Take-Two Interactive Software, Inc. (NASDAQ:TTWO) Q1 2024 Earnings Call Transcript

Lainie Goldstein: So we just mentioned that Zynga has changed a little bit because there was movement in the release schedule and some updates to the forecast. So we did have some changes in the rest of the year. So there were some changes in the release schedule. So there were some ups and downs within the year. But overall, we’ve kept the entire year the same. So we were at the higher end in the first quarter, but we kept — we reiterated the full year — and then in terms of expecting advertising to grow, yes, we do expect it to grow in the full year.

Omar Dessouky: Organically?

Lainie Goldstein: Organically, yes.

Omar Dessouky: Okay. Great. And then the other part of the question I wanted to ask was in terms of your direct-to-consumer channel, I think Strauss said that the majority of mobile games in a few years will leverage that channel. So you have a lot of games. We’ve counted well over 100. Not all of them are your big winners. I think there’s a long tail of games. So I guess I wanted to ask, is it that the biggest games — the biggest games are going to be on your DTC platform or is it just the sheer number of games? Because I’m trying to get a sense of how much revenue could potentially flow through that channel, if you understand what I mean?

Strauss Zelnick: Yes, I do understand what you mean. It really varies game by game. So if the game is not suited to direct-to-consumer and it may not be because of its style, it’s the interaction that consumers have with the title, then there may not be an opportunity even though it’s a big title and then there are other titles where it’s a terrific opportunity. Again, we haven’t established a number that we’re shooting for, but I did quote the number that a competitor has outlined. And I think that number is kind of the high end of the possibility.

Omar Dessouky: Thank you.

Operator: Our next question is from Mike Hickey with Benchmark Company. Please proceed.

Michael Hickey: Thanks, Strauss, Karl, Lainie, Nice quarter, guys. Thanks for taking our questions. Curious Strauss, sort of big picture — pardon upon, Curious what you’re thinking on film opportunity. I know you’re not Trim bandwagon guy, so — but maybe this isn’t that hard not to notice the results here from Super Mario Brothers and The Last Of Us. And this is an area where historically, it’s been a challenge for Game IP to have success in new mediums. It looks like the formulas kind of involved the creative piece to the original game and have great story lines. And when you look at your portfolio of IP, you’ve got a ton of opportunities. It would seem like you certainly have a creative talent, you definitely have a great storyline.

So two questions on that Strauss. Curious if your creative teams are motivated to expand their IP into new entertainment mediums like film or streaming episodic content. And then curious if you think IP expansion into new beam-like film can sort of complement your growth strategy over the long term. Thanks, guys.,

Strauss Zelnick: Thanks, Mike. We think it’s probably a relatively small opportunity economically. We’re not going to use our balance sheet to invest in film and television projects. Those are typically very challenged asset classes with which I’m quite familiar. And to point out two success as notable as they may be, lies the fact that there are many, many failures where money was lost. So far, we’ve taken a very selective approach to licensing and we do have a Boelens (ph) movie coming from Lionsgate, and we have BioShock movie coming as well. We’re excited about both. And selectively, we could see licensing in the future when there’s a creative imperative and an economic opportunity. I think you’re right. The reason there’s been success lately was because you had great IP and then there was a great project that was made from it.