to reimburse us for all such losses, and it is uncertain whether we will be able to maintain the current level of insurance coverage in the future on commercially reasonable terms or at all.
Successful exploitation of any vulnerabilities in our systems can have other negative effects upon the products, services and user experience we offer. In particular, the virtual economies that we have established in many of our games are subject to abuse, exploitation and other forms of fraudulent activity that can negatively affect our business. Virtual economies involve the use of virtual currency or virtual assets that can be used or redeemed by a player within a particular game or service. Although we have implemented and continue to develop programs reasonably designed to prevent such negative impacts, the abuse or exploitation of our virtual economies can include the illegitimate generation and sale of accounts and/or virtual items in black markets. These kinds of activities and the steps that we take to address and prevent these issues may result in a loss of anticipated revenue, interfere with players’ enjoyment of a balanced game environment and cause reputational harm.
Our business could be adversely affected if our consumer data protection measures are not seen as adequate or there are breaches of our security measures or unintended disclosures of consumer data.
We collect and store consumer information, including personal information. We implement and maintain measures designed to comply with applicable law to protect the consumer information we hold from unauthorized access or disclosure. It is possible that our security controls over consumer information, or the security controls of our business partners, vendors, or service providers, may not prevent the improper access to, use of, or disclosure of personal information. In addition, due to the high-profile nature of our products, we may draw a disproportionately higher amount of attention and attempts to breach our security controls than companies with lower profile products. A security incident that leads to disclosure of consumer information (including personal information) has and could compel us to comply with disparate breach notification laws in various locations and otherwise subject us to liability under laws that protect personal information, any of which could result in increased costs or loss of revenue and reputational harm. A resulting perception that our products or services do not adequately protect personal information could result in a loss of current or potential consumers and business partners. In addition, if any of our business partners, vendors, or service providers (or their vendors that support services ultimately provided to us) experience a security incident that leads to the disclosure of our consumers' information, our reputation could be harmed, resulting in loss of revenue.
In addition, certain of our products include online functionality. The ability of our products to enable this functionality, and our ability to offer content through a video game platform's digital distribution channel, is dependent upon the continued operation and security of such platform's online network. These third-party networks, as well as our own internal systems and websites, and the related security measures may be breached as a result of third-party action, including intentional misconduct by computer hackers, employee error, malfeasance or otherwise, and result in someone obtaining unauthorized access to our consumers' information or our data, including our intellectual property and other confidential business information, or our information technology systems. Because the techniques used to obtain unauthorized access, or to sabotage systems, change frequently and generally are not recognized until launched against a target, we may be unable to anticipate these techniques or to implement adequate preventative measures. Compounding these risks, as artificial intelligence capabilities develop rapidly, individuals or groups of hackers and sophisticated organizations may use these technologies to create new sophisticated attack methods that are increasingly automated, targeted, coordinated, and more difficult to defend against. Further, the risk of such a breach may be heightened by world events, such as the Russia-Ukraine war and the war in the Middle East. If an actual or perceived breach of our safeguards occurs, we may lose business, suffer irreparable damage to our reputation, and/or incur significant costs and expenses relating to the investigation and possible litigation of claims relating to such an event.
We depend on our key management and product development personnel.
Our continued success will depend to a significant extent on our senior management team and our relationship with ZMC Advisors, L.P. ("ZMC"). Our Executive Chairman/Chief Executive Officer and President are partners of ZMC. We are
15
also highly dependent on the expertise, skills and knowledge of our key creative personnel responsible for content creation and development, such as of our Grand Theft Auto and other hit titles. We may not be able to continue to retain these personnel at current compensation levels or at all. Our industry is generally characterized by a high level of employee mobility, competitive compensation programs, and aggressive recruiting among competitors for employees with technical, marketing, sales, engineering, product development, creative, and/or management skills.
The loss of the services of our executive officers, ZMC, or certain key creative personnel could significantly harm our business. In addition, if one or more key employees were to join a competitor or form a competing company, we may lose additional personnel, experience material interruptions in product development, delays in bringing products to market and difficulties in our relationships with licensors, suppliers and customers, which would significantly harm our business. Failure to continue to attract and retain qualified management and creative personnel could adversely affect our business and prospects.
Attracting, managing and retaining our talent is critical to our success.
Our business depends on our ability to attract, train, motivate, and retain executive, technical, creative, marketing, and other personnel that are essential to the development, marketing, and support of our products and services. The market for highly-skilled workers and leaders in our industry is extremely competitive, particularly in the geographic locations in which many of our key personnel are located. In addition, our leading position within the interactive entertainment industry makes us a prime target for recruiting our executives, as well as key creative and technical talent. If we cannot successfully recruit, train, motivate, attract, and retain qualified employees, develop and maintain a healthy culture, or replace key employees following their departure, our reputation, brand, and culture may be negatively affected and our business will be impaired. Our global workforce is primarily non-unionized, but we are aware of an increase in the industry of workers exercising their right to form or join a union. If significant employee populations were to unionize, we could experience operational changes that may materially impact our business.
Our results of operations or reputation may be harmed as a result of offensive or potentially dangerous consumer-created content.
