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This Week At Bungie – 11/02/2017

This week at Bungie, we announced “Curse of Osiris.”

Our 2017 World Tour isn’t over yet. At Paris Games Week, we announced your next adventure in Destiny 2. If you missed the trailer, check out the mysteries that await.

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We know you have a lot of questions about what you saw. Osiris has that effect on even his most devout Followers. We have answers coming soon.

As promised at TwitchCon, there will be three Bungie livestreams in November. We’ll use them to unpack more of what you’ll find in Expansion One.

Curse of Osiris – Stream One – New Stories to Tell

11AM Pacific, Wednesday, November 15

Learn about the places you’ll go, the characters you’ll meet, and the enemies you’ll fight.

Curse of Osiris – Stream Two – New Ways to Play

11AM Pacific, Tuesday, November 21

Watch us preview some of the new activities that will challenge you and your Fireteam.

Curse of Osiris – Stream Three – New Gear to Earn

11AM Pacific, Wednesday, November 29

Inspect the new inventories and see it all in action on a brand new Crucible map.

Many members of the Bungie development team will be in the hot seats to tell you all about what they’ve been working on. We hope you’ll join us to be a part of the moment and sound off in chat.

Choosing Sides

You’re about to be called again to declare your loyalty during another week of Faction Rallies. If you are a new player who missed the first event, this will be an opportunity for you to define your character, join a movement, and earn some awesome gear. From November 7 until November 13, follow the call to action from your chosen leader to earn reward packages full of armor, weapons, and more. Your efforts in game will determine which faction is crowned the winner and given the right to sell their weapon as an additional reward.

Last time, Dead Orbit won the day. Can a new faction unseat them and become champions? Or will they defend their title and create a dynasty that will last forever?

If you read the 1.0.6 Patch Notes this morning, you may have noticed a few changes we’ve made since the last event. Senior Designer Tim Williams can elaborate.  

Tim Williams: During the first Faction Rallies, we had a chance to learn a lot about how the activities motivated gameplay. We looked at the time invested compared to the rewards and made the following adjustments:

Faction Rallies

  • Strikes now reward faction tokens at a range of 5 to 9 faction tokens per completion (up from 3 to 7) 
    • Nightfall now rewards 10 to 18 faction tokens on first completion per character 
  • Completing Heroic Public Events now rewards 5 faction tokens (down from 8)
  • Destroying enemy resources no longer rewards faction tokens
    • Opening Lost Sector Chests now rewards 3 faction tokens for each fireteam member

Strikes should feel more worthy of the time you invest in them. We noticed that players felt Lost Sectors were useful, but disliked the fact that they couldn’t enjoy them with a fireteam, so we moved the faction tokens from the destructible items to the chest at the end of the activity. The destructibles will still be featured as a daily milestone and are still available to help your fireteam clear out the Lost Sector.

We’re all excited to see which faction the players will help to win this faction rally. We’ll be watching and looking to improve the Faction Rallies over time, so please keep the feedback coming!

In addition to the changes Tim talked about, we also added some new weapons for you to obtain from your faction of choice. Here is a look at what we added to the packages, and what each side has to offer if they emerge victorious.

New Monarchy Weapons

Future War Cult Weapons

Dead Orbit Weapons

The winning faction – and ONLY the winning faction – will sell the weapon they’ve selected to lure you into their ranks. Aside from all the gear you stand to earn, this is what you’re fighting for.

New Monarchy Sword

Future War Cult Fusion Rifle

Dead Orbit Grenade Launcher

Depending on who emerges the victor, you’ll be able to claim one of these rewards during the week following the ritual. If you pledged loyalty to the winner, you can pick it up for 1,000 Glimmer. For everyone else, it’s 50,000 Glimmer. That’s the price for disloyalty in the Tower.

Good luck, and may the best faction win!

Good Will Hunting

The Bungie Bounty is back. This time, we’ll be playing on Xbox One. Another brave soul has volunteered to host the Bungie team on their own stream. SheSnaps will be the target. Match with her in Quickplay and win during the time indicated below to claim your emblem.

When:  November 3rd, 2017

6:00–8:00 p.m. (Pacific)

Playlist: Quickplay

Console: XB1

SneSnaps won’t be going it alone. We have an all-Bungie fireteam backing her up. 

L0SE – Joel Acosta, BVT Tester
OppDef – Richard Meier, PVP Tester

This will not be a reveal stream like the ones we talked about above. We’ll just be confronting the community in the Crucible and giving out emblems to anyone who can beat us. Don’t expect any revelations about Osiris. We’re saving that for later.

About that emblem. Here is a peek at what the Sign of Mutual Combat looks like:

All winners will receive their emblem in the Collections section of their vault within a week. I’ll make the announcement on Twitter. You can see the emblems in your vault at any of the social spaces. For more info you can check out this Bungie Bounty Guide.

Look alive, PC Players! The next Bungie Bounty will be on your platform.

Fall Back! 


As we welcome a wider variety of machines that play our game, Destiny Player Support is working around the clock to identify issues and communicate fixes. They have more info about a patch we deployed this morning, along with the impending time change this weekend.

This is their report.

Daylight Saving Time (Fall Back):

Ritual reset times are subject to change during Daylight Savings Time. Starting Sunday November 5, Daily and Weekly Reset will occur at 1:00 AM Pacific (9:00 AM UTC). For additional information concerning ritual resets, please see this Help Article.

PC Issue updates:

Since the launch of Destiny 2 on PC, we have been investigating various reports of crashes, performance degradation, framerate hitches, and alternate issues with players on the #Help forum. The following issues have been identified, investigated, and resolved:

  • SSSE3 processor requirement: Hotfix 1.0.5.1 was deployed to remove the SSSE3 processor requirement. Players experiencing crashes due to this requirement should no longer be blocked from playing Destiny 2, but these processors remain below the below minimum spec and are not officially supported.
  • AMD Vega Crashes: Players experiencing crashes when attempting to play through the mission “Six” or during general Destiny 2 gameplay may resolve these issues by downloading the most recent Driver Updates. Players may experience elevated crashes if their drivers have not been updated to version 17.8 or higher, and are advised to update when possible.
  • Clan Rosters: Players should now be able to interact with Clan Rosters after accepting Hotfix 1.0.6.1
  • Performance Degradation: Hotfix 1.0.6.1 also addressed an issue where players would experience performance degradation over time.
For a list of all known PC issues, please see the PC Known Issue and Vital Information thread. Please note we are actively investigating reports of Destiny 2 PC frame rate stuttering after accepting Hotfix 1.0.6.1. We advise all players to use the PC Reporting Issues template when posting to the PC Support forum, as this provides valuable information to our internal teams that is used throughout our investigations.

Trials of the Nine

Following Hotfix 1.0.6, Trials of the Nine is set to return this Friday (11/3), also making its first appearance on PC. Players are required to complete the Destiny 2 Campaign, finish the Call to Arms Milestone once, have a minimum Power level of 260, and have a pre-made fireteam of four to access this event. 

For additional information concerning Trials of the Nine, please see this Help Article.

White Gloves, Gold Standards

With each new release, the #Help forum receives new players in search of assistance. Whether it be general gameplay questions or players seeking information on how to configure their network, Community Mentors are at the ready to lend a helping hand. Prior to Destiny 2 launching in September, an invitation to the Welcoming Committee was offered to players we frequently see sharing Help Articles, Bungie Communications, and troubleshooting steps within the forums. We’d like to extend a belated welcome to the following members:
  • DMHSutter
  • DMHTosh
  • Blackfayaman
  • TheCatalyyyst

With a forum badge and the ability to mark answers within the #Help forum, each member is also granted the unique “Vigilant Console” emblem within Destiny 2 as thanks for their dedication to the community.

If you see this emblem in the wild, know you’re in good company.

