Ultimate - TTWO - 36N Capital

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Derek Chait, Trey Coppinger, Lukas Neske, Travis Wolf April 10, 2015 Take-Two Interactive Software, Inc.

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Transcript of Ultimate - TTWO - 36N Capital

  • Derek Chait, Trey Coppinger, Lukas Neske, Travis Wolf April 10, 2015

    Take-Two Interactive Software, Inc.

  • Investment Thesis (NASDAQ: TTWO )Take-Twos potential to capitalize on the next-gen console era with unprecedented intellectual property and a cash-rich cushion is overlooked by an unnerved market seeking solid forward guidance.

    INVESTMENT EDGES

    Underestimated ability to create multiple lasting brands Has nine existing franchises that have sold 5M or more units

    Unjustified market concern over changing industry Increase in mobile gaming will not cannibalize console sales Take-Two will leverage its brands across new gaming platforms

    Uncharacteristic cash buildup Almost of market cap in cash Sign of recurring, strong cash flows and undervaluation

    Disclosure discount Market is nervous about Take-Twos lack of forward guidance despite proven track record

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    CATALYSTS

    E3 Gaming Conference probable release of Red Dead Redemption 2 or other notable title Continued growth of mobile and recurring digital revenue

    Recommendation: BUY 1Y Price Target: $30.90 (+21.41%)Current Price: $25.45

  • 3Industry OverviewINDUSTRY DYNAMICS

    Main Players:

    Video game sector is an ever-changing industry

    Companies in the space must constantly be evolving to new consoles and trends (old gen next gen)

    Cloud is starting to be utilized to make games smoother and more expansive

    Increasing popularity of subscriptionbased models and in-game purchases

    Explosion of very low quality mobile games and continued popularity of high quality (AAA rated) games is squeezing middle tier games out

    67% of people in the U.S. play video games

    47% of gamers are women, up from 42% in 2012

    New video games cater to this new demographic market

    International market rapidly expanding

    Asia is currently the largest market for video games

    Currently 7.2B people on Earth with only 2.9B that have internet access

    In Asia only 36% of the population are internet users

    Video Game Industry grew to $81.5B in 2014

    Predicted CAGRs from 2012-2016 for tablet and mobile gaming are 46.6% and 18.8%, respectively

    CURRENT TRENDS

    27%

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    22%

    2%

    45%

    North America Latin America Europe Africa Asia-Pacific

    Game Revenue by Geographic Location ($B)

    Location Sales ($B)

    North America 22.2$

    Latin America 3.3$

    Europe 17.7$

    Africa 1.4$

    Asia-Pacific 36.8$ 17.76 18.06 15.08 16.4

    9.28 13.21 17.1522.01

    14.4417.72 20.92

    21.637.4

    44.2949.38

    55.05

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    Video Game Revenue by Type ($M)

    Handheld Mobile PC Console

  • 4Company OverviewHISTORY REVENUE STREAM

    MANAGEMENT TEAM

    Take-Two Interactive Software, Inc. is a leading developer, publisher and marketer of interactive entertainment Founded in 1993, HQ in New York City

    2,530 employees, 1,800 developers in 14 studios around the world

    Focus on AAA gaming across different genres Offer games for PlayStation (Sony), Xbox (Microsoft), Smartphones and Tablets

    Physical retail, digital download, online platforms and cloud streaming services

    Proprietary, cutting-edge open-world gaming engine used across game titles

    Rockstar Games GTA

    Max Payne

    Red Dead Redemption

    Focus on most innovative and progressive games, R&D heavy

    2K Games BioShock

    Borderlands

    NBA + MLB2K

    Focus on yearly revenue generators

    CEO: Strauss Zelnick MBA and JD from Harvard

    Pays himself $11k annually rest in stock

    Owns over 2mm shares, one of the largest holders

    COO of 20th Century Fox at 35 years old

    President: Karl Slatoff MBA from HBS

    Former: Corporate Finance, M&A (Lehman) and strategic planning (Walt Disney Company)

    CFO: Lainie Goldstein Former VP of Finance and Business

    Development at Nautica Enterprises

    Audit and reorganization department at Grant Thornton LLP

    Executive VP: Seth Krauss ED in Legal & Compliance Division at

    Morgan Stanley

    21%

    79%

    PC and Other Console

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    Gross Margin Percent of Revenue

    Category Breakdown Gross Margin and Digital Revenue Increase

  • 5Underestimated Ability to Create Lasting BrandsTRACK RECORD OF PRODUCING EXCELLENT BRANDS WITH LONG LIVES

    BRAND EXTENSIONS AND NEW BRANDS

    2001Max Payne

    2004Red Dead

    2005NHL2K

    2009Borderlands

    2011LA Noire

    2015Evolve

    1997:Grand Theft Auto

    2004Sid MeiersCivilization

    2007BioShock

    2012XCOM: Enemy

    Within

    2014WWE2K

    2016Battleborn

    2005NBA2K

    Since 2007, launched 7 new successful franchises and released 39 distinct multi-million selling titles Implement proprietary open-world RAGE gaming engine across franchises

    02468

    10121416

    Red Dead Redemption 2E3 2015 (June)