We are subject to risks associated with the collaborative online features in our games which allow consumers to post narrative comments, in real time, that are visible to other consumers. From time to time, objectionable and offensive or potentially dangerous consumer content may be posted to a gaming or other site with online chat features or game forums which allow consumers to post comments. We have been and may be subject to lawsuits, governmental inquiries and regulation or restrictions, and consumer backlash (including decreased sales and harmed reputation), as a result of consumers posting offensive content. We may also be subject to consumer backlash from comments made in response to postings we make on social media sites such as Facebook, YouTube and X. If we fail to appropriately respond to the dissemination of such content, our players may not engage with our products and services and/or may lose confidence in our brands, and our financial results may be adversely affected.
Our business is partly dependent on our ability to enter into successful software development arrangements with third parties.
Our success depends on our ability to continually identify and develop new titles timely. We rely on third-party software developers for the development of some of our titles. Quality third-party developers are continually in high demand, and those who have developed titles for us in the past may not be available to develop software for us in the future. Due to the limited availability of third-party software developers and the limited control that we exercise over them, these developers may not be able to complete titles for us on a timely basis or within acceptable quality standards, if at all. We have entered into agreements with third parties to acquire the rights to publish and distribute interactive entertainment software as well as to use licensed intellectual properties in our titles. These agreements typically require us to make development payments, pay royalties, and satisfy other conditions. Our development payments may not be sufficient to permit developers to develop new software successfully, which could result in material delays and significant increases in our costs to bring particular products to market. Software development costs, promotion and marketing expenses and royalties payable to software developers and third-party licensors have continued to increase and reduce potential profits derived from sales of our software. Future sales of our titles may not be sufficient to recover development payments and advances to software developers and licensors, and we may not have adequate financial and other resources to satisfy our contractual commitments to such developers. If we fail to satisfy our obligations under agreements with third-party developers and licensors, the agreements may be terminated or modified in ways that are burdensome to us and have a material adverse effect on our business, financial condition, and operating results.
In addition, disputes occasionally arise with external developers, including with respect to game content, launch timing, achievement of certain milestones, the game development timeline, marketing campaigns, contractual terms, and interpretation. If we have disputes with external developers or they cannot meet product development schedules, acquire certain approvals or are otherwise unable or unwilling to honor their obligations to us, we may delay or cancel previously announced
16
games, alter our launch schedule or experience increased costs and expenses, which could result in a delay or significant shortfall in anticipated revenue, harm our profitability and reputation, and cause our financial results to be materially affected.
Our business may be harmed if our distributors, retailers, development, and licensing partners, or other third parties with whom we do business are unable to honor their commitments or act in ways that put our brand at risk.
In many cases, our business partners are given access to sensitive and proprietary information or control over our intellectual property to provide services and support to our team. These third parties may misappropriate or misuse our information or intellectual property and engage in unauthorized use of it. Further, the failure of these third parties to provide adequate services and technologies or to adequately maintain or update their services and technologies could result in a disruption to our business operations or an adverse effect on our reputation and may negatively impact our business. At the same time, if the media, consumers, or employees raise any concerns about our actions with respect to third parties including consumers who play our games, this could also damage our reputation or our business. Further, should we terminate our relationship with a third-party business partner for any reason, we may experience interruptions in our business and incur costs as we transition to a new partner.
The increasing importance of digital sales and free-to-play games to our business exposes us to the risks of that business model, including greater competition.
The proportion of our revenues derived from digital content delivery, as compared to traditional retail sales, has increased significantly in recent years. The increased importance of digital content delivery in our industry, including through subscription-based access to a portfolio of interactive content, increases our potential competition, as the minimum capital needed to produce and publish a digitally delivered game is significantly less than that needed to produce and publish one that is delivered through retail distribution. This shift also requires us to dedicate capital to developing and implementing alternative marketing strategies, which may not be successful. In addition, a continuing shift to digital delivery could result in a deprioritization of our products by traditional retailers. If either occurs, we may be unable to effectively market and distribute our products, which could materially adversely affect our business, financial condition, and operating results. Also, while digitally‑distributed products generally have higher profit margins than retail sales, as business shifts to digital distribution, the volume of orders from retailers for physical discs has been, and is expected to be, reduced.
We are also increasingly dependent on our ability to develop, enhance, and monetize free‑to‑play games . As such, we are increasingly exposed to the risks of the free‑to‑play business model. For example, we may invest in the development of new free‑to‑play interactive entertainment products that do not achieve significant commercial success, in which case our revenues from those products likely will be lower than anticipated and we may not recover our development costs. Further, our business may be negatively impacted if: (i) we are unable to encourage new and existing consumers to purchase our virtual items, (ii) we fail to offer monetization features that appeal to these consumers, (iii) our platform providers make it more difficult or expensive for players to purchase our virtual items, (iv) we cannot encourage significant additional consumers to purchase virtual items in our game, or (v) our free-to-play releases reduce sales of our other games.