Set the Stage

Good news! This morning’s patch fixed our ability to grant the Lens of Fate emblem. We will be sending it out to this week’s winners and all previous winners since the launch of Destiny 2 who have been patiently waiting. Do you want to win and be one of the next lucky Guardians to receive this emblem? Submit your movie to the Creations page and you will have your shot.

Here are this week’s winners.

Move of the Week: Sector 13

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Honorable Mention: Warlocks are Good With Guns

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Honorable Mention: A Warlock’s Tale

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We’re excited that Trials of the Nine is coming back tomorrow. This will be the first time PC players get to experience the thrill of playing through a scorecard with the chance of unlocking the mysteries of the spire and earning sweet loot.

New things to do are on the way. You have a roadmap of when we will be sharing some more details about Curse of Osiris and what else you can expect when Season Two begins with it on December 5. In the meantime, we will continue to monitor the conversation.

<3 Cozmo

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Activision Blizzard Announces Better-Than-Expected Third-Quarter 2017 Financial Results

Record Q3 Revenues

Record Year-to-Date Revenues and EPS

Company Increases CY 2017 Revenues and EPS Outlook

SANTA MONICA, Calif.–(BUSINESS WIRE)– Activision Blizzard, Inc. (Nasdaq: ATVI) today announced better-than-expected third-quarter 2017 results.

   
Third Quarter
  Prior  
(in millions, except EPS)       2017 Outlook*   2016
GAAP Net Revenues $ 1,618   $ 1,385   $ 1,568
Impact of GAAP deferralsA $ 284 $ 315 $ 62
 
GAAP EPS $ 0.25 $ 0.09 $ 0.26
Non-GAAP EPS $ 0.47 $ 0.34 $ 0.49
Impact of GAAP deferralsA $ 0.13 $ 0.11 $ 0.03
 

* Prior outlook was provided by the company on August 3, 2017 in its earnings release.

 

For the quarter ended September 30, 2017, Activision Blizzard’s net revenues presented in accordance with GAAP were a Q3 record of $1.62 billion, as compared with $1.57 billion for the third quarter of 2016. GAAP net revenues from digital channels were a Q3 record of $1.35 billion. GAAP operating margin was 16%. GAAP earnings per diluted share were $0.25, as compared with $0.26 for the third quarter of 2016.

For the quarter ended September 30, 2017, on a non-GAAP basis, Activision Blizzard’s operating margin was 30% and earnings per diluted share were $0.47, as compared with $0.49 for the third quarter of 2016.

For the quarter, operating cash flows were $379 million.

Please refer to the tables at the back of this press release for a reconciliation of the company’s GAAP and non-GAAP results.

Bobby Kotick, Chief Executive Officer of Activision Blizzard, said, “This was another strong quarter. We delivered record results and impressive engagement. With the recently released Destiny 2 off to a strong start, King’s position as the number one mobile publisher in the U.S.1, our release of Call of Duty®: WWII, and the upcoming launch of the Overwatch League™, we have great momentum as we approach the end of the year.”

Kotick added, “By investing in our franchises and communities, we continue to make progress on our efforts to connect and engage the world through epic entertainment.”

Selected Business Highlights:

We serve our hundreds of millions of audience members with an ongoing pipeline of content, services, and features. In Q3 we demonstrated that meaningful results can come from content investments, both large and small.

Audience Reach

  • Activision Blizzard had 384 million Monthly Active Users (MAUs)B in the quarter.
  • Activision had the biggest third-quarter online player community in its history, with a record 49 million MAUsB.
  • Launched in September, Destiny 2 is the best-selling console game year-to-date in the U.S.2 Digital mix was over 50% of console full game sell-through, a new record for the company. In October, we introduced the Destiny franchise to PC gamers on Blizzard’s Battle.net® platform, opening the franchise to new global audiences and future growth opportunities.
  • Activision’s Call of Duty continued its strong momentum with record Q3 MAUsB ahead of the highly anticipated launch of Call of Duty: WWII on November 3, 2017. Pre-order momentum has been strong, with a higher percentage of pre-orders on the digital offering than prior Call of Duty titles.
  • Blizzard had the biggest third quarter online player community in its history, with a record 42 million MAUsB. This is the fourth quarter in a row that Blizzard drove quarterly record MAUsB. Overwatch® and Hearthstone® MAUsB grew year-over-year. The Overwatch community grew to over 35 million registered players.
  • King had 293 million MAUsB for the quarter and has had two of the top-10 highest-grossing titles in the U.S. mobile app stores for sixteen quarters in a row.1Candy Crush Saga, which is celebrating its 5th anniversary, returned to the #1 grossing position in U.S. mobile app stores for the quarter.1

Deep Engagement

  • The company achieved a new milestone with players spending over 50 minutes per day in Activision Blizzard games, in line with some of the most engaging online connected platforms in the world.
  • Activision and Bungie’s Destiny 2 is well ahead of the highly engaging original Destiny on time spent per player and attach rate to the Expansion Pass.
  • Blizzard’s Hearthstone: Knights of the Frozen Throneexpansion led to double-digit percentage growth in time spent year-over-year for the franchise. Overwatch had a Summer Games seasonal event in August and a Halloween Terror event in October, both of which continued to drive strong engagement and participation in customization items. World of Warcraft® released a new content update in the quarter, leading to stable MAUsB for the franchise quarter-over-quarter and continued participation in value added services.
  • King’s increased cadence of live operations and new features continued to drive strong engagement. The frequency with which players returned to play and the time spent per player are at record highs.
  • The inaugural season of the Overwatch League is set to begin at the Blizzard Arena Los Angeles, with 12 world-class teams from around the world competing in regular season games starting on January 10, 2018. This morning, Blizzard announced groundbreaking Overwatch League sponsorship deals with HP and Intel.
  • Blizzard’s eleventh BlizzCon® will be returning to the Anaheim Convention Center this Friday, November 3, and Saturday, November 4, where it will host over 30,000 people. With tickets having sold out in a matter of seconds, millions more will be able to join through live-streaming or the BlizzCon Virtual Ticket. BlizzCon will feature a number of events, including the finals of several Blizzard esports tournaments, with global champions crowned across a number of franchises.
  • The new season of Activision’s Call of Duty World League is set to begin in December, featuring the largest prize pool in franchise history.

Player Investment

  • Activision Blizzard delivered a Q3 record of over $1 billion of in-game revenues, with record performance year-to-date.
  • Activision achieved record Q3 segment revenues and operating income, capping record year-to-date performance.
  • With the launch of the game on PC, Destiny 2 is now ahead of the original game in consumer spend.
  • Call of Duty had strong franchise engagement and stable in-game purchases sequentially.
  • King’s paying players grew for the first time since Q1 2016, while gross bookingsC per paying user also grew for the ninth quarter in a row to a new record.
  • Candy Crush franchise gross bookingsC grew to their highest level since 2013. King also achieved record quarterly mobile gross bookingsC in Q3, driving the third sequential quarter of segment revenues growth.
  • Both Activision and Blizzard delivered strong library content in the quarter with Activision’s Crash BandicootN. Sane Trilogy, and Call of Duty: Modern Warfare® Remastered, released as a standalone game, and Blizzard’s StarCraft®: Remastered.

Company Outlook:

(in millions, except EPS)

  GAAP
Outlook
 

Non-GAAP
Outlook

 

Impact of GAAP
deferralsA

   

CY 2017

Net Revenues $ 6,675 6,675 175
EPS $ 1.22 2.08 0.08
Fully Diluted Shares 767 767
 

Q4 2017

Net Revenues $ 1,700 1,700 635
EPS $ 0.10 0.36 0.46
Fully Diluted Shares 769 769
 

Currency Assumptions for 2017 Outlook:

  • $1.12 USD/Euro for current outlook (vs. average of $1.11 for 2016 and $1.11 for 2015); and
  • $1.32 USD/British Pound Sterling for current outlook (vs. average of $1.36 for 2016 and $1.53 for 2015).
  • Note: Our financial guidance includes the forecasted impact of the FX cash flow hedging program.