    LA Noire 2An important franchise

    Borderlands 3The Big One

    NBA2K, WWE2KAnnual installments

    Hangar 13 StudiosAdam Blackman- fastest selling

    Star Wars video game

    EvolveIncredible Launch

    Releases Per Brand

  • 6NBA2K GrowthGROWTH OF NBA GLOBALLY

    NBA2K INTERNATIONAL GROWTH

    PREDOMINANCE OF NBA2K

    Basketball is the sport of the modern world internationalized,

    well-marketed, fast-paced, and urban

    Soccer Should Fear the NBA

    NBA International revenue grown 18% annually

    Plans to open 4 NBA franchises in Europe

    NBA has offices in 15 International countries

    50% of the NBAs followers on social media are

    international

    101 foreign players from 37 countries on rosters

    300 million Chinese play basketball regularly

    NBA StrategyBasketball Market

    NBA2K Non North American Sales Increase

    NBA2K top selling and top rated NBA game from 2008 onwards

    #3 title overall for next-gen consoles

    24 million users of NBA2K online in China

    NBA2K15 Best selling NBA2K yet

    #1 sports game for next gen consoles

    7 million copies sold (Bigger than EAs Madden)

    NBA2K vs. NBA Live

    Beat EAs NBA Live out of the market from 2010-2014

    Google Search NBA2K vs. NBA Live

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    Non North America sales Non North American Sales Percent of Total

    NBA becomes more valuable

  • 7Unjustified Market Concern over Changing IndustryMOBILE MARKET CONCERN

    TAKE TWOS RESPONSE

    MARKET REALITY

    Two separate markets

    Mobile growth has been additive to the industry

    Mobile gaming attracts those who dont want to own a dedicated

    gaming console

    Console and PC game time has not decreased

    Gamers still want AAA high quality games

    76% of gamers rank graphics as an important feature

    Gamers still want realistic story-driven plots

    Mobile games limited to simplistic plot and designs

    Continue to make top quality AAA games for consoles

    Leverage existing brands across screen sizes with new mobile games

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    Q2 2015Q1 2015Q4 2014Q3 2014Q2 2014Q1 2014Q4 2013

    Mobile Releases

    We believe the sub-industry has been adversely affected by a

    shift toward mobile games and away from console games

    Mobile Kills the Console

    Market is worried that mobile gaming will starve console gaming

    More optimistic about mobile gaming companies like Zynga and

    Rovio (Angry Birds)

    Video Game Industry

    Disrupted in 2015

    01234567

    Mo

    bile

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    Percent of Releases That Are Mobile

    Mobile Releases Per Brand

    = projected

    = existing

  • 8Uncharacteristic Cash Buildup Financial Edge

    Market Cap: $2.16 B Free Cash Flow: $976.6 M

    Almost half of market cap in cash

    Strong willingness to utilize cash

    Always contemplating if returning cash to shareholders is accretive

    Bought back $277 million at ~$17 a share in past

    Potential use to fund organic growth opportunities

    Even more bullish means pipeline is innovating

    Possible funding of inorganic growth opportunities

    Purchasing the license of Evolve, WWE, or other enterprise

    INVESTOR-FRIENDLY CULTURE

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    M&A History

    INCREDIBLY STRONG BALANCE

    R&D Plan

    No major shareholder equity dilution

    Additional capital raising has taken place through careful, limited private placement

    Currently approximately $8.57 in cash per share

    Expected to rise in foreseeable future with new revenue inflows

    High short interest of 18.2%

    Upward pressure as short sellers cover their short positions

    Mid-February, 2008: Electronic Arts (EA) made US$25 per share all cash acquisition offer worth ~$2 billion

    Declined EA undervalued business & failed to recognize value of efforts to expand intellectual property

    2013: TTWO purchases the rights to games of THQ

    Often seeks to acquire licensing from highly distressed companies

    Possible Activision / Take-Two deal if progress on movie studios

    R&D Plan

  • 9Disclosure Discount EdgeLACK OF GAME RELEASE VISIBILITY

    Great reputation with gamers Skittish reputation with Wall Street

    Despite recent successes, continued market sell-offs

    Little detailed guidance on blockbuster game release schedule

    Sporadic releases led to historically fluctuating earnings

    No breakout AAA products announced yet for FY15

    Unwillingness to establish clear probability targets

    Track record of repeatedly delivering on record-breaking games

    Management committed to extensive pipeline of next-gen development

    Platform of proven franchises and new intellectual property

    LESS VOLATILE, SMOOTHER ENTERPRISE

    Zelnick: Recognizes need for more predictable and stable revenue streams between massive tent pole releases

    New outlets / business model to ensure more consistent profitability

    Downloadable Add-On Content (DLC)

    High margin method to capitalize on recurrent consumer spending

    First company to launch map packs, heists, & virtual currency

    Engages consumers with games for longer periods of time

    Taking advantage of another high margin industry trend

    Represents about 25% of revenue in LTM

    In FY2013, digital revenues increased more than 100% over FY2012

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    Despite lack of transparency, severe market discount

    Digital Distribution

  • 10

    RisksSENSITIVITY TO HIT TITLES TRANSITION TO NEXT GENERATION PLATFORMS

    GAMING AS A TREND-BASED INDUSTRY

    Fluctuations in quarterly reports due to seasonal publishing

    Sales of GTA generated 68.9% of net revenue for 2014

    Intense competition for relatively small number of hit titles

    From an investors and the companys perspective, it is difficult to predict new hit titles

    HARDWARE LICENSORS ARE ALSO COMPETITORS

    Gaming is based on trends

    Set by average customer and technological standards

    Similarities to fashion industry

    Sales of games heavily influenced by reviews and ratings TTWO submits products to Entertainment Software Rating Board (ESRB)

    Risk of failure to obtain a target rating

    Risk of unexpected AO rating (age 18 and older), which decreases retail interest and customer base

    High product sensitivity to software errors, online problems etc.