Successfully monetizing free-to-play games is difficult and requires that we deliver valuable and entertaining player experiences that a sufficient number of players will pay for or that we are able to otherwise sufficiently monetize our games (for example, by serving in-game advertising). The success of our games depends, in part, on unpredictable and volatile factors beyond our control including consumer preferences, competing games, new mobile platforms and the availability of other entertainment experiences. If our games do not meet consumer expectations, or if they are not brought to market in a timely and effective manner, our revenue and financial performance will be negatively affected.
In addition to the market factors noted above, our ability to successfully develop games for mobile platforms and their ability to achieve commercial success will depend on our ability to:
• effectively market our games to existing and new players;
• achieve benefits from our player acquisition costs;
• achieve viral organic growth and gain customer interest in our games through free or more efficient channels;
• adapt to changing player preferences;
• adapt to new technologies and feature sets for mobile and other devices;
• expand and enhance games after their initial release;
• attract, retain and motivate talented and experienced game designers, product managers and engineers;
• partner with mobile platforms and obtain featuring opportunities;
• continue to adapt game feature sets for an increasingly diverse set of mobile devices, including various operating systems and specifications, limited bandwidth and varying processing power and screen sizes;
• minimize launch delays and cost overruns on the development of new games and features;
• achieve and maintain successful customer engagement and effectively monetize our games;
17
• maintain a quality social game experience and retain our players;
• develop games that can build upon or become franchise games;
• compete successfully against a large and growing number of existing market participants;
• accurately forecast the timing and expense of our operations, including game and feature development, marketing and customer acquisition, customer adoption and success of bookings growth;
• minimize and quickly resolve bugs or outages; and
• acquire and successfully integrate high quality mobile game assets, personnel or companies.
An increased percentage of our operations consists of mobile gaming. The number of people using mobile Internet-enabled devices has increased dramatically over time, and we expect that this trend will continue. However, the mobile market, particularly the market for mobile games, may not grow in the way we anticipate. Our future success is substantially dependent upon the continued growth of the market for mobile games. In addition, we do not currently offer our games on all mobile devices. If the mobile devices on which our games are available decline in popularity or become obsolete faster than anticipated, we could experience a decline in revenue and may not achieve the anticipated return on our development efforts. Any such declines in the growth of the mobile market or in the use of mobile devices for games could harm our business, financial condition or results of operations.
These and other uncertainties make it difficult to know whether we will succeed in continuing to develop successful live service games and launch new games and features in accordance with our operating plan. If we do not succeed in doing so, our business, financial condition, results of operations and reputation will suffer.
We derive revenues from advertisements and offers that are incorporated into our free-to-play games through relationships with third parties. If we are unable to continue to compete for these advertisements and offers, or if any events occur that negatively impact our relationships with advertisers, such as adverse litigation, regulatory investigations, federal or state legislation that requires more device settings to opt-out of advertising, analytics, data sharing with third party services or other changes made by these third parties, our advertising revenues and operating results would be negatively impacted.
We derive revenue from advertisements and offers we serve to players. We need to maintain good relationships with advertisers to provide us with a sufficient inventory of advertisements and offers. Online advertising, including through mobile games and other mobile applications, is an intensely competitive industry. Many large companies, such as Amazon, Facebook and Google, invest significantly in data analytics to make their websites and platforms more attractive to advertisers. For our advertising business to continue to succeed, we need to continue to demonstrate the reach of our player network and success of our advertising partners. If our relationship with any advertising partners terminates for any reason, or if the commercial terms of our relationships are changed or do not continue to be renewed on favorable terms, we would need to qualify new advertising partners, which could negatively impact our revenues, at least in the short term. Alternatively, if our advertising inventory is unavailable and demand exceeds supply, our ability to generate further revenues from advertising would be limited, particularly during peak hours and in key geographies. This could have an adverse effect on our reputation and our business, financial condition, and results of operations. Further, the U.S. federal Video Privacy Protection Act ("VPPA") and some U.S. states' wiretapping type laws may pose litigation risk for online businesses like ours. For instance, in recent years, plaintiffs' lawyers have asserted claims under the VPPA or the California Invasion of Privacy Act ("CIPA"), alleging that certain online activities and data collection via cookies and similar tracking technologies violate the law. Some courts have found that such practices, without proper opt-in consent, constitute illegal eavesdropping. We have defended our practices in response to these types of claims and may be required to respond to or defend against similar claims, which may divert resources, increase compliance costs, and negatively impact our financial condition. In addition, if we include advertising in our games that players view as excessive, such advertising may materially detract from players’ gaming experiences, thereby creating player dissatisfaction, which may cause us to lose players and revenues, and may negatively affect the in-game experience for players making purchases of virtual items in our games.