Conference Call:

Today at 4:30 p.m. EDT, Activision Blizzard’s management will host a conference call and Webcast to discuss the company’s results for the quarter ended September 30, 2017 and management’s outlook for the remainder of the calendar year. The company welcomes all members of the financial and media communities and other interested parties to visit the “Investor Relations” area of www.activisionblizzard.com to listen to the conference call via live Webcast or to listen to the call live by dialing into 877-604-9668 in the U.S. with passcode 2253748.

About Activision Blizzard:

Activision Blizzard, Inc., a member of the Fortune 500 and S&P 500, is the world’s most successful standalone interactive entertainment company. We delight hundreds of millions of monthly active users around the world through franchises including Activision’s Call of Duty®, Destiny and Skylanders®, Blizzard Entertainment’s World of Warcraft®, Overwatch®, Hearthstone®, Diablo®, StarCraft®, and Heroes of the Storm®, and King’s Candy Crush™, Pet Rescue™, Bubble Witch™ and Farm Heroes™. The company is one of the Fortune “100 Best Companies To Work For®.” Headquartered in Santa Monica, California, Activision Blizzard has operations throughout the world, and its games are played in 196 countries. More information about Activision Blizzard and its products can be found on the company’s website, www.activisionblizzard.com.

1 U.S. ranking for Apple App Store and Google Play Store combined, per App Annie Intelligence for third quarter 2017.

2 Per NPD and internal estimates

A Net effect of accounting treatment from revenue deferrals on certain of our online enabled products. Some of our games’ online functionality represents an essential component of gameplay and, as a result, a more-than-inconsequential separate deliverable. As a result, we recognize revenues attributed to these game titles over their estimated service periods, which is generally less than a year. The related cost of revenues is deferred and recognized as an expense as the related revenues are recognized. Impact from changes in deferrals refers to the net effect from revenue deferrals accounting treatment for the purposes of revenues, along with, for the purposes of EPS, the related cost of revenues deferrals treatment and the related tax impacts. Internally, management excludes the impact of this change in deferred revenues and related cost of revenues when evaluating the company’s operating performance, when planning, forecasting and analyzing future periods, and when assessing the performance of its management team. Management believes this is appropriate because doing so enables an analysis of performance based on the timing of actual transactions with our customers. In addition, management believes excluding the change in deferred revenues and the related cost of revenues provides a much more timely indication of trends in our operating results.

BMonthly Active User (“MAU”) Definition: We monitor MAUs as a key measure of the overall size of our user base. MAUs are the number of individuals who played a particular game in a given month. We calculate average MAUs in a period by adding the total number of MAUs in each of the months in a given period and dividing that total by the number of months in the period. An individual who plays two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who plays the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who plays the same game on two platforms or devices in the relevant period would generally be counted as a single user.

CGross bookings is an operating metric that represents the total cash spent by players in the period for the purchase of virtual items. King uses gross bookings to evaluate its results of operations, generate future operating plans and assess performance. Gross bookings is the total price paid by players, which includes indirect taxes (sales tax or value added tax etc.), platform providers fees, and King’s share of revenues.

Non-GAAP Financial Measures: As a supplement to our financial measures presented in accordance with Generally Accepted Accounting Principles (“GAAP”), Activision Blizzard presents certain non-GAAP measures of financial performance. These non-GAAP financial measures are not intended to be considered in isolation from, as a substitute for, or as more important than, the financial information prepared and presented in accordance with GAAP. In addition, these non-GAAP measures have limitations in that they do not reflect all of the items associated with the company’s results of operations as determined in accordance with GAAP.

Activision Blizzard provides net income (loss), earnings (loss) per share, and operating margin data and guidance both including (in accordance with GAAP) and excluding (non-GAAP) certain items. When relevant, the company also provides constant FX information to provide a framework for assessing how our underlying businesses performed excluding the effect of foreign currency rate fluctuations. In addition, Activision Blizzard provides EBITDA (defined as GAAP net income (loss) before interest (income) expense, income taxes, depreciation and amortization) and adjusted EBITDA (defined as non-GAAP operating margin (see non-GAAP financial measure below) before depreciation). The non-GAAP financial measures exclude the following items, as applicable in any given reporting period and our outlook:

  • expenses related to stock-based compensation;
  • the amortization of intangibles from purchase price accounting;
  • fees and other expenses related to the King acquisition, inclusive of related debt financings, and refinancing of long-term debt, including penalties and the write off of unamortized discount and deferred financing costs;
  • restructuring charges;
  • other non-cash charges from reclassification of certain cumulative translation adjustments into earnings as required by GAAP; and
  • the income tax adjustments associated with any of the above items (tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results).

In the future, Activision Blizzard may also consider whether other items should also be excluded in calculating the non-GAAP financial measures used by the company. Management believes that the presentation of these non-GAAP financial measures provides investors with additional useful information to measure Activision Blizzard’s financial and operating performance. In particular, the measures facilitate comparison of operating performance between periods and help investors to better understand the operating results of Activision Blizzard by excluding certain items that may not be indicative of the company’s core business, operating results, or future outlook. Internally, management uses these non-GAAP financial measures, along with others, in assessing the company’s operating results, and measuring compliance with the requirements of the company’s debt financing agreements, as well as in planning and forecasting.

Activision Blizzard’s non-GAAP financial measures are not based on a comprehensive set of accounting rules or principles, and the terms non-GAAP net income, non-GAAP earnings per share, non-GAAP operating margin, and non-GAAP or adjusted EBITDA do not have a standardized meaning. Therefore, other companies may use the same or similarly named measures, but exclude different items, which may not provide investors a comparable view of Activision Blizzard’s performance in relation to other companies.

Management compensates for the limitations resulting from the exclusion of these items by considering the impact of the items separately and by considering Activision Blizzard’s GAAP, as well as non-GAAP, results and outlook, and by presenting the most comparable GAAP measures directly ahead of non-GAAP measures, and by providing a reconciliation that indicates and describes the adjustments made.

Cautionary Note Regarding Forward-looking Statements: The statements contained herein that are not historical facts are forward-looking statements, including, but not limited to, statements about: (1) projections of revenues, expenses, income or loss, earnings or loss per share, cash flow or other financial items; (2) statements of our plans and objectives, including those related to releases of products and services; (3) statements of future financial or operating performance; and (4) statements of assumptions underlying such statements. The company generally uses words such as “outlook,” “forecast,” “will,” “could,” “should,” “would,” “to be,” “plan,” “plans,” “believes,” “may,” “might,” “expects,” “intends,” “intends as,” “anticipates,” “estimate,” “future,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to,” “subject to,” “upcoming,” and other similar expressions to help identify forward-looking statements. Forward-looking statements are subject to business and economic risks, reflect management’s current expectations, estimates and projections about our business, and are inherently uncertain and difficult to predict.