    Approval for publication on title-by-title basis

    Possible limitations include number of titles and timing of publications

    Dependence on licensor, who is a competitor for games production, to renew or extend current license agreements

    Competition

    Licensing

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    Average Budget vs Average Developer Team Size

  • 11

    ValuationCOMPARABLE ANALYSIS

    Allow valuation of Take-Two without disclosure discount

    Using mean comparable EV/EBITDA of 9.45, valuation is $27.49

    Using median comparable EV/EBITDA multiple of 10.27, valuation is $29.88

    Using median comparable P/E of 20.1, valuation is $35.24

    Using mean comparable P/E of 20.8, valuation is $36.41

    DISCOUNTED CASH FLOW ANALYSIS

    View cash flow as cyclical, yet increasing function

    Cash Flow= sin(t) + t; = constant; > 0

    Lack of regular guidance requires unconventional valuation

    Have Blockbuster years and Trough years Blockbuster years: Release a hit game like Red Dead Redemption 2 or GTA VI

    Trough years: Big cash burn developing blockbuster games and rely on recurring revenue

    In the next three years, revenue from annual franchises and recurring digital revenue will allow Take-Two to increase revenue even in Trough years

    Revenue is still cyclical, but each successive peak and trough increase in value

    Trough Year

    Blockbuster Year

    From this point onwards, cash flow is always

    positive

    Cas

    h F

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    Bull Base Bear

    Hit Game Success

    Produce 2 hit games on par with GTA V Sales

    Produce a hit game below expectations

    Fail to produce a hit game close to GTA V

    Blockbuster Revenue Growth

    100% GTA V Cash Flow 80% GTA V Cash Flow

    60% GTA V Cash Flow

    Recurring Revenue

    Recurring revenue vastly expands

    Recurring revenue expandsbut below expectations

    Recurring slightly expands

    Trough Year Revenue Growth

    10% 5% 2.5%

    Comparable Price Target:

    Bear: $27.49

    Base: $29.88

    Bull: $35.24

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    Bull: $37.35

    Base: $30.90

    Bear: $27.53

    Final Valuation: $30.90

    21% Upside

    TTWO Stock Price

  • 12

    AppendixSLIDE TITLE SLIDE NUMBER

    Comparable Company Analysis 13

    Base Case Discounted Cash Flow Analysis 14

    Base Case Conclusion 15

    Bull Case Discounted Cash Flow Analysis 16

    Bull Case Conclusion 17

    Bear Case Discounted Cash Flow Analysis 18

    Bear Case Conclusion 19

    Evolve Release 20

    Violence Concerns 21

    Virtual Reality 22

    Twitch Interactive 23

    Sources 24

  • 13

    Comparable Company Analysis

    P/E Multiple Range (Using Mean P/E)

    18.8 19.8 20.8 21.8 22.8

    1.55 29.15 30.70 32.25 33.80 35.35

    1.75 32.91 34.66 36.41 38.16 39.91

    1.95 36.67 38.62 40.57 42.52 44.47

    P/E Multiple Range (Using Median P/E)

    18.1 19.1 20.1 21.1 22.1

    1.55 28.11 29.66 31.21 32.76 34.31

    1.75 31.74 33.49 35.24 36.99 38.74

    1.95 35.36 37.31 39.26 41.21 43.16

    195.5 220.5 245.5 270.5 295.5

    8.45 19.57 22.08 24.58 27.08 29.59

    9.45 21.89 24.69 27.49 30.29 33.09

    10.45 24.21 27.30 30.40 33.49 36.59

    195.5 220.5 245.5 270.5 295.5

    9.27 21.47 24.22 26.96 29.71 32.46

    10.27 23.80 26.84 29.88 32.93 35.97

    11.27 26.11 29.44 32.78 36.12 39.46

    2014E EV/EBITDA Multiple

    Range (Using Mean):

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    2014E EV/EBITDA Multiple

    Range (Using Median):

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    P/E Multiple Range (Using Mean P/E)

    18.8 19.8 20.8 21.8 22.8

    1.55 29.15 30.70 32.25 33.80 35.35

    1.75 32.91 34.66 36.41 38.16 39.91

    1.95 36.67 38.62 40.57 42.52 44.47

    P/E Multiple Range (Using Median P/E)

    18.1 19.1 20.1 21.1 22.1

    1.55 28.11 29.66 31.21 32.76 34.31

    1.75 31.74 33.49 35.24 36.99 38.74

    1.95 35.36 37.31 39.26 41.21 43.16

    195.5 220.5 245.5 270.5 295.5

    8.45 19.57 22.08 24.58 27.08 29.59

    9.45 21.89 24.69 27.49 30.29 33.09

    10.45 24.21 27.30 30.40 33.49 36.59

    195.5 220.5 245.5 270.5 295.5

    9.27 21.47 24.22 26.96 29.71 32.46

    10.27 23.80 26.84 29.88 32.93 35.97

    11.27 26.11 29.44 32.78 36.12 39.46

    2014E EV/EBITDA Multiple

    Range (Using Mean):

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    2014E EV/EBITDA Multiple

    Range (Using Median):

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    P/E Multiple Range (Using Mean P/E)