Internet-connected devices and operating systems controlled by third parties increasingly contain features that allow device users to disable functionality that allows for the delivery of targeted advertising on their devices. Device and browser manufacturers may include or expand these features as part of their standard device specifications, and state or federal regulators may mandate more user settings to limit or prohibit targeted advertising, analytics, or other data sharing with third parties for users of all or certain ages. For example, Apple previously created a proprietary identifier-for-advertisers, which simplifies the process for Apple users to opt out of certain types of advertising. In April 2021, Apple began requiring developers to get explicit permission from users, on an app-by-app basis, to use the identifier-for-advertisers, a device identifier assigned by Apple to each of its devices and used by advertisers to attribute app installs to advertising, campaigns and target users through user acquisition, and deliver targeted ads. These requirements are known as Apple’s AppTracking Transparency framework and have been maintained in subsequent versions of Apple iOS. Beginning January 2024, Google began requiring publishers and developers using certain Google advertising products to serve ads in the U.K. or E.U. to use a Google-certified consent management platform. There has also been a significant increase of litigation related to data sharing with third parties,
18
including advertising partners. This has driven a need for more specific consent from users for sharing of their personal information, user interaction, and video viewing information with third parties, and it could lead to additional changes from our third party advertising and analytics partners. If users do not elect to participate in functionality that supports the delivery of targeted advertising on their devices, our ability to deliver effective advertising campaigns on behalf of our advertisers could suffer, which could cause our business, financial condition, or results of operations to suffer.
Finally, the revenues that we derive from advertisements and offers is subject both to seasonality, as companies’ advertising budgets are generally highest during the fourth calendar quarter and decline significantly in the first calendar quarter of the following year, which negatively impacts our revenues in such first calendar quarter, and to the financial health of advertisers, who, as they experience downturns or uncertainty in their own business operations for various reasons, such as the economic effects resulting from world events, may decrease their advertising spending.
If we acquire or invest in other businesses, intellectual properties, or other assets, we may be unable to integrate them with our business, our financial performance may be impaired and/or we may not realize the anticipated financial and strategic goals for such transactions.
If appropriate opportunities present themselves, we may acquire or make investments in businesses, intellectual properties and other assets that we believe are strategic, such as our acquisitions of Zynga and Gearbox. We may not be able to identify, negotiate or finance any future acquisition or investment successfully. Even if we do succeed in acquiring or investing in a business, intellectual property or other asset, such acquisitions and investments involve a number of risks, including:
• retaining key employees and maintaining the key business and customer relationships of the businesses we acquire;
• cultural challenges associated with integrating employees from an acquired company or business into our organization;
• the possibility that the combined company would not achieve the expected benefits, including any anticipated operating and product synergies, of the acquisition as quickly as anticipated or that the costs of, or operational difficulties arising from, an acquisition would be greater than anticipated;
• the potential for the acquired business to underperform relative to our expectations and the acquisition price;
• unexpected tax consequences from the acquisition, or the tax treatment of the acquired business's operations going forward, giving rise to incremental tax liabilities that are difficult to predict;
• significant acquisition-related accounting adjustments, particularly relating to an acquired company's deferred revenue, that may cause reported revenue and profits of the combined company to be lower than the sum of their stand-alone revenue and profits;
• significant accounting charges resulting from the completion and integration of a sizable acquisition and increased capital expenditures, including potential impairment charges incurred to write down the carrying amount of intangible assets generated as a result of an acquisition, such as the Goodwill impairment charge of approximately $3,500 we recognized during the fiscal year ended March 31, 2025;
• the possibility that significant acquisitions, when not managed cautiously, may result in the over-extension of our existing operating infrastructures, internal controls and information technology systems;
• the possibility that we will not discover important facts during due diligence that could have a material adverse effect on the value of the businesses we acquire, including the possibility that a change of control of a company we acquire triggers a termination of contractual or intellectual property rights important to the operation of its business;
• the need to integrate an acquired company's accounting, management information, human resource and other administrative systems to permit effective management and timely reporting, and the need to implement or remediate controls, procedures and policies appropriate for a public company in an acquired company that, prior to the acquisition, lacked these controls, procedures and policies;
• litigation or other claims in connection with, or inheritance of claims or litigation risks as a result of, an acquisition, including claims from terminated employees, customers or other third parties;
• to the extent that we engage in strategic transactions outside of the U.S., we face additional risks, including risks related to integration of operations across different cultures and languages, currency risks and the particular economic, political and regulatory risks associated with specific countries; and
• the need to implement controls, procedures and policies appropriate for a larger, U.S.-based public company at companies that prior to acquisition may not have as robust controls, procedures and policies, particularly, with respect to the effectiveness of cyber and information security practices and incident response plans, compliance with data privacy and protection and other laws and regulations protecting the rights of players and customers, and compliance with U.S.-based economic policies and sanctions which may not have previously been applicable to the acquired company’s operations.
Further, any such transaction may involve the risk that our senior management’s attention will be excessively diverted from our other operations, the risk that our industry does not evolve as anticipated, and that any intellectual property or
19
personnel skills acquired do not prove to be those needed for our future success, and the risk that our strategic objectives, cost savings or other anticipated benefits are otherwise not achieved.
Future acquisitions and investments could result in the issuance of equity or equity-linked securities, which may potentially dilute our existing stockholders, or the incurrence of additional debt. They may also expose us to contingent liabilities or other obligations. In addition, acquisitions and investments may lead to increased expenses, including amortization of acquired intangibles assets, stock-based compensation, or potential write-offs of goodwill, intangible assets of acquired in-process technology. Any of the foregoing factors could harm our financial condition or prevent us from achieving improvements in our financial condition and operating performance that could have otherwise been achieved by us on a stand-alone basis. Our stockholders may not have the opportunity to review, vote on or evaluate future acquisitions or investments.
