Video game publisher Take Two (NASDAQ:TTWO) fell short of the market’s revenue expectations in Q4 CY2024 as sales only rose 1.6% year on year to $1.36 billion. On the other hand, next quarter’s outlook exceeded expectations with revenue guided to $1.57 billion at the midpoint, or 2.5% above analysts’ estimates. Its GAAP loss of $0.71 per share was 21.1% above analysts’ consensus estimates.
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Revenue: $1.36 billion vs analyst estimates of $1.39 billion (1.6% year-on-year growth, 2.1% miss)
EPS (GAAP): -$0.71 vs analyst estimates of -$0.90 (21.1% beat)
Adjusted EBITDA: $88.8 million vs analyst estimates of $177.4 million (6.5% margin, 49.9% miss)
Revenue Guidance for Q1 CY2025 is $1.57 billion at the midpoint, above analyst estimates of $1.53 billion
EPS (GAAP) guidance for the full year is -$4.34 at the midpoint, beating analyst estimates by 1.3%
EBITDA guidance for the full year is $290 million at the midpoint, below analyst estimates of $785.2 million
Operating Margin: -9.7%, in line with the same quarter last year
Free Cash Flow was -$48.2 million compared to -$165.2 million in the previous quarter
Market Capitalization: $32.48 billion
“We achieved solid results during the holiday season. Our Net Bookings of $1.37 billion were within our guidance range, as significant outperformance in NBA 2K helped to offset moderation experienced in several of our mobile franchises. At the same time, our operating results surpassed expectations, led by the upside from NBA 2K, as well as a shift in timing of expenses that benefited the quarter,” said Strauss Zelnick, Chairman and CEO of Take-Two Interactive.
Best known for its Grand Theft Auto and NBA 2K franchises, Take Two (NASDAQ:TTWO) is one of the world’s largest video game publishers.
Since videogames were invented in the 1970s, they have gradually taken more share of entertainment time. Ubiquitous mobile devices have powered a surge in “snackable” games that can be played on the go. Over time, games have developed more social engagement features where friends can play games together over the internet. The business models of games publishers have become less volatile due to digitization of distribution, in game monetization, and like Hollywood, an increasing dependence on surefire hit franchises. Covid driven lockdowns accelerated adoption and usage of videogames – a trend that has not slowed.
Examining a company’s long-term performance can provide clues about its quality. Any business can put up a good quarter or two, but the best consistently grow over the long haul. Over the last three years, Take-Two grew its sales at a solid 16.4% compounded annual growth rate. Its growth beat the average consumer internet company and shows its offerings resonate with customers.
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