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Call of Duty®: WWII Available Now Worldwide

Call of Duty® Returns to its Roots and Brings an Epic, World War II Experience to New Generation of Gamers

Definitive World War II Game Delivers a Gripping, Personal Story, Boots-on-the-Ground Multiplayer Combat, Terrifying Nazi Zombies Co-Operative Gameplay

New Season of Call of Duty World League Gets Underway

Annual Race to Prestige Fundraiser Livestream Brings the Squad Back Together to Benefit Call of Duty® Endowment

SANTA MONICA, Calif.–(BUSINESS WIRE)– Call of Duty®: WWII is available now digitally and at global retailers worldwide. The most anticipated multi-platform game of this holiday according to Nielsen Game Rank™, marks Call of Duty®‘s return to where the franchise first began, World War II. The new title takes players to the frontlines of the greatest military conflict ever known, through a personal story of heroism and the unbreakable bond of brotherhood, in the fight to save the world from tyranny.

Activision’s Call of Duty: WWII also delivers a boots-on-the-ground multiplayer experience with new community-engaging features as well as a terrifying cooperative mode, Nazi Zombies.

Call of Duty: WWII is the right game at the right time for our fans. Returning the franchise to its gritty, boots-on-the-ground, military roots was a big opportunity and a big responsibility. We were determined to deliver an unforgettable World War II experience, and I think we have,” said Eric Hirshberg, CEO of Activision. “Our teams at Sledgehammer and Raven not only captured the epic scale and authentic atmosphere of the most brutal war ever fought, they also brought a hell of a lot of innovations—from a whole new way to play multiplayer with War Mode, to a new social space with Headquarters, to a jump-out-of-your-chair-scary Nazi Zombies mode. Whether you’re a long-time player, or totally new to the franchise, this is the game that will bring all of our fans together.”

Call of Duty: WWII has been incredibly personal for us, with members of the Sledgehammer Games team and cast directly connected to World War II veterans. From the start, we committed ourselves to recreating the setting and locations, as well as years of research to make sure we captured the spirit and tone that players will experience,” said Glen Schofield, Co-Founder and Studio Head of Sledgehammer Games.

“Being a part of taking Call of Duty fans back to World War II has been an unforgettable privilege for all of us,” added Michael Condrey, Co-Founder and Studio Head of Sledgehammer Games. “The stories of sacrifice, comradery, and selflessness demonstrated by the men and women of The Greatest Generation inspired each of us to do the very best work of our careers. We kept these humble heroes at the forefront of developing the game and we proudly share it with the Call of Duty community in their honor.”

Call of Duty: WWII is loaded with an incredible amount of content, and delivers a variety of new ways for all players to connect, compete, and engage as a community across the unique modes of play. The Call of Duty: WWII story campaign immerses players into an intense journey filled with gripping action and epic battles. Players follow the story of Ronald “Red” Daniels, a member of the US 1st Infantry Division, who joins British forces and the French Resistance, and battle across the beaches of Normandy, to the liberation of Paris and ultimately into Germany.

Call of Duty®: WWII multiplayer is a fast-paced, grounded, and action-packed mode set in some of the most iconic locations in World War II’s European theater with an arsenal of iconic weapons and equipment to suit different play styles and innovative ways to experience the mode, including:

  • War Mode: Developed in partnership with Raven Software, allows players to compete against each other as Allies and Axis forces in team-driven, objective missions.
  • Divisions: Redefines create-a-class system for how players develop their WWII Multiplayer Careers by enlisting in five iconic divisions, including the first to the fight Airborne Division, sharpshooting Mountain Division, the versatile Infantry Division, heavily-equipped Armored Division, and the Expeditionary Division armed with incendiary rounds and shotguns.
  • Headquarters: An evolving, shared social space for players to connect with fans and friends.

Nazi Zombies is an all-new, cooperative zombies mode that thrusts players into a dark and terrifying, new and unique storyline set within a mythical and mystical World War II universe. Players embark on a chilling journey through a snowy Bavarian village in Germany, which holds a twisted secret to an unimaginable and monstrous power.