In addition to acquisitions, we have divested and may in the future make additional divestments of certain products and services, including by shutting down studios, that no longer fit our long-term strategies. Divestitures may adversely impact our business, operating results, and financial condition if we are unable to achieve the anticipated benefits or cost savings from such divestitures, or if we are unable to offset impacts from the loss of revenue associated with the divested product lines or technologies. In connection with these divestitures and other cost-optimization efforts, we have experienced several rounds of layoffs in the past, which could negatively affect our reputation and our ability to recruit new employees in the future. Any future layoffs could similarly harm our reputation and hinder our recruitment efforts.
We face risks from our international operations.
We are subject to certain risks because of our international operations, particularly as we continue to grow our business and presence in Asia, Latin America, and other parts of the world. Changes to and compliance with a variety of foreign laws and regulations may increase our cost of doing business and our inability or failure to obtain required approvals could harm our international and domestic sales. In either the U.S. or other countries, trade legislation, such as a change in or volatility around the current tariff structures, import/export compliance laws, a change in the relationship between either us or the U.S. and any country in which we have significant operations or sales, or other trade laws or policies, could adversely affect our ability to sell or to distribute in international markets . In particular, on February 20, 2026, the U.S. Supreme Court ruled that certain tariffs imposed under the International Economic Emergency Powers Act were unconstitutional. Following the U.S. Supreme Court's decision, on February 24, 2026, the U.S., via an Executive Order signed by the President, implemented a global 10% tariff on all countries for a period of 150 days. However, on May 7, 2026, a panel of federal judges on the Court of International Trade voted that such 10% tariffs on most U.S. imports are illegal. Significant uncertainty remains regarding the status of existing and newly announced tariffs, potential changes or pauses to such tariffs, tariff levels, and whether further additional tariffs or other retaliatory actions may be imposed, modified, or suspended. These developments, or the perception that any of them could occur, may have a material adverse effect on global economic conditions and the stability of global financial markets, and may significantly reduce global trade and, in particular, trade between the impacted nations and the U.S. Any of these factors could depress economic activity and restrict our access to potential partners, suppliers or other third parties we seek to do business with and, in turn, have a material adverse effect on the business and financial condition of such third parties, which in turn would negatively impact us.
Additionally, cultural differences may affect consumer preferences and as a result, some of our hit products may not sell as well as they do in the U.S. Cultural differences may also require us to modify the content of our products or the method by which we charge our customers. If we do not correctly assess consumer preferences in the countries in which we sell our products, or respond to other risks related to our international operations, it could negatively affect our business.
Our business may also be affected directly or indirectly by major world events, such as the Russia-Ukraine war and the war in the Middle East. Such events could decrease the demand for our products and services, make it difficult or impossible for us to deliver products and services to certain of our customers, or result in restrictions in trade, all of which could negatively affect our business.
Further, the enforcement of regulations relating to mobile and other games with an online element in China remains uncertain, and further changes, either in the regulation or their enforcement could have a negative impact on our business in China. In order to operate in China, all games must have regulatory approval. A decision by the Chinese government to revoke its approval for any of our games or to decline to approve any products we desire to sell in China in the future could have a negative impact on our business. China has also enacted a privacy law that may affect how we structure our business and process of personal information.
We are subject to a variety of laws and executive orders in the U.S. and abroad that affect our business, including state and federal laws regarding consumer protection, electronic marketing, protection of minors, data protection and privacy, competition, taxation, intellectual property, online gaming, export, and national security, which are continuously evolving and developing. The scope and interpretation of the laws that are or may be applicable to us are often uncertain and may be
20
conflicting, particularly laws outside the U.S. There is a risk that existing or future laws may be interpreted in a manner that is not consistent with our current practices and could have an adverse effect on our business. We incur legal compliance costs associated with our international operations and could become subject to legal penalties in foreign countries if we do not comply with local laws and regulations which may be substantially different from those in the U.S.
In many foreign countries, particularly in those with developing economies, it may be common to engage in business practices that are prohibited by U.S. and international laws and regulations, such as the Foreign Corrupt Practices Act, the U.K. Bribery Act, and by local laws, such as laws prohibiting corrupt payments to government officials. Anti-corruption and anti-bribery laws have been enforced aggressively in recent years and are interpreted broadly to generally prohibit companies, their employees, agents, representatives, business partners, and third-party intermediaries from authorizing, offering or providing, directly or indirectly, improper payments or benefits to recipients in the public or private sector in order to influence official action, direct business to any person, gain any improper advantage, or obtain or retain business. We can be held liable for the corrupt or other illegal activities of our employees, agents, representatives, business partners or third-party intermediaries, even if we do not authorize or have knowledge of such activities. Although we implement policies and procedures designed to ensure compliance with these laws, there can be no assurance that all our employees, contractors and agents, as well as those companies to which we outsource certain of our business operations, including those based in countries where practices which violate such laws may be customary, will not take actions in violation of our policies. Any such violation, even if prohibited by our policies, could have a material adverse effect on our business.