The company cautions that a number of important factors could cause Activision Blizzard’s actual future results and other future circumstances to differ materially from those expressed in any forward-looking statements. Such factors include, but are not limited to: sales levels of Activision Blizzard’s titles, products and services; concentration of revenue among a small number of titles; Activision Blizzard’s ability to predict consumer preferences, including interest in specific genres, and preferences among platforms; the diversion of management time and attention to issues relating to the operations of our acquired or newly started businesses; the amount of our debt and the limitations imposed by the covenants in the agreements governing our debt; the adoption rate and availability of new hardware (including peripherals) and related software; counterparty risks relating to customers, licensees, licensors and manufacturers; maintenance of relationships with key personnel, customers, financing providers, licensees, licensors, manufacturers, vendors, and third-party developers, including the ability to attract, retain and develop key personnel and developers that can create high-quality titles, products and services; risks relating to the expansion into new businesses, including the potential impact on our existing businesses; changing business models within the video game industry, including digital delivery of content and the increased prevalence of free-to-play games; product delays or defects; competition, including from other forms of entertainment; rapid changes in technology and industry standards; possible declines in software pricing; product returns and price protection; the identification of suitable future acquisition opportunities and potential challenges associated with geographic expansion; the seasonal and cyclical nature of the interactive entertainment market; the outcome of current or future tax disputes; litigation risks and associated costs; protection of proprietary rights; shifts in consumer spending trends; capital market risks; the impact of applicable regulations; domestic and international economic, financial and political conditions and policies; tax rates and foreign exchange rates; the impact of the current macroeconomic environment; and the other factors identified in “Risk Factors” included in Part I, Item 1A of our Annual Report on Form 10-K for the year ended December 31, 2016.

The forward-looking statements in this press release are based on information available to the company at this time and we assume no obligation to update any such forward-looking statements. Although these forward-looking statements are believed to be true when made, they may ultimately prove to be incorrect. These statements are not guarantees of our future performance and are subject to risks, uncertainties and other factors, some of which are beyond our control and may cause actual results to differ materially from current expectations.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS
(Unaudited)
(Amounts in millions, except per share data)
 
  Three Months Ended September 30,   Nine Months Ended September 30,
2017   2016 2017   2016
Net revenues
Product sales $ 384 $ 355 $ 1,373 $ 1,501

Subscription, licensing, and other revenues 1

1,234   1,213   3,601   3,093
Total net revenues 1,618 1,568 4,974 4,594
 
Costs and expenses
Cost of revenues—product sales:
Product costs 149 111 422 429
Software royalties, amortization, and intellectual property licenses 37 42 200 250
Cost of revenues—subscription, licensing, and other:
Game operations and distribution costs 249 237 717 620
Software royalties, amortization, and intellectual property licenses 117 139 359 319
Product development 273 249 750 673
Sales and marketing 345 340 899 830
General and administrative 191   156   539   486
Total costs and expenses 1,361   1,274   3,886   3,607
 
Operating income 257 294 1,088 987
Interest and other expense (income), net 37   63   121   181
Income before income tax expense 220 231 967 806
 
Income tax expense 32 32 109 93
       
Net income $ 188   $ 199   $ 858   $ 713
 
Basic earnings per common share $ 0.25 $ 0.27 $ 1.14 $ 0.96
Weighted average common shares outstanding 755 742 753 739
 
Diluted earnings per common share $ 0.25 $ 0.26 $ 1.12 $ 0.94
Weighted average common shares outstanding assuming dilution 766 756 764 753
 
1     Subscription, licensing, and other revenues represent revenues from World of Warcraft subscriptions, licensing royalties from our products and franchises, value-added services, downloadable content, microtransactions, and other miscellaneous revenues.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
CONDENSED CONSOLIDATED BALANCE SHEETS
(Unaudited)
(Amounts in millions)
 
  September 30,   December 31,
2017 2016
Assets
Current assets
Cash and cash equivalents $ 3,576 $ 3,245
Accounts receivable, net 888 732
Inventories, net 94 49
Software development 377 412
Other current assets 451   392  
Total current assets 5,386 4,830
Software development 114 54
Property and equipment, net 254 258
Deferred income taxes, net 439 283
Other assets 469 401
Intangible assets, net 1,292 1,858
Goodwill 9,764   9,768  
Total assets $ 17,718   $ 17,452  
 
Liabilities and Shareholders’ Equity
Current liabilities
Accounts payable $ 313 $ 222
Deferred revenues 1,373 1,628
Accrued expenses and other liabilities 703   806  
Total current liabilities 2,389 2,656
Long-term debt, net 4,388 4,887
Deferred income taxes, net 40 44
Other liabilities 934   746  
Total liabilities 7,751   8,333  
 
Shareholders’ equity
Common stock
Additional paid-in capital 10,671 10,442
Treasury stock (5,563 ) (5,563 )
Retained earnings 5,501 4,869
Accumulated other comprehensive loss (642 ) (629 )
Total shareholders’ equity 9,967   9,119  
Total liabilities and shareholders’ equity $ 17,718   $ 17,452  
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES
(Amounts in millions, except per share data)
 
Three Months Ended September 30, 2017   Net Revenues   Cost of Revenues – Product Sales: Product Costs   Cost of Revenues – Product Sales: Software Royalties and Amortization   Cost of Revenues – Subs/Lic/Other: Game Operations and Distribution Costs   Cost of Revenues – Subs/Lic/Other: Software Royalties and Amortization   Product Development   Sales and Marketing   General and Administrative   Total Costs and Expenses
GAAP Measurement   $ 1,618   $ 149   $ 37   $ 249   $ 117   $ 273   $ 345   $ 191   $ 1,361
Share-based compensation1 (1 ) (1 ) (15 ) (3 ) (27 ) (47 )
Amortization of intangible assets2 (109 ) (76 ) (2 ) (187 )
Fees and other expenses related to the King Acquisition3 (3 ) (3 )
Other non-cash charges4                             1     1  
Non-GAAP Measurement $ 1,618     $ 149     $ 36     $ 249     $ 7     $ 258     $ 266     $ 160     $ 1,125  
 
Net effect of deferred revenues and related cost of revenues5 $ 284 $ 30 $ 120 $ 3 $ (1 ) $ $ $ $ 152
             
Operating Income   Net Income   Basic Earnings per Share   Diluted Earnings per Share
GAAP Measurement $ 257 $ 188 $ 0.25 $ 0.25
Share-based compensation1 47 47 0.06 0.06
Amortization of intangible assets2 187 187 0.25 0.24
Fees and other expenses related to the King Acquisition3 3 4 0.01 0.01
Other non-cash charges4 (1 ) (1 )
Income tax impacts from items above6     (67 )   (0.09 )   (0.09 )
Non-GAAP Measurement $ 493     $ 358     $ 0.47     $ 0.47  
 
Net effect of deferred revenues and related cost of revenues5 $ 132 $ 100 $ 0.14 $ 0.13
 
1     Includes expenses related to share-based compensation.
2 Reflects amortization of intangible assets from purchase price accounting.
3 Reflects fees and other expenses related to the acquisition of King Digital Entertainment (“King Acquisition”), inclusive of related debt financings and integration costs.

4

Reflects a non-cash accounting charge to reclassify certain cumulative translation (gains) losses into earnings due to the substantial liquidation of certain of our foreign entities.
5 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products, including the effects of taxes.
6 Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results.
 

The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding.