With the launch of Call of Duty: WWII, the Call of Duty World League (CWL) prepares for its biggest season yet with $4.2 million in total prize money on the line, the largest in Call of Duty esports history. Players can participate online in CWL Ladders at launch via the in-game MLG GameBattles mode on PlayStation 4 and earn CWL Pro Points, which determines seeding for online and offline leagues and events. Teams can also participate in-person at CWL Global Open LAN tournaments beginning with the CWL Dallas Open on December 8-10. Learn more at callofduty.com/cwl.

In conjunction with the release of Call of Duty: WWII, the Call of Duty™ Endowment is getting the squad back together for the annual Race to Prestige. Kicking-off on Thursday, November 2, at 10:00 am Pacific, personalities iiJERiiCHOii, GoldGloveTV, TmarTn, Hutch, and VernNotice will play and livestream action-packed Call of Duty: WWII Multiplayer directly from Sledgehammer Games around the clock through Sunday, November 5. Viewers can tune into the broadcast, streaming live from Sledgehammer Games and featuring special guests and members of the development team, at twitch.tv/therace.

Call of Duty: WWII is rated M for Mature and is now available for PlayStation®4, Xbox One X and, Xbox One. For PC fans, the game is also now available on Steam. Call of Duty: WWII comes in the following editions:

  • Base Edition and Digital Base Edition – Suggested Retail Price, SRP $59.99.
  • Digital Deluxe Edition – Season Pass** and more, SRP $99.99.
  • Pro Edition – Season Pass**, collectible Steelbook™ and more, SRP $99.99

Check local retailers for availability of all Call of Duty: WWII Editions. Season Pass content is available first on PlayStation®4.

**Season Pass purchasers receive 2018 Call of Duty: WWII Season Pass content. Season Pass content is not final, is subject to change, and may not include all downloadable content available for the game. Season Pass content may not be available in all countries, and pricing and release dates may vary by platform. Season Pass content should be downloaded from the in-game store only; do not purchase separately, or you will be charged again. Season Pass content may be sold separately.

The title is published by Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and developed by Sledgehammer Games with additional development support from Raven Software. For the latest intel, check out: www.callofduty.com, www.youtube.com/callofduty, or follow @CallofDuty and @SHGames on Twitter, Instagram, and Facebook.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world. More information about Activision and its products can be found on the company’s website, www.activision.com, or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected features and dates of the Call of Duty World League, including the CWL Dallas Open, and the dates and features of the Call of Duty™ Endowment Race to Prestige, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and CALL OF DUTY WWII are trademarks of Activision Publishing, Inc. MLG is a trademark of Major League Gaming Corp.

Activision Publishing, Inc.
Alan Johnson
Manager, Public Relations
310.255.2757
alan.johnson@activision.com

Source: Activision Publishing, Inc.

News Provided by Acquire Media

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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.

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Popular Gamer Personalities Stream Call of Duty®: WWII in the 2017 Race to Prestige

Event Proceeds to Support Call of Duty Endowment’s Mission to Place Veterans into High-Quality Jobs

SANTA MONICA, Calif.–(BUSINESS WIRE)– Gaming personalities TmarTn, GoldGloveTV, iiJeriichoii, Hutch, and VernNotice today announced they are reuniting for the Call of Duty Endowment‘s 2017 Race to Prestige, an around-the-clock, relay-style video game marathon sponsored by ASTRO Gaming. This year, the gamers will take on Call of Duty®: WWII, the highly-anticipated new release from Activision. The event will be streamed live from developer Sledgehammer Games‘ studio in the San Francisco area starting on November 2, 2017, at 10:00 am PT on Twitch – twitch.tv/therace. It also can be followed on Twitter through the hashtag #TheRace. It will run continuously through November 5, 2017, at 6:00 pm PT, with appearances from special guests, including cast members from the game. The premier partner of the Race to Prestige this year is ASTRO Gaming, makers of pro video gaming equipment. Scuf Gaming, creators of handcrafted professional controllers and high-end gaming accessories, are also supporting the event.