We are potentially subject to a number of foreign and domestic laws and regulations that affect the offering of certain types of content, such as that which depicts violence or is generated by our users, many of which are ambiguous, still evolving and could be interpreted in ways that could harm our business or expose us to liability, or result in us incurring increased compliance costs.
In 2020, the U.K. left the E.U. ("Brexit"). Subsequently, the U.K. and the E.U. struck a bilateral trade and cooperation deal governing the future relationship between the U.K. and the E.U. (the "Trade and Cooperation Agreement"), which took effect on May 1, 2021. The effects of the U.K.'s future trade agreements with the E.U. or other nations could potentially disrupt the markets we serve and may cause us to lose customers, distributors, and employees. The Trade and Cooperation Agreement sets out preferential arrangements in areas such as the trade in goods and services but does not reach the level of integration that existed while the U.K. was an E.U. member state, which could have a detrimental impact on our U.K. growth. Such a decline could also make our doing business in Europe more difficult, which could negatively affect sales to consumers of our products. Without access to a single market that includes the U.K. and countries of the E.U., it may be more challenging and costly to distribute our products to those regions.
The laws of some countries either do not protect our products, brands, and intellectual property to the same extent as the laws of the U.S. or are inconsistently enforced. Legal protection of our rights may be ineffective in countries with weaker intellectual property enforcement mechanisms. Competitors may use our technologies without authorization, in jurisdictions where we have not obtained protection, to develop their own games and, further, may export otherwise violating games to territories where we have protection but enforcement is not as strong as that in the U.S. These games may compete with our games, and our intellectual property rights may not be effective or sufficient to prevent such competition. In addition, certain third parties have registered our intellectual property rights without authorization in foreign countries. Successfully registering such intellectual property rights could limit or restrict our ability to offer products and services based on such rights in those countries. Although we take steps to enforce and police our rights, our practices and methodologies may not be effective against all eventualities.
We depend on servers and Internet bandwidth to operate our games and digital services with online features. If we were to lose server capacity or lack sufficient Internet bandwidth for any reason, our business could suffer. Connectivity issues could affect our profitability and our ability to sell and provide online services for our products.
We rely upon third-party digital delivery platforms, such as Microsoft's Xbox Live, PlayStation Network, Steam, and other third-party service providers, to provide connectivity from the consumer to our digital products and our online services. Connectivity issues could prevent customers from accessing this content and our ability to successfully market and sell our products could be adversely affected. Given the increasing global usage of online platforms, the risks of connectivity issues may be heightened. In addition, we could experience similar issues related to services we host on our internal servers. Such issues also could affect our ability to provide game-related services and could have a material adverse effect on our business, financial condition, and operating results.
Events such as limited hardware failure, any broad-based catastrophic server malfunction, extended power outages or failure for any reason of telecommunications or other critical infrastructure, a significant intrusion by hackers that circumvents security measures, or a failure of disaster recovery services would likely interrupt the functionality of our games with online
21
services and could result in a loss of sales for games and related services. An extended interruption of service could materially adversely affect our business, financial condition and operating results.
We expect a significant portion of our games to be online enabled in the future, and therefore we must project our future server needs and make advance purchases of servers or server capacity to accommodate expected business demands. If we underestimate the amount of server capacity our business requires, if our business were to grow more quickly than expected, or if Internet bandwidth becomes limited, our consumers may experience service problems, such as slow or interrupted gaming access. Insufficient server capacity may result in decreased sales, a loss of our consumer base and adverse consequences to our reputation. Conversely, if we overestimate the amount of server capacity required by our business, we may incur additional operating costs.
Because of the importance of our online business to our revenues and results of operations, our ability to access adequate Internet bandwidth and online computational resources to support our business is critical. If the price of such resources increases, we may not be able to increase our prices or subscriber levels to compensate for such costs, which could materially adversely affect our business, financial condition, and operating results.
We use open-source software in connection with certain of our games and services, which may pose particular risks to our proprietary software, products, and services in a manner that could have a negative impact on our business.
We use open-source software in connection with certain of our games and the services we offer. The original developers of the open source code provide no warranties on such code and open-source software may have unknown bugs, malfunctions and other security vulnerabilities, which could impact the performance and information security of our technology. Some open-source software licenses require users who distribute open-source software as part of their software to publicly disclose all or part of the source code to such software or make available any derivative works of the open-source code on unfavorable terms or at no cost. From time to time, we may face claims from the copyright holders of open-source software alleging copyright infringement and breach of contract for failure to meet the open source license terms, such as the failure to publicly disclose our proprietary code that is a derivative work of the open-source software. Additionally, the copyright holders of open-source software could demand release of the source code of any of our proprietary code that is a derivative work of the open-source software, or otherwise seek to enforce, have us specifically perform, or recover damages for the alleged infringement or breach of, the terms of the applicable open-source license. These claims could also result in litigation, require us to purchase costly licenses or require us to devote additional research and development resources to change our games. The terms of various open-source licenses have not been interpreted by courts, and there is a risk that such licenses could be construed in a manner that imposes unanticipated conditions or restrictions on our use of the open-source software. If it were determined that our use was not in compliance with a particular license, we may be required to release our proprietary source code, pay damages for breach of contract, re-engineer our games, discontinue distribution in the event re-engineering cannot be accomplished on a timely basis or take other remedial action that may divert resources away from our game development efforts, any of which could harm our business. Open-source compliance problems can also result in damage to reputation and challenges in recruitment or retention of engineering personnel. Additionally, the shared nature of open-source software may increase the ability of cyberattackers to discover and exploit vulnerabilities, which may increase the likelihood of a data breach, ransomware, network interruption, or other type of cyberattack against us or against third parties who may use open-source software, such as our platform partners or key vendors, any of which could negatively impact our business.