For purposes of calculating earnings per share, we had, on a weighted-average basis, common shares outstanding of 755 million and dilutive shares of 11 million during the three months ended September 30, 2017.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES
(Amounts in millions, except per share data)
 
Nine Months Ended September 30, 2017   Net Revenues   Cost of Revenues – Product Sales: Product Costs   Cost of Revenues – Product Sales: Software Royalties and Amortization   Cost of Revenues – Subs/Lic/Other: Game Operations and Distribution Costs   Cost of Revenues – Subs/Lic/Other: Software Royalties and Amortization   Product Development   Sales and Marketing   General and Administrative   Total Costs and Expenses
GAAP Measurement   $ 4,974   $ 422   $ 200   $ 717   $ 359   $ 750   $ 899   $ 539   $ 3,886
Share-based compensation1 (8 ) (1 ) (1 ) (41 ) (11 ) (58 ) (120 )
Amortization of intangible assets2 (334 ) (231 ) (6 ) (571 )
Fees and other expenses related to the King Acquisition3 (12 ) (12 )
Restructuring costs4 (11 ) (11 )
Other non-cash charges5                             (14 )   (14 )
Non-GAAP Measurement $ 4,974     $ 422     $ 192     $ 716     $ 24     $ 709     $ 657     $ 438     $ 3,158  
 
Net effect of deferred revenues and related cost of revenues6 $ (458 ) $ (70 ) $ (17 ) $ 1 $ (2 ) $ $ $ $ (88 )
             
Operating Income   Net Income   Basic Earnings per Share   Diluted Earnings per Share
GAAP Measurement $ 1,088 $ 858 $ 1.14 $ 1.12
Share-based compensation1 120 120 0.16 0.16
Amortization of intangible assets2 571 571 0.76 0.75
Fees and other expenses related to the King Acquisition3 12 17 0.02 0.02
Restructuring costs4 11 11 0.01 0.01
Other non-cash charges5 14 14 0.02 0.02
Loss on extinguishment of debt7 12 0.02 0.02
Income tax impacts from items above8     (281 )   (0.37 )   (0.37 )
Non-GAAP Measurement $ 1,816     $ 1,322     $ 1.76     $ 1.73  
 
Net effect of deferred revenues and related cost of revenues6 $ (370 ) $ (295 ) $ (0.40 ) $ (0.39 )
 
1     Includes expenses related to share-based compensation.
2 Reflects amortization of intangible assets from purchase price accounting.
3 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
4 Reflects restructuring charges, primarily severance costs.
5 Reflects a non-cash accounting charge to reclassify certain cumulative translation (gains) losses into earnings due to the substantial liquidation of certain of our foreign entities.
6 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products, including the effects of taxes.
7 Reflects the loss on extinguishment of debt from refinancing activities.
8 Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results.
 

The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding.

For purposes of calculating earnings per share, we had, on a weighted-average basis, common shares outstanding of 753 million and dilutive shares of 11 million during the nine months ended September 30, 2017.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES
(Amounts in millions, except per share data)
 
Three Months Ended September 30, 2016   Net Revenues   Cost of Revenues – Product Sales: Product Costs   Cost of Revenues – Product Sales: Software Royalties and Amortization   Cost of Revenues – Subs/Lic/Other: Game Operations and Distribution Costs   Cost of Revenues – Subs/Lic/Other: Software Royalties and Amortization   Product Development   Sales and Marketing   General and Administrative   Total Costs and Expenses
GAAP Measurement   $ 1,568   $ 111   $ 42   $ 237   $ 139   $ 249   $ 340   $ 156   $ 1,274
Share-based compensation1 (2 ) (1 ) (11 ) (5 ) (14 ) (33 )
Amortization of intangible assets2 (1 ) (129 ) (78 ) (3 ) (211 )
Fees and other expenses related to the King Acquisition3                             (4 )   (4 )
Non-GAAP Measurement $ 1,568     $ 111     $ 39     $ 237     $ 9     $ 238     $ 257     $ 135     $ 1,026  
 
Net effect of deferred revenues and related cost of revenues4 $ 62 $ (16 ) $ 28 $ 5 $ 12 $ $ $ $ 29
             
Operating Income   Net Income   Basic Earnings per Share   Diluted Earnings per Share
GAAP Measurement $ 294 $ 199 $ 0.27 $ 0.26
Share-based compensation1 33 33 0.04 0.04
Amortization of intangible assets2 211 211 0.28 0.28
Fees and other expenses related to the King Acquisition3 4 6 0.01 0.01
Loss on extinguishment of debt5 10 0.01 0.01
Income tax impacts from items above6     (88 )   (0.12 )   (0.12 )
Non-GAAP Measurement $ 542     $ 371     $ 0.50     $ 0.49  
 
Net effect of deferred revenues and related cost of revenues4 $ 33 $ 26 $ 0.03 $ 0.03
 
1     Includes expenses related to share-based compensation.
2 Reflects amortization of intangible assets from purchase price accounting.
3 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
4 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products, including the effects of taxes.
5 Reflects the loss on extinguishment of debt.
6 Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results.
 

The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding.

For purposes of calculating earnings per share, we had, on a weighted-average basis, common shares outstanding of 742 million and dilutive shares of 14 million during the three months ended September 30, 2016.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES
(Amounts in millions, except per share data)
 
Nine Months Ended September 30, 2016   Net Revenues   Cost of Revenues – Product Sales: Product Costs   Cost of Revenues – Product Sales: Software Royalties and Amortization   Cost of Revenues – Subs/Lic/Other: Game Operations and Distribution Costs   Cost of Revenues – Subs/Lic/Other: Software Royalties and Amortization   Product Development   Sales and Marketing   General and Administrative   Total Costs and Expenses
GAAP Measurement   $ 4,594   $ 429   $ 250   $ 620   $ 319   $ 673   $ 830   $ 486   $ 3,607
Share-based compensation1 (16 ) (1 ) (34 ) (12 ) (55 ) (118 )
Amortization of intangible assets2 (2 ) (2 ) (297 ) (188 ) (6 ) (495 )
Fees and other expenses related to the King Acquisition3                             (43 )   (43 )
Non-GAAP Measurement $ 4,594     $ 429     $ 232     $ 618     $ 21     $ 639     $ 630     $ 382     $ 2,951  
 
Net effect of deferred revenues and related cost of revenues4 $ (447 ) $ (143 ) $ (96 ) $ 8 $ 12 $ $ $ $ (219 )
             
Operating Income   Net Income   Basic Earnings per Share   Diluted Earnings per Share
GAAP Measurement $ 987 $ 713 $ 0.96 $ 0.94
Share-based compensation1 118 118 0.16 0.16
Amortization of intangible assets2 495 495 0.67 0.65
Fees and other expenses related to the King Acquisition3 43 48 0.06 0.06
Loss on extinguishment of debt5 10 0.01 0.01
Income tax impacts from items above6     (230 )   (0.31 )   (0.30 )
Non-GAAP Measurement $ 1,643     $ 1,154     $ 1.55     $ 1.52  
 
Net effect of deferred revenues and related cost of revenues4 $ (228 ) $ (180 ) $ (0.24 ) $ (0.23 )
 
1     Includes expenses related to share-based compensation.
2 Reflects amortization of intangible assets from purchase price accounting.
3 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
4 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products, including the effects of taxes.
5 Reflects the loss on extinguishment of debt.
6 Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results.
 

The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding.

For purposes of calculating earnings per share, we had, on a weighted-average basis, common shares outstanding of 739 million and dilutive shares of 14 million during the nine months ended September 30, 2016.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
FINANCIAL INFORMATION
For the Three and Nine Months Ended September 30, 2017 and 2016
(Amounts in millions)
 
  Three Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Distribution Channel
Digital online channels2 $ 1,354 84 % $ 1,344 86 % $ 10 1 %
Retail channels 168 10 157 10 11 7
Other3 96   6   67   4   29   43
Total consolidated net revenues $ 1,618   100 % $ 1,568   100 % $ 50   3
 
Change in deferred revenues4
Digital online channels2 $ 114 $ 158
Retail channels 177 (96 )
Other3 (7 )  
Total changes in deferred revenues $ 284   $ 62  
 
  Nine Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Distribution Channel
Digital online channels2 $ 4,048 81 % $ 3,412 74 % $ 636 19 %
Retail channels 698 14 1,013 22 (315 ) (31 )
Other3 228   5   169   4   59   35
Total consolidated net revenues $ 4,974   100 % $ 4,594   100 % $ 380   8
 
Change in deferred revenues4
Digital online channels2 $ (236 ) $ 288
Retail channels (208 ) (735 )
Other3 (14 )  
Total changes in deferred revenues $ (458 ) $ (447 )
 