    18.8 19.8 20.8 21.8 22.8

    1.55 29.15 30.70 32.25 33.80 35.35

    1.75 32.91 34.66 36.41 38.16 39.91

    1.95 36.67 38.62 40.57 42.52 44.47

    P/E Multiple Range (Using Median P/E)

    18.1 19.1 20.1 21.1 22.1

    1.55 28.11 29.66 31.21 32.76 34.31

    1.75 31.74 33.49 35.24 36.99 38.74

    1.95 35.36 37.31 39.26 41.21 43.16

    195.5 220.5 245.5 270.5 295.5

    8.45 19.57 22.08 24.58 27.08 29.59

    9.45 21.89 24.69 27.49 30.29 33.09

    10.45 24.21 27.30 30.40 33.49 36.59

    195.5 220.5 245.5 270.5 295.5

    9.27 21.47 24.22 26.96 29.71 32.46

    10.27 23.80 26.84 29.88 32.93 35.97

    11.27 26.11 29.44 32.78 36.12 39.46

    2014E EV/EBITDA Multiple

    Range (Using Mean):

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    2014E EV/EBITDA Multiple

    Range (Using Median):

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    P/E Multiple Range (Using Mean P/E)

    18.8 19.8 20.8 21.8 22.8

    1.55 29.15 30.70 32.25 33.80 35.35

    1.75 32.91 34.66 36.41 38.16 39.91

    1.95 36.67 38.62 40.57 42.52 44.47

    P/E Multiple Range (Using Median P/E)

    18.1 19.1 20.1 21.1 22.1

    1.55 28.11 29.66 31.21 32.76 34.31

    1.75 31.74 33.49 35.24 36.99 38.74

    1.95 35.36 37.31 39.26 41.21 43.16

    195.5 220.5 245.5 270.5 295.5

    8.45 19.57 22.08 24.58 27.08 29.59

    9.45 21.89 24.69 27.49 30.29 33.09

    10.45 24.21 27.30 30.40 33.49 36.59

    195.5 220.5 245.5 270.5 295.5

    9.27 21.47 24.22 26.96 29.71 32.46

    10.27 23.80 26.84 29.88 32.93 35.97

    11.27 26.11 29.44 32.78 36.12 39.46

    2014E EV/EBITDA Multiple

    Range (Using Mean):

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    2014E EV/EBITDA Multiple

    Range (Using Median):

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3

    2014E EPS Ranges:

    Assumed # shares (mm): 213.3EBITDA Range (US$mm)

    Share Price Market Enterprise

    Company Share Price % of Cap Value EBITDA P/E

    Ticker (US$) 52 week high (US$mm) (US$mm) (US$mm) LTM CY2015E LTM CY2015E CY2015E

    Activison Blizzard, Inc. ATVI 23.02 95.2% 16,453 15,920 1,468 3.4x 3.6x 13.0x 10.8x 19.4

    Ubisoft Entertainment UBI 18.30 96.0% 2,067 2,123 554 1.6x 1.3x 4.1x 3.9x 17.9

    Electronic Arts, Inc. EA 59.47 98.8% 18,438 16,131 1,205 3.6x 3.8x 14.5x 13.4x 25.0

    Capcom Co Ltd. CCOEF 19.35 100.0% 1,323 1,136 188 1.8x 2.0x 8.9x 9.7x 20.8

    Mean 30.04 97.5% 9570 8,827 854 2.6x 2.7x 10.1x 9.5x 20.8

    Median 21.19 97.4% 9260 9,021 879 2.6x 2.8x 10.9x 10.3x 20.1High 59.47 100.0% 18438 16,131 1,468 3.6x 3.8x 14.5x 13.4x 25.0

    Low 18.30 95.2% 1323 1,136 188 1.6x 1.3x 4.1x 3.9x 17.9

    Take-Two Interactive Inc. TTWO 25.21 81.9% 2,127 1,621 246 1.7x 1.0x 19.6x 6.6x 14.4

    Enterprise Value as a Multiple of

    Revenue (x) EBITDA (x)

    $(100.0)

    $-

    $100.0

    $200.0

    $300.0

    $400.0

    $500.0

    2010 2011 2012 2013 2014 2015E

    EBITDA ($MM)

    Take-Two EBITDA 2010-2015E

  • 14

    Base CaseHistorical Year

    2011 2012 2013 2014 2015E 2016E 2017E 2018E 2019E 2020E

    Sales *Blockbuster* *Blockbuster* *Blockbuster*

    Console 974,303$ 702,775$ 976,444$ 2,148,419$ 988,290$ 1,903,960$ 1,136,534$ 2,115,511$ 1,363,840$ 2,493,100$

    PC & Other 110,277$ 87,537$ 216,178$ 192,747$ 109,810$ 211,551$ 126,282$ 235,057$ 151,538$ 277,011$

    Handheld 52,296$ 35,510$ 21,861$ 9,402$ -$ -$ -$ -$ -$ -$

    Total Sales 1,136,876$ 825,823$ 1,214,483$ 2,350,568$ 1,098,100$ 2,115,511$ 1,262,815$ 2,350,568$ 1,515,378$ 2,770,111$

    Cost of goods sold 689,381$ 528,855$ 715,837$ 1,414,327$ 520,000$ 1,121,221$ 675,606$ 1,269,307$ 825,881$ 1,523,561$