Our software is susceptible to errors, which can harm our financial results and reputation.
The technological advancements of new hardware platforms result in the development of more complex software products. As software products become more complex, the risk of undetected errors in new products increases. We may need to produce and distribute patches in order to repair such errors, which could be costly and may distract our developers from working on new products. If, despite testing, errors are found in new products or releases after shipments have been made, we may have to consider suspending distribution of defective products or offering refunds, and we could experience a loss of or delay in timely market acceptance, product returns, loss of revenue, increases in costs relating to the repair of such errors and damage to our reputation. In such an event, the technological reliability and stability of our products and services could be below our standards and the standards of our players and our reputation, brand and sales could be adversely affected. In addition, we could be required to, or may find it necessary to, offer a refund for the product or service, suspend the availability or sale of the product or service or expend significant resources to cure the defect, bug or error each of which could significantly harm our business and operating results.
Our ability to acquire and maintain licenses to intellectual property, especially for sports titles, affects our revenue and profitability. Competition for these licenses may make them more expensive and increase our costs.
Certain of our products are based on or incorporate intellectual property owned by others. For example, certain of our 2K products include rights licensed from major sports leagues and players' associations. Similarly, some of our other titles are
22
based on licenses of popular products and entertainment brands. Competition for these licenses is intense. If we are unable to maintain and renew these licenses or obtain additional licenses on reasonable economic terms or with significant commercial value, our revenue and profitability could decline significantly. Competition for these licenses may also increase the advances, guarantees and royalties that we must pay to the licensor, which could significantly increase our costs and adversely affect our profitability. In addition, on certain intellectual property licenses, we are subject to guaranteed minimum payments, royalties or standards of performance and may not be able to terminate these agreements prior to their stated expiration. If such licensed products do not generate revenues in excess of such minimum guarantees, our profitability will be adversely affected.
Moreover, if we breach our obligations under existing or future licenses, we may be required to pay damages and our licensors might have the right to terminate the license or change an exclusive license to a nonexclusive license. Termination by a licensor would cause us to lose valuable rights and could inhibit our ability to commercialize future games, which would harm our business, results of operations and financial condition. In addition, certain intellectual property rights may be licensed to us on a nonexclusive basis. The owners of nonexclusively licensed intellectual property rights are free to license such rights to third parties, including our competitors, on terms that may be superior to those offered to us, which could place us at a competitive disadvantage. Our licensors may own or control intellectual property rights that have not been licensed to us and, as a result, we may be subject to claims, regardless of their merit, that we are infringing or otherwise violating the licensor’s rights. In addition, the agreements under which we license intellectual property rights or technology from third parties are generally complex, and certain provisions in such agreements may be susceptible to multiple interpretations. The resolution of any contract interpretation disagreement that may arise could narrow what we believe to be the scope of our rights to the relevant intellectual property or technology or increase what we believe to be our financial or other obligations under the relevant agreement. Any of the foregoing could harm our competitive position, business, financial condition, results of operations and prospects.
We may experience declines or fluctuations in the recurring portion of our business.
Our business model includes revenue that we expect to be recurring in nature, such as revenue from our annualized titles and associated services, and ongoing mobile businesses. While we have been able to forecast the revenue from these areas of our business with greater certainty than for new offerings, we cannot provide assurances that consumers will purchase these games and services on a consistent basis. Furthermore, we may cease to offer games and services that we previously had deemed to be recurring in nature. Consumer purchases of our games and services may decline or fluctuate as a result of a number of factors, including their level of satisfaction with our games and services, our ability to improve and innovate our annualized titles, our ability to adapt our games and services to new platforms, outages and disruptions of online services, the games and services offered by our competitors, our marketing and advertising efforts or declines in consumer activity generally as a result of economic downturns, among others. Any decline or fluctuation in this portion of our business may have a negative impact on our financial and operating results.
Price protection granted to our customers and returns of our published titles by our customers may adversely affect our operating results.
We are exposed to the risk of price protection and product returns with respect to our customers. Our distribution arrangements with customers generally do not give them the right to return titles to us or to cancel firm orders. However, we sometimes accept product returns from our distribution customers for stock balancing and negotiate accommodations for customers, which include credits and returns, when demand for specific products falls below expectations. We grant price protection and accept returns in connection with our publishing arrangements, and revenue is recognized after deducting estimated price protection and reserves for returns. While we believe that we can reliably estimate price protection and returns, if price protection and return rates for our products exceed our reserves, our revenue could decline, which could have a material adverse effect on our business, financial condition, and operating results.