1     The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.
2 Net revenues from Digital online channels represent revenues from digitally-distributed subscriptions, licensing royalties, value-added services, downloadable content, microtransactions, and products.
3 Net revenues from Other include revenues from our studios and distribution businesses, as well as revenues from Major League Gaming.
4 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online enabled products.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
FINANCIAL INFORMATION
For the Three and Nine Months Ended September 30, 2017 and 2016
(Amounts in millions)
 
  Three Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Platform
Console $ 527 33 % $ 452 29 % $ 75 17 %
PC 461 28 609 39 (148 ) (24 )
Mobile and ancillary2 534 33 440 28 94 21
Other3 96   6   67   4   29   43
Total consolidated net revenues $ 1,618   100 % $ 1,568   100 % $ 50   3
 
Change in deferred revenues4
Console $ 267 $ (35 )
PC 8 82
Mobile and ancillary2 16 15
Other3 (7 )  
Total changes in deferred revenues $ 284   $ 62  
 
 
Nine Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Platform
Console $ 1,710 34 % $ 1,867 41 % $ (157 ) (8 )%
PC 1,534 31 1,421 31 113 8
Mobile and ancillary2 1,502 30 1,137 25 365 32
Other3   228   5     169   4     59   35
Total consolidated net revenues $ 4,974   100 % $ 4,594   100 % $ 380   8
 
Change in deferred revenues4
Console $ (310 ) $ (683 )
PC (153 ) 202
Mobile and ancillary2 19 34
Other3   (14 )    
Total changes in deferred revenues $ (458 ) $ (447 )
 
1     The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.
2 Net revenues from Mobile and ancillary include revenues from mobile devices, as well as non-platform specific game related revenues, such as standalone sales of toys and accessories from the Skylanders franchise and other physical merchandise and accessories.
3 Net revenues from Other include revenues from our studios and distribution businesses, as well as revenues from Major League Gaming.
4 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online enabled products.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
FINANCIAL INFORMATION
For the Three and Nine Months Ended September 30, 2017 and 2016
(Amounts in millions)
 
  Three Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Geographic Region
Americas $ 798 49 % $ 796 51 % $ 2 %
EMEA2 593 37 499 32 94 19
Asia Pacific   227 14     273 17     (46 ) (17 )
Total consolidated net revenues $ 1,618 100 % $ 1,568 100 % $ 50   3
 
Change in deferred revenues3
Americas $ 182 $ 14
EMEA2 73 34
Asia Pacific   29   14
Total changes in deferred revenues $ 284 $ 62
 
 
Nine Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Net Revenues by Geographic Region
Americas $ 2,586 52 % $ 2,411 52 % $ 175 7 %
EMEA2 1,684 34 1,528 33 156 10
Asia Pacific   704   14     655   14     49 7
Total consolidated net revenues $ 4,974   100 % $ 4,594   100 % $ 380 8
 
Change in deferred revenues3
Americas $ (258 ) $ (308 )
EMEA2 (160 ) (175 )
Asia Pacific   (40 )   36  
Total changes in deferred revenues $ (458 ) $ (447 )
 
1     The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.
2 Consists of the Europe, Middle East, and Africa geographic regions.
3 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online enabled products.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
FINANCIAL INFORMATION
For the Three Months Ended September 30, 2017 and 2016
(Amounts in millions)
 
  Three Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Segment net revenues:
Activision2 $ 759 42 % $ 377 24 % $ 382 101 %
Blizzard3 531 29 729 47 (198 ) (27 )
King4   528   29     459   29     69   15
Reportable segments total 1,818 100 % 1,565 100 % 253 16
Reconciliation to consolidated net revenues:
Other segments5 84 65
Net effect from deferral of net revenues6   (284 )   (62 )
Consolidated net revenues $ 1,618   $ 1,568   $ 50 3 %
 
Segment income (loss) from operations:
Activision2 $ 261 $ 123 $ 138 112 %
Blizzard3 168 316 (148 ) (47 )
King4   208     138     70   51
Reportable segments total 637 577 60 10
Reconciliation to consolidated operating income and consolidated income before income tax expense:
Other segments5 (12 ) (2 )
Net effect from certain revenues deferrals accounting treatment6 (132 ) (33 )
Share-based compensation expense (47 ) (33 )
Amortization of intangible assets (187 ) (211 )
Fees and other expenses related to the King Acquisition7 (3 ) (4 )
Other non-cash charges8   1      
Consolidated operating income 257 294 (37 ) (13 )
Interest and other expense (income), net   37     63  
Consolidated income before income tax expense $ 220   $ 231   $ (11 ) (5 )%
 
Operating margin from total reportable segments 35.0 % 36.9 %
 
1     The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.
2 Activision Publishing (“Activision”) — publishes interactive entertainment products and content.
3 Blizzard Entertainment, Inc. (“Blizzard”) — publishes interactive entertainment products and online subscription-based games.
4 King Digital Entertainment plc (“King”) — publishes interactive mobile entertainment products.
5 Includes other income and expenses from operating segments managed outside the reportable segments, including our studios and distribution businesses. Also includes unallocated corporate income and expenses.
6 Reflects the net effect from (deferral) of revenues and recognition of deferred revenues, along with related cost of revenues, on certain of our online enabled products.
7 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
8 Reflects a non-cash accounting charge to reclassify certain cumulative translation gains (losses) into earnings due to the substantial liquidation of certain of our foreign entities.
 

Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker (“CODM”). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense; amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, costs, expenses and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring costs; and other non-cash charges.

Our operating segments are also consistent with our internal organization structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. Due to change in our internal organization and reporting structure and how we manage the business, commencing with the second quarter of 2017, our Major League Gaming business, which was previously included in Other segments, is now included in the Blizzard segment. We have also revised prior periods to reflect this change. We do not aggregate operating segments.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
FINANCIAL INFORMATION
For the Nine Months Ended September 30, 2017 and 2016
(Amounts in millions)
 
  Nine Months Ended
September 30, 2017   September 30, 2016  

$ Increase
(Decrease)

 

% Increase
(Decrease)

Amount   % of Total1 Amount   % of Total1
Segment net revenues:
Activision2 $ 1,291 30 % $ 1,069 27 % $ 222 21 %
Blizzard3 1,539 36 1,767 44 (228 ) (13 )
King4   1,482   34     1,149   29     333   29
Reportable segments total 4,312 100 % 3,985 100 % 327 8
Reconciliation to consolidated net revenues:
Other segments5 204 162
Net effect from deferral of net revenues6   458     447  
Consolidated net revenues $ 4,974   $ 4,594   $ 380 8 %
 
Segment income (loss) from operations:
Activision2 $ 371 $ 309 $ 62 20 %
Blizzard3 552 730 (178 ) (24 )
King4   538     381     157   41
Reportable segments total 1,461 1,420 41 3

Reconciliation to consolidated operating income and consolidated income before income tax expense:

Other segments5 (15 ) (5 )
Net effect from certain revenues deferrals accounting treatment6 370 228
Share-based compensation expense (120 ) (118 )
Amortization of intangible assets (571 ) (495 )
Fees and other expenses related to the King Acquisition7 (12 ) (43 )
Restructuring costs8 (11 )
Other non-cash charges9   (14 )    
Consolidated operating income 1,088 987 101 10
Interest and other expense (income), net   121     181  
Consolidated income before income tax expense $ 967   $ 806   $ 161 20 %
 
Operating margin from total reportable segments 33.9 % 35.6 %
 
1     The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.
2 Activision Publishing (“Activision”) — publishes interactive entertainment products and content.
3 Blizzard Entertainment, Inc. (“Blizzard”) — publishes interactive entertainment products and online subscription-based games.
4 King Digital Entertainment plc (“King”) — publishes interactive mobile entertainment products.
5 Includes other income and expenses from operating segments managed outside the reportable segments, including our studios and distribution businesses. Also includes unallocated corporate income and expenses.
6 Reflects the net effect from (deferral) of revenues and recognition of deferred revenues, along with related cost of revenues, on certain of our online enabled products.
7 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
8 Reflects restructuring charges, primarily severance costs.
9 Reflects a non-cash accounting charge to reclassify certain cumulative translation gains (losses) into earnings due to the substantial liquidation of certain of our foreign entities.
 

Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker (“CODM”). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense; amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, costs, expenses and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring costs; and other non-cash charges.

Our operating segments are also consistent with our internal organization structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. Due to change in our internal organization and reporting structure and how we manage the business, commencing with the second quarter of 2017, our Major League Gaming business, which was previously included in Other segments, is now included in the Blizzard segment. We have also revised prior periods to reflect this change. We do not aggregate operating segments.

 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
EBITDA and Adjusted EBITDA
For the Trailing Twelve Months Ended September 30, 2017
(Amounts in millions)
 
          Trailing Twelve
Months Ended
December 31, March 31, June 30, September 30, September 30,
2016 2017 2017 2017 2017
 
GAAP Net Income1 $ 254 $ 426 $ 243 $ 188 $ 1,111
Interest and other expense (income), net 43 40 34 37 154

Loss on extinguishment of debt

82 12 94
Provision for income taxes1 46 27 50 32 155
Depreciation and amortization   246   224     226     220     916  
EBITDA 671 717 565 477 2,430
 
Share-based compensation expense2 40 33 39 47 159
Fees and other expenses related to the King Acquisition3 4 4 5 3 16
Restructuring costs4 11 11
Other non-cash charges5     16     (1 )   (1 )   14  
Adjusted EBITDA $ 715 $ 781   $ 608   $ 526   $ 2,630  
 
Change in deferred net revenues and related cost of revenues6 $ 238 $ (396 ) $ (105 ) $ 132 $ (131 )
 
1     We recognized $18 million, $69 million, $13 million, and $15 million of excess tax benefits from share-based payments as an income tax benefit in the provision for income taxes for the three months ended December 31, 2016, March 31, 2017, June 30, 2017, and September 30, 2017, respectively.
2 Includes expenses related to share-based compensation.
3 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.
4 Reflects restructuring charges, primarily severance costs.
5 Reflects a non-cash accounting charge to reclassify certain cumulative translation (gains) losses into earnings due to the substantial liquidation of certain of our foreign entities.
6 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
SUPPLEMENTAL FINANCIAL INFORMATION
(Amounts in millions)
 
  Three Months Ended  
September 30,   December 31,   March 31,   June 30,   September 30,

Year over Year %
Increase
(Decrease)

2016 2016 2017 2017 2017
Cash Flow Data
Operating Cash Flow $ 456 $ 859 $ 411 $ 265 $ 379 (17 )%
Capital Expenditures   28   37   21   31   34 21
Non-GAAP Free Cash Flow1 428 822 390 234 345 (19 )
 
Operating Cash Flow – TTM2 2,359 2,155 2,229 1,991 1,914 (19 )
Capital Expenditures – TTM2   115   136   130   117   123 7
Non-GAAP Free Cash Flow – TTM2 $ 2,244 $ 2,019 $ 2,099 $ 1,874 $ 1,791 (20 )%
 
1     Non-GAAP free cash flow represents operating cash flow minus capital expenditures.
2 TTM represents trailing twelve months. Operating Cash Flow for the three months ended December 31, 2015, three months ended March 31, 2016, and three months ended June 30, 2016, were $1,063 million, $337 million, and $503 million, respectively. Capital Expenditures for the three months ended December 31, 2015, three months ended March 31, 2016, and three months ended June 30, 2016, were $16 million, $27 million, and $44 million, respectively.
 
 
ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
Outlook for the Three Months and Year Ending December 31, 2017
GAAP to Non-GAAP Reconciliation
(Amounts in millions, except per share data)
 
  Outlook for the   Outlook for the
Three Months Ending Year Ending
December 31, 2017 December 31, 2017
 
Net Revenues1 $

1,700

$

6,675

Change in deferred revenues2 $

635

$

175

 
 
Earnings Per Diluted Share (GAAP) $

0.10

$

1.22

Excluding the impact of:
Share-based compensation3 0.08 0.23
Amortization of intangible assets4 0.24 0.99
Fees and other expenses related to the King Acquisition5 0.01 0.05
Restructuring costs6 0.01
Other non-cash charges7 0.02
Income tax impacts from items above8   (0.08 )   (0.44 )
Earnings Per Diluted Share (Non-GAAP) $

0.36

  $

2.08

 
 
 
Net effect of deferred net revenues and related cost of revenues on Earnings Per Diluted Share9 $

0.46

$

0.08

 
1     Net Revenues represents the revenue outlook for both GAAP and Non-GAAP as they are measured the same.
2 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online enabled products.
3 Reflects expenses related to share-based compensation.
4 Reflects amortization of intangible assets from purchase price accounting, including intangible assets from the King Acquisition.
5 Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs, as well as a loss on extinguishment of debt of $12 million incurred during the three months ended June 30, 2017 related to the refinancing of our long-term debt.
6 Reflects restructuring charges, primarily severance costs.
7 Reflects a non-cash accounting charge incurred to reclassify certain cumulative translation losses into earnings due to the substantial liquidation of certain of our foreign entities.
8 Reflects the income tax impacts associated with the above items. Due to the inherent uncertainties in share price and option exercise behavior, we do not generally forecast excess tax benefits or tax shortfalls.
9 Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online enabled products, including the effect of taxes.
 
The per share adjustments and the GAAP and Non-GAAP earnings per share information are presented as calculated. Therefore, the sum of these measures, as presented, may differ due to the impact of rounding.
 

Activision Blizzard
Amrita Ahuja
SVP, Investor Relations
(310) 255-2075
Amrita.Ahuja@ActivisionBlizzard.com
or
Mary Osako
SVP, Global Communications
(424) 322-5166
Mary.Osako@Activision.com

Source: Activision Blizzard, Inc.

News Provided by Acquire Media

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Disneyland Adventures Q&A

Disneyland Adventures is available now for the Xbox One family of devices and Windows 10 PC on Microsoft Store.

We recently had the opportunity to have an in-depth chat with Jorg Neumann, Head of Production, Global Publishing, Microsoft Studios to talk in greater detail about the re-imagining of this game.

What is Disneyland Adventures and what makes it different from the 2011 Xbox 360 title?

Disneyland Adventures is a remastered and re-imagined version of the 2011 Xbox 360 title that allows children, families, and Disney fans of all ages to explore Disneyland Park. In anticipation for the Xbox One X launch, we really wanted to make this franchise shine and bring the magical world of Disneyland Park to life like never before, so we gave it an upgrade to true 4K Ultra HD visuals and HDR support, and made it available to play on both console and Windows 10 PC.

Now anyone can enjoy the game on controller, mouse and keyboard, and Kinect. And additionally, through the power of Xbox Play Anywhere you can pick up where you left off on another Xbox One device or Windows 10 PC, bringing all your saves, game add-ons and achievements with you.

Tell us about how you collaborated with Disney on Disneyland Adventures.

There had never been a game specifically about Disneyland Park when this was developed, but the team had a strong plan that we felt confident in and pitched Disney on how we could achieve this. They really loved the idea and we’ve had a strong collaboration with them ever since.

Even though they loved the pitch, Disney challenged me on how much I actually knew about Disneyland Park. I responded with, “Yeah of course I love Disney, I have two daughters and we’ve watched all the movies together and I’ve been to Disneyland Park several times.” But they asked again, “how much time have you spent in the park?” I was certainly no expert and told them such, so they invited me and the whole team to the park and gave us full access to the park.