    Gross Profit 447,495$ 296,968$ 498,646$ 936,241$ 578,100$ 994,290$ 587,209$ 1,081,261$ 689,497$ 1,246,550$

    Selling and Marketing 176,294$ 183,749$ 257,329$ 240,996$ 232,900$ 282,738$ 171,617$ 324,731$ 212,759$ 395,156$

    General and Administrative 109,484$ 121,200$ 147,260$ 161,374$ 165,200$ 201,058$ 122,038$ 230,920$ 151,295$ 281,000$

    Research and Development 69,576$ 64,162$ 78,184$ 105,256$ 108,500$ 131,944$ 80,088$ 151,541$ 99,288$ 184,406$

    Total Operating Expenses 355,354$ 369,111$ 482,773$ 507,626$ 506,600$ 628,307$ 381,370$ 721,624$ 472,798$ 878,125$

    EBITDA 92,141$ (72,143)$ 15,873$ 428,615$ 71,500$ 365,983$ 205,839$ 359,637$ 216,699$ 368,425$

    % Margin 8.1% -8.7% 1.3% 18.2% 6.5% 17.3% 16.3% 15.3% 14.3% 13.3%

    Less: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 23,271$ 20,205$ 49,362$ 39,400$ 85,873$

    EBIT 77,142$ (84,266)$ 5,239$ 415,256$ 52,900$ 342,713$ 185,634$ 310,275$ 177,299$ 282,551$

    % Margin 6.8% -10.2% 0.4% 17.7% 4.8% 16.2% 14.7% 13.2% 11.7% 10.2%

    Taxes 4$ 3,900$ 5,000$ 14,500$ 13,000$ 52,778$ 28,588$ 47,782$ 27,304$ 43,513$

    EBIAT 77,138$ (88,166)$ 239$ 400,756$ 39,900$ 289,935$ 157,046$ 262,493$ 149,995$ 239,038$

    Plus: Investing Activities 150,000.0

    Plus: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 23,271$ 20,205$ 49,362$ 39,400$ 85,873$

    Less: Capital Expenditures (9,650)$ (10,790)$ (16,820)$ (29,810)$ (42,900)$ (42,310)$ (25,256)$ (47,011)$ (30,308)$ (55,402)$

    Change in Net Working Capital (118,982)$ (49,000)$ (22,000)$ 137,000$ (25,000)$ 105,776$ (31,570)$ 117,528$ (37,884)$ (69,253)$

    Unlevered Free Cash Flow ($36,494.9) $14,167.0 ($27,947.0) $521,305.0 ($9,400.0) $376,671.0 $120,424.6 $382,371.6 $121,203.0 $200,256.9

    Annual Assumptions (Adjust Projections As Needed) Step

    -27.4% 47.1% 93.5% -53.3% -10.0% 15.0% 0.0% 20.0% 82.8% 0.0%

    64.0% 58.9% 60.2% 47.4% 53.0% 53.5% 54.0% 54.5% 55.0% 0.5%

    44.7% 39.8% 21.6% 46.1% 29.7% 30.2% 30.7% 31.2% 31.7% 0.5%

    1.5% 0.9% 0.6% 1.7% 1.1% 1.6% 2.1% 2.6% 3.1% 0.5%

    0.8% 1.3% 1.4% 1.3% 2.0% 2.0% 2.0% 2.0% 2.0% 0.0%

    20.3% NM 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 0.0%

    -10.5% -5.9% -1.8% 5.8% 5.0% -2.5% 5.0% -2.5% -2.5% 0.0%

    Effective Tax Rate

    Change in Working Capital (% of Sales)

    Projected Year

    Sales Growth (%)

    COGS (% of Sales)

    SG&A (% of Sales)

    Depreciation and Amortization (% of Sales)

    Capital Expenditures (% of Sales)

  • 15

    Base CaseKEY ASSUMPTIONS EQUITY VALUE CALCULATION

    SENSITIVITY ANALYSIS

    WACC 10.00%

    Net Present Value of FCF $1,239,997.16

    Terminal Growth Rate 2.00%

    Terminal Value $2,553,275.01

    Present Value of TV $984,398.04

    Enterprise Value $2,224,395.21

    Less Debt 470,420

    Less Preferred Securities 0

    Less Noncontrolling Interest 0

    Plus: Cash and Equivalents 976,600

    Equity Value $2,730,575.21

    88,370

    $30.90

    Diluted Shares:

    Equity Value Per Share

    Perpetuity Growth Method

    Terminal Growth Rate

    1.0% 1.5% 2.0% 2.5% 3.0%

    9.0% $32.26 $33.13 $34.13 $35.27 $36.61

    9.5% $30.83 $31.57 $32.40 $33.36 $34.46

    10.0% $29.56 $30.19 $30.90 $31.70 $32.62

    10.5% $28.44 $28.98 $29.58 $20.26 $31.03

    11.0% $27.42 $27.89 $28.41 $28.99 $29.64

    WA

    CC

    Blockbuster Percent of GTA V Sales 80.0%

    Annual Increase in Recurring Revenue 5.0%

    COGS, SG&A, D&A Annual Increase 0.5%

    Blockbuster Year Change in Working Capital as a Percent of Sales 5.0%

    Trough Year Change in Working Capital as a Percent of Sales -2.5%

    Effective Tax Rate 15.4%

    Ending Year FCF $200 MM

  • 16

    Bull CaseHistorical Year

    2011 2012 2013 2014 2015E 2016E 2017E 2018E 2019E 2020E

    Sales *Blockbuster* *Blockbuster* *Blockbuster*

    Console 974,303$ 702,775$ 976,444$ 2,148,419$ 988,290$ 2,538,613$ 1,284,777$ 2,961,716$ 1,927,166$ 3,276,181$