The Race to Prestige is gaming with a purpose, with the goal of raising money for the Call of Duty Endowment (“the Endowment”), which identifies and funds best-in-class veteran organizations that get unemployed veterans back to work. In the last year alone, organizations supported by the Endowment placed 11,615 veterans into jobs at an average cost-per-placement of $619—less than one fifth the cost of federal placement programs. Since the program’s launch in 2009, the Endowment and its grantees have placed more than 40,000 veterans into full-time jobs.

The streamers have teamed up with stream-for-charity website Tiltify, which encourages audience members to donate as they watch. Every cent received by the Call of Duty Endowment will go directly to funding veteran employment programs. In the last two years alone, The Race to Prestige has raised $291,000 in donations, which has resulted in placing more than a battalion of veterans into high-quality employment. Additionally, Activision Blizzard has pledged to match up to $500,000 in donations.

The streamers behind #TheRace include:

  • iiJeriichoii‘s content revolves around gaming comedy and skits. He is well known for his high-energy and fun-playing attitude. He has garnered more than 1,190,000 YouTube subscribers and 688,000 Twitter followers.
  • TmarTn is known for his tips and tricks in Call of Duty®. He has worked with Activision to create Call of Duty® strategy guides and is arguably the #1 source for any Call of Duty® tips. This makes TmarTn a notable gaming resource to his 3,312,500 YouTube subscribers, 1,064,000 Twitter followers and 600,000 Instagram followers.
  • GoldGloveTV offers content revolving around lets-plays and group multiplayer videos. He is well known for his down-to-earth, genuine personality and collaboration videos with other notable YouTubers. He boasts 1,350,000 YouTube subscribers, 430,000 Twitter followers, 1,257,000 Twitch followers and 175,000 Instagram followers.
  • Hutch was one of the first gamers in the YouTube world. He quickly grew in popularity until he was hired as one of the faces of the Machinima Respawn channel. He paved the way for many current YouTubers, and is now a regular streamer on Twitch. He has 938,000 YouTube subscribers, 370,000 Twitter followers and 273,000 loyal Twitch followers.
  • VernNotice has been active in the gaming community since 2009. He’s a full-time variety streamer, and has made a name for himself as one of the funniest on Twitch with over 210,000 followers and 79,000 Twitter followers.

“Every dollar we raise for the Call of Duty Endowment goes directly to placing veterans into quality jobs,” said Dan Goldenberg, Executive Director of the Call of Duty Endowment. “We’re grateful for the support from these awesome streamers, Activision, ASTRO Gaming, Scuf Gaming, and all who participate in the Race to Prestige.”

Since its start in 2003, the Call of Duty® franchise continues to be among the most-highly anticipated game launches. Call of Duty®: WW II is developed by Sledgehammer Games and published by Activision. The game is set to be released for PlayStation®4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft and PC on Friday, November 3, 2017.

About Activision Publishing:

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products.

Activision maintains operations in the U.S., Canada, Brazil, Mexico, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Australia, South Korea, mainland China and the region of Taiwan. More information about Activision and its products can be found on the company’s website, www.activision.com.

About the Call of Duty Endowment:

The Call of Duty Endowment is a non-profit foundation co-founded by Bobby Kotick, CEO of Activision Blizzard. The Endowment helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace. For more information about the Call of Duty Endowment, please visit www.callofdutyendowment.org.

ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

Activision Blizzard, Inc.
Joy Phillips
jphillips@rubenstein.com

Source: Activision Blizzard, Inc.

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The Call of Duty™ Endowment Announces 2017 Seal of Distinction Awards, Expands Program to U.K.

Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. Recognized for Commitment to Veteran Employment in the U.S.

SANTA MONICA, Calif.–(BUSINESS WIRE)– The Call of Duty™ Endowment (“the Endowment”) is proud to announce the selection of Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. as the 2017 recipients of the Call of Duty™ Endowment Seal of Distinction, the standard