Increased competition for limited promotional support from retailers could affect the success of our business and require us to incur greater expenses to market our titles.
While digital sales are increasingly important to our business, for physical sales, retailers have limited promotional resources. Competition is intense among newly introduced interactive entertainment software titles for adequate levels of promotional support. We cannot be certain that our new products will consistently achieve bestseller status. Competitors with more extensive lines and more popular titles may have greater bargaining power with retailers. Accordingly, we may not be able, or we may have to pay more than our competitors, to achieve similar levels of promotional support. Similarly, as digital sales increase in importance to our business, there is increasing competition for premium placements of products on websites.
23
A limited number of customers account for a significant portion of our sales. The loss of a principal customer or other significant business relationship could seriously hurt our business.
A substantial portion of our product sales are made to a limited number of customers. Sales to our five largest customers during the fiscal year ended March 31, 2026 accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0%. Our sales are made primarily without long-term agreements or other commitments, and our customers may terminate their relationship with us at any time. Certain of our customers may decline to carry products containing mature content. The loss of our relationships with principal customers or a decline in sales to principal customers, including as a result of a product being rated "AO" (age 18 and over), could materially adversely affect our business, financial condition, and operating results. In addition, if our customers are subject to pricing pressures due to deteriorating demand for our products, competition, or otherwise, such customers may pass those pricing pressures through to us, which could materially adversely affect our business, financial condition and operating results.
In addition, because some of our customers are also publishers of games for their own hardware platforms and may manufacture products for other licensees, such customers may give priority to their own products or those of our competitors. Accordingly, console manufacturers like Sony or Microsoft could cause unanticipated delays in the release of our products, as well as increases to projected development, manufacturing, marketing, or distribution costs, any of which could negatively impact our business.
Furthermore, our customers may also be placed into bankruptcy, become insolvent, or be liquidated due to economic downturns, global credit contractions, or other factors. Bankruptcies or consolidations of certain large retail customers could seriously hurt our business, including as a result of uncollectible accounts receivable from such customers and the concentration of purchasing power among large retailers. In addition, our results of operations may be adversely affected if certain of our customers who purchase on credit terms are no longer eligible to purchase on such terms due to their financial distress or lack of credit insurance, which may reduce the quantity of products they demand from us.
Content policies adopted by retailers, consumer opposition and litigation could negatively affect sales of our products.
Retailers, including digital storefronts and platform partners, may decline to sell interactive entertainment software containing what they judge to be graphic violence, sexually explicit material, or other content that they deem inappropriate. If retailers decline to sell our products based on their opinion that they contain objectionable themes, graphic violence, sexually explicit material, or other generally objectionable content, or if any of our previously "M" rated series products are rated "AO," we might be required to significantly change or discontinue particular titles or series, which in the case of our best-selling Grand Theft Auto titles could seriously affect our business. Consumer advocacy groups have opposed sales of interactive entertainment software containing objectionable themes, violence, sexual material, or other objectionable content by pressing for legislation in these areas and by engaging in public demonstrations and media campaigns. Additionally, although lawsuits seeking damages for injuries allegedly suffered by third parties as a result of video games have generally been unsuccessful in the courts, claims of this kind have been asserted against us from time to time and may be asserted and be successful in the future. An increase in the number of lawsuits filed by the families of victims of violence may trigger supplemental governmental scrutiny, damage our reputation, and negatively affect the sale of our products. Further, in 2019, the World Health Organization included "gaming disorder" in the 11th revision of the International Classification of Diseases, leading some to consider legislation and policies aimed at addressing this issue, and, more recently prompting lawsuits against many in the industry, including us. In addition, public dialogue concerning interactive entertainment may have an adverse impact on our reputation and our customers' willingness to purchase our products.
We submit our products for rating by the ESRB in the U.S. and other voluntary or government ratings organizations in foreign countries. Failure to obtain a target rating for certain of our products could negatively affect our ability to distribute and sell those games, as could the re-rating of a game for any reason.
We voluntarily submit our game products to the ESRB, a U.S.-based non-profit and independent ratings organization. The ESRB system provides consumers with information about game content using a rating symbol that generally suggests the appropriate player age group and specific content descriptors, such as graphic violence, profanity or sexually explicit material. The ESRB may impose significant penalties on game publishers for violations of its rules related to rating or marketing games, including revocation of a rating or monetary fines. Other countries require voluntary or government backed ratings as prerequisites for product sales. In some instances, we may have to modify our products in order to market them under the target rating, which could delay or disrupt the release of our products. In addition, some of our titles may not be sold at all or without extensive edits in certain countries.
In the U.S., if the ESRB rates a game as "AO", platform licensors may not certify the game and retailers may refuse to sell it. In addition, some consumers have reacted to re-ratings or controversial game content by refusing to purchase such games, demanding refunds for games that they had already purchased, and refraining from buying other games published by us.
24