The team and I spent about five months exploring and examining the park, took about 50,000 photographs, went to all the special places like Walt’s Apartment and Club 33, and collaborated with the legendary Disney Imagineers.

Does the game have the entire park in it or just parts of it?

It’s the entire Disneyland Park. We really wanted to pay homage to the magic that is Disneyland, so we made sure Disneyland Adventures is a digital version of the entire park. The hard work the team did in collaboration with Disney resulted in a very accurate depiction of the park in digital form – so much so that Disney sometimes uses the game as a training tool to help them really know the ins and outs of the park. If you know where to find your favorite attraction or coffee shop in the park, you’ll find it in the exact same place in the game.

How would you describe the gameplay of Disneyland Adventures?

Disneyland Adventures allows children, families and Disney fans of all ages to step into Disneyland park to explore the worlds of their favorite attractions, engage in challenging adventures and interact with many beloved Disney characters.

Think about it essentially as an open-world game filled with Disney content – we have 43 Disney character encounters where you can give characters such as Donald or Snow White a hug, get their autograph and photograph, and receive a quest. We have over 100 quests that allow you to go around the park and solve problems in return for magical items. For example, Red Beard may ask you to photograph all the items on his list.

Other things we have that are a nod to the fun and magic of Disneyland park are the hidden Mickeys – which are an obsession for many people. We include many of the hidden Mickeys that are in the real park, plus a few newer ones as well.

And finally, we have the attractions in Disneyland Adventures. In the world of Disney, attractions are not just rides that you sit in and that’s it. When we were working with the Disney Imagineers on this game, the one thing that was clear is that every ride is a story and an adventure where there are Yetis, pirates, ghosts or runaway trains. So, for this game we actually take you to the world of the attraction with a unique adventure and story to tell – for example, you’re not just sitting in a vehicle flying through London in the world of Peter Pan, YOU, yourself, actually fly through London collecting coins as you make your way to Neverland, where you ultimately battle Captain Hook and his crew.

Disneyland Adventures features 18 iconic, interactive Disneyland Park attractions – you can fly through Neverland at Peter Pan’s side and take up your sword to fight Captain Hook, battle your way to the island in Pirates of the Caribbean, partner with a friend to enjoy the fascinating world of Alice in Wonderland and many more of the wonderful worlds of Disney. What I love best about this is that it’s a co-op game, so parents can play together with their kids.

Is there anything else you’d like to mention?

I love that we can bring the magic of Disneyland to the living rooms of families everywhere in a fun, innovative way and I’m excited to give this to gaming and Disney fans of all ages. You can purchase the game now for $29.99 USD and pick it up at any major retailer, on Xbox.com, in the Xbox Store or Microsoft Store.

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Poll: Which is the Best Super Mario Game?

With all of the buzz and excitement around the recent release of Super Mario Odyssey, a question doing the rounds is whether it’s the ‘best’ Mario game. If you happen to be sharing a beverage with a group of gamers anytime soon drop that question and let the cards fall where they may.

We have some thoughts on where Odyssey stands in the great list of Mario games, but we’re curious about your thoughts on the matter. We’ve asked the community this question before, the last time out on the mascot’s 30th Anniversary in 2015. The big question is whether Odyssey has changed some minds.

To keep things interesting we’re going to have three votes below – best 2D Super Mario game, best 3D Super Mario game, and then a straight-out Best Mario Game. We’re talking about ‘main’ core Mario platformers here, based upon Nintendo’s own lists in the past – that means no spin-offs like Yoshi’s Island or Wario Land, and we’re also skipping re-releases and remasters. Super Mario Bros.: The Lost Levels is in there, though, as is Super Mario Maker.

We’re making it deliberately tough – you can only vote for one game in each poll. Have at it!

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Don’t Miss: Forging the creative vision behind For Honor

It’s been barely two years since Ubisoft first announced its fantastical stab-’em-up For Honor in 2015, but the story of how the project got the green light stretches back much longer than that.

At GDC 2017, creative director Jason VandenBerghe took the stage to deliver a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team to collaboratively produce a game that is, in his estimation, true to that original vision.

It was a fun talk, in part because of VandenBerghe’s fiery speaking style but mostly because he offered fellow devs a guided tour from the games original conception straight through to its big reveal. In the process he also shared techniques that his team applied to maintain a cohesive vision across all the phases of development.

If you missed out on seeing this talk earlier this year, don’t miss your chance to now watch it for free over on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Microsoft joins OpenXR VR and AR standardization project

Microsoft has added its name to the list of companies supporting the Khronos Group’s OpenXR standarization project.

Microsoft itself is naturally a significant addition to the group, as the company is responsible both the Windows operating system many other headsets and programs make use of and its own line of mixed reality headsets.

According to Road to VR, the tech giant now joins the likes of Google, Oculus, Unity, Valve as, and several other members of the working group that seeks to establish a multiplatform, royalty-free standard for VR and AR platforms and devices. Such a project aims to, ideally, simplify the development process by allowing developers to create apps and games that can run on any VR platform rather than require developers to tweak projects for each individual platform.

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Get a job: Crystal Dynamics is hiring a Creative Director

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Redwood City, California.

Crystal Dynamics is looking for a talented and passionate Creative Director for a new AAA action adventure title we are developing. This individual will be responsible for overseeing all decisions that affect how the game plays, looks, and sounds. We would like to find a person who has experience providing creative direction for world class titles. The focus of the Creative Director will be to ensure the highest quality for the game play, artwork, music, and audio assets that will be in the final shipped version of the game. We expect the Creative Director to lead the overall vision of the game.

Responsibilities:

  • Provide overall direction in game play, art, music, and design
  • Partner closely with all department leads ensuring milestones are achieved on time and within budget
  • Provide inspiration to the team and ensure that the creative vision is accepted and embraced
  • Help the team overcome obstacles and provide solid leadership
  • A strong passion and commitment to developing world class AAA titles

Requirements:

  • Experience in a Creative Director role previously for highly rated next gen games
  • Leadership experience in guiding teams from all disciplines
  • Solid understanding of the financial and managerial aspects of game development
  • Previous background in leadership in design or art
  • Strong understanding of the competitive landscape
  • A passion for playing and developing gamesLeadership position in previous shipped AAA titles (3-5 preferred)

Crystal Dynamics is an EOE and M/F/D/V employer

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Owlboy Will Swoop Onto the Switch on 13th February

Owlboy is a game that we’ve been eagerly awaiting on the Switch; confirmed back in May, there’d been little said about it since. Now D-Pad Studio has confirmed that the title will come to Switch and other consoles on 13th February, so we’re in the home stretch.

The announcement was made as part of a video to celebrate the one year anniversary of the game’s PC release. Check it out below.

As you can see there are also plans for a retail version, but as yet no platforms have been confirmed.

It’ll be intriguing to see how this critically acclaimed game performs on the Switch – let us know if it’s going on your wishlist.

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Guide: Watch How You Can Perform Some Crazy Speedrun-Style Jumps in Super Mario Odyssey

The speedrunning community is no doubt already hot on Super Mario Odyssey as we speak, but what about if you just fancy ducking, diving, and jumping like a gamer possessed without the pressure of doing things as quickly as possible?

Well if you’re looking to perform some mad jumps with equally mad skills, make sure you give the video above a look-in, as we show you how you can perform some of these insane feats in your very own copy of the game.

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Weekend Deal – Blood Bowl 2, 50% Off

Save 50% on Blood Bowl 2 as part of this week’s Weekend Deal*!

Blood Bowl 2 smashes Warhammer and American football together, in an explosive cocktail of turn-based strategy, humour and brutality, adapted from Games Workshop’s famous boardgame.

Also, be sure to check out brand-new DLC content, including new playable races releasing today!

*Offer ends Monday at 10AM Pacific Time