    PC & Other 110,277$ 87,537$ 216,178$ 192,747$ 109,810$ 282,068$ 142,753$ 329,080$ 214,130$ 364,020$

    Handheld 52,296$ 35,510$ 21,861$ 9,402$ -$ -$ -$ -$ -$ -$

    Total Sales 1,136,876$ 825,823$ 1,214,483$ 2,350,568$ 1,098,100$ 2,820,682$ 1,427,530$ 3,290,795$ 2,141,295$ 3,640,202$

    Cost of goods sold 689,381$ 528,855$ 715,837$ 1,414,327$ 520,000$ 1,494,961$ 763,729$ 1,777,029$ 1,167,006$ 2,002,111$

    Gross Profit 447,495$ 296,968$ 498,646$ 936,241$ 578,100$ 1,325,720$ 663,801$ 1,513,766$ 974,289$ 1,638,091$

    Selling and Marketing 176,294$ 183,749$ 257,329$ 240,996$ 232,900$ 376,984$ 194,001$ 454,623$ 300,638$ 519,275$

    General and Administrative 109,484$ 121,200$ 147,260$ 161,374$ 165,200$ 268,078$ 137,956$ 323,288$ 213,787$ 369,262$

    Research and Development 69,576$ 64,162$ 78,184$ 105,256$ 108,500$ 175,926$ 90,534$ 212,158$ 140,298$ 242,328$

    Total Operating Expenses 355,354$ 369,111$ 482,773$ 507,626$ 506,600$ 837,742$ 431,114$ 1,010,274$ 668,084$ 1,153,944$

    EBITDA 92,141$ (72,143)$ 15,873$ 428,615$ 71,500$ 487,978$ 232,687$ 503,492$ 306,205$ 484,147$

    % Margin 8.1% -8.7% 1.3% 18.2% 6.5% 17.3% 16.3% 15.3% 14.3% 13.3%

    Less: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 31,027$ 22,840$ 69,107$ 55,674$ 112,846$

    EBIT 77,142$ (84,266)$ 5,239$ 415,256$ 52,900$ 456,950$ 209,847$ 434,385$ 250,532$ 371,301$

    % Margin 6.8% -10.2% 0.4% 17.7% 4.8% 16.2% 14.7% 13.2% 11.7% 10.2%

    Taxes 4$ 3,900$ 5,000$ 14,500$ 13,000$ 70,370$ 32,316$ 66,895$ 38,582$ 57,180$

    EBIAT 77,138$ (88,166)$ 239$ 400,756$ 39,900$ 386,580$ 177,530$ 367,490$ 211,950$ 314,120$

    Plus: Investing Activities 150,000.0

    Plus: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 31,027$ 22,840$ 69,107$ 55,674$ 112,846$

    Less: Capital Expenditures (9,650)$ (10,790)$ (16,820)$ (29,810)$ (42,900)$ (56,414)$ (28,551)$ (65,816)$ (42,826)$ (72,804)$

    Change in Net Working Capital (118,982)$ (49,000)$ (22,000)$ 137,000$ (25,000)$ 141,034$ (35,688)$ 164,540$ (53,532)$ (91,005)$

    Unlevered Free Cash Flow ($36,494.9) $14,167.0 ($27,947.0) $521,305.0 ($9,400.0) $502,228.0 $136,132.1 $535,320.2 $171,265.1 $263,157.4

    Annual Assumptions (Adjust Projections As Needed) Step

    -27.4% 47.1% 93.5% -53.3% 20.0% 30.0% 40.0% 50.0% 70.0% 0.0%

    64.0% 58.9% 60.2% 47.4% 53.0% 53.5% 54.0% 54.5% 55.0% 0.5%

    44.7% 39.8% 21.6% 46.1% 29.7% 30.2% 30.7% 31.2% 31.7% 0.5%

    1.5% 0.9% 0.6% 1.7% 1.1% 1.6% 2.1% 2.6% 3.1% 0.5%

    0.8% 1.3% 1.4% 1.3% 2.0% 2.0% 2.0% 2.0% 2.0% 0.0%

    20.3% NM 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 0.0%

    -10.5% -5.9% -1.8% 5.8% 5.0% -2.5% 5.0% -2.5% -2.5% 0.0%

    Effective Tax Rate

    Change in Working Capital (% of Sales)

    Projected Year

    Sales Growth (%)

    COGS (% of Sales)

    SG&A (% of Sales)

    Depreciation and Amortization (% of Sales)

    Capital Expenditures (% of Sales)

  • 17

    Bull CaseKEY ASSUMPTIONS EQUITY VALUE CALCULATION

    SENSITIVITY ANALYSIS

    Blockbuster Percent of GTA V Sales 100.0%

    Annual Increase in Recurring Revenue 10.0%

    COGS, SG&A, D&A Annual Increase 0.5%

    Blockbuster Year Change in Working Capital as a Percent of Sales 5.0%

    Trough Year Change in Working Capital as a Percent of Sales -2.5%

    Effective Tax Rate 15.4%

    Ending Year FCF $263 MM

  • 18

    Bear CaseHistorical Year

    2011 2012 2013 2014 2015E 2016E 2017E 2018E 2019E 2020E

    Sales *Blockbuster* *Blockbuster* *Blockbuster*

    Console 974,303$ 702,775$ 976,444$ 2,148,419$ 988,290$ 1,375,082$ 1,062,412$ 1,480,858$ 1,195,213$ 2,184,850$

    PC & Other 110,277$ 87,537$ 216,178$ 192,747$ 109,810$ 152,787$ 118,046$ 164,540$ 132,801$ 242,761$

    Handheld 52,296$ 35,510$ 21,861$ 9,402$ -$ -$ -$ -$ -$ -$

    Total Sales 1,136,876$ 825,823$ 1,214,483$ 2,350,568$ 1,098,100$ 1,527,869$ 1,180,458$ 1,645,398$ 1,328,015$ 2,427,611$

    Cost of goods sold 689,381$ 528,855$ 715,837$ 1,414,327$ 520,000$ 809,771$ 631,545$ 888,515$ 723,768$ 1,335,186$

    Gross Profit 447,495$ 296,968$ 498,646$ 936,241$ 578,100$ 718,099$ 548,913$ 756,883$ 604,247$ 1,092,425$

    Selling and Marketing 176,294$ 183,749$ 257,329$ 240,996$ 232,900$ 204,200$ 160,424$ 227,312$ 186,453$ 346,299$

    General and Administrative 109,484$ 121,200$ 147,260$ 161,374$ 165,200$ 145,209$ 114,079$ 161,644$ 132,589$ 246,257$

    Research and Development 69,576$ 64,162$ 78,184$ 105,256$ 108,500$ 95,293$ 74,865$ 106,079$ 87,012$ 161,606$

    Total Operating Expenses 355,354$ 369,111$ 482,773$ 507,626$ 506,600$ 453,777$ 356,498$ 505,137$ 414,341$ 769,553$

    EBITDA 92,141$ (72,143)$ 15,873$ 428,615$ 71,500$ 264,321$ 192,415$ 251,746$ 189,906$ 322,872$

    % Margin 8.1% -8.7% 1.3% 18.2% 6.5% 17.3% 16.3% 15.3% 14.3% 13.3%

    Less: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 16,807$ 18,887$ 34,553$ 34,528$ 75,256$

    EBIT 77,142$ (84,266)$ 5,239$ 415,256$ 52,900$ 247,515$ 173,527$ 217,192$ 155,378$ 247,616$

    % Margin 6.8% -10.2% 0.4% 17.7% 4.8% 16.2% 14.7% 13.2% 11.7% 10.2%

    Taxes 4$ 3,900$ 5,000$ 14,500$ 13,000$ 38,117$ 26,723$ 33,448$ 23,928$ 38,133$

    EBIAT 77,138$ (88,166)$ 239$ 400,756$ 39,900$ 209,398$ 146,804$ 183,745$ 131,450$ 209,483$

    Plus: Investing Activities 150,000.0

    Plus: Depreciation & Amortization 14,999$ 12,123$ 10,634$ 13,359$ 18,600$ 16,807$ 18,887$ 34,553$ 34,528$ 75,256$

    Less: Capital Expenditures (9,650)$ (10,790)$ (16,820)$ (29,810)$ (42,900)$ (30,557)$ (23,609)$ (32,908)$ (26,560)$ (48,552)$

    Change in Net Working Capital (118,982)$ (49,000)$ (22,000)$ 137,000$ (25,000)$ 76,393$ (29,511)$ 82,270$ (33,200)$ (60,690)$

    Unlevered Free Cash Flow ($36,494.9) $14,167.0 ($27,947.0) $521,305.0 ($9,400.0) $272,040.2 $112,570.8 $267,660.1 $106,217.3 $175,496.8

    Annual Assumptions (Adjust Projections As Needed) Step

    -27.4% 47.1% 93.5% -53.3% -35.0% 7.5% -30.0% 12.5% 82.8% 0.0%

    64.0% 58.9% 60.2% 47.4% 53.0% 53.5% 54.0% 54.5% 55.0% 0.5%

    44.7% 39.8% 21.6% 46.1% 29.7% 30.2% 30.7% 31.2% 31.7% 0.5%

    1.5% 0.9% 0.6% 1.7% 1.1% 1.6% 2.1% 2.6% 3.1% 0.5%

    0.8% 1.3% 1.4% 1.3% 2.0% 2.0% 2.0% 2.0% 2.0% 0.0%

    20.3% NM 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 15.4% 0.0%

    -10.5% -5.9% -1.8% 5.8% 5.0% -2.5% 5.0% -2.5% -2.5% 0.0%

    Effective Tax Rate

    Change in Working Capital (% of Sales)

    Projected Year

    Sales Growth (%)

    COGS (% of Sales)

    SG&A (% of Sales)

    Depreciation and Amortization (% of Sales)

    Capital Expenditures (% of Sales)

  • 19

    Bear CaseKEY ASSUMPTIONS EQUITY VALUE CALCULATION

    SENSITIVITY ANALYSIS

    Terminal Growth Rate

    1.0% 1.5% 2.0% 2.5% 3.0%

    9.0% $28.69 $29.45 $30.33 $31.33 $32.50

    9.5% $27.45 $28.10 $28.83 $29.66 $30.63

    10.0% $26.36 $26.91 $27.53 $28.23 $29.03

    10.5% $25.38 $25.85 $26.38 $26.98 $27.65

    11.0% $24.51 $24.92 $25.37 $25.88 $26.45

    WA

    CC

    WACC 10.00%

    Net Present Value of FCF $1,063,630.59

    Terminal Growth Rate 2.00%

    Terminal Value $2,237,584.75

    Present Value of TV $862,685.79

    Enterprise Value $1,926,316.38

    Less Debt 470,420

    Less Preferred Securities 0

    Less Noncontrolling Interest 0

    Plus: Cash and Equivalents 976,600

    Equity Value $2,432,496.38

    88,370

    $27.53

    Diluted Shares:

    Equity Value Per Share

    Perpetuity Growth MethodBlockbuster Percent of GTA V Sales 60.0%

    Annual Increase in Recurring Revenue 2.5%

    COGS, SG&A, D&A Annual Increase 0.5%

    Blockbuster Year Change in Working Capital as a Percent of Sales 5.0%

    Trough Year Change in Working Capital as a Percent of Sales -2.5%

    Effective Tax Rate 15.4%

    Ending Year FCF $175 MM

  • 20

    EvolveOVERVIEW RECEPTION

    DLC CONCERNS

    Has drawn criticism for more than $60 of DLC not covered with purchase

    Continual release of new hunters and monsters

    4 new hunters released March 31, 2015

    Evolve not a huge expense and so its disappointing launch not integral to Take-Twos success.

    Developed by Turtle Rock Studios and originally owned by THQ

    Take-Two bought rights for $10.8 million during THQs bankruptcy

    Players can either join a group of four hunters or be the monster and kill alone

    Released February 10, 2015 and debuted #1 in UK software-sales chart, becoming the first 2K games since 2013

    Take Two satisfied with an incredible launch

    Estimated 1.5 million copies sold by the end of the yearBest of Show

    E3 2014

    Best of ShowGamesCon

    A must-own for next gen gamers

    NY Daily News

  • 21

    Violence ConcernsOVERVIEW TAKE TWOS RESPONSE

    MANHUNT CONTROVERSY

    Intense realistic violence in a stealth horror video game

    Game allegedly linked to the murder of 14-year-old Stefan Pakeerah by 17-year-old friend in Leicestershire, England

    Police deny any connection between Manhunt and the game

    Banned in Russia and New Zealand

    Still released Manhunt 2 to mixed to positive reviews

    Belief that violent video games like Grand Theft Auto and Red Dead Redemption will increase violence among children

    No evidence as of yet that the two are correlated

    Women rights activists outcry over ability to hire and kill prostitute in GTA V

    Target Australia pulled GTA V after three survivors of sexual violence started a petition

    GTA V still went on to sell over $1 billion in its opening weekend

    On the same level of disturbance as the evening news or Hollywood movies

    Supreme Court ruled 7-2 to overturn a California law that would ban the sale of violent video games to children under grounds of free speech

    This is a criminal setting; its a gritty underworld;and its beautiful art Strauss Zelnick

  • 22

    Virtual RealityOVERVIEW TAKE TWOS STRATEGY

    Facebook bought Oculus VR for $2 billion

    Oculus developing Developer Kit so help gaming companies create VR content

    Sony developing Project Morpheus VR expected to release in 2016

    Samsung developed Samsung Gear VR in collaboration with Oculus

    Still no games developed for VR

    Concerns over nausea

    If thats what consumers want, well be first in line to give it to them Strauss Zelnick

  • 23

    Twitch InteractiveOVERVIEW KEY GROWTH

    IMPORTANCE

    Shows Take Twos integral understanding of the industry

    Clear sign that Take Two can strategically its cash stockpile

    Confirms the video game industrys growth and solid user base

    Originally launched in 2007 by Justin Kan and Emmet Shear

    A live streaming video platform focusing on video gaming

    Attracts 35 million unique visitors a month

    Primetime Twitch is bigger CNN, MSNBC, and MTV

    Includes playthroughs of video games and broadcasts of e-sports

    Bought for $970 million by Amazon on August 25, 2014

    Take Two received $22 million in cash - > $.27/share

    0%

    5%

    10%

    15%

    20%

    25%

    30%

    35%

    Netflix Google Apple Twitch Hulu Facebook Valve Amazon Pandora

    Percent of Peak Internet Traffic

  • 24

    SourcesGRAPHS INFORMATION

    NPD Group

    Mintel Video Game Industry Research

    Credit Suisse Equity Research, Report February 2015

    Wedbush Equity Research, Report February 2015

    ValuEngine Forecast and Research Report

    Macquarie Research USA, Report March 2015

    BMO Capital Markets, Digital Entertainment and Internet eCommerceReport February 2015

    Take-Two Investor Relations

    S&P Capital IQ Stock Report March 2015

    Bloomberg, Financial Analysis TTWO

    Thompson One, Financial Statements TTWO

    Cowen and Company Equity Research

    Piper Jaffray Research and Hot Comment

    Hilliard Lions, Company Update/Estimate Change February 2015

    Brean Capital, LLC Target Price Change TTWO March 2015

    Jefferies TTWO Company Note and Estimate Change, March 2015

    Buysellsignals Equity Research Report TTWO February 2015

    MKM Partners Research and Company Update

    Take-Two Investor Relations

    NY Times 2014: N.B.A. Looks to Asia for Next Growth Spurt

    BBC 2015: NBA boss Adam Silver hopes for global basketball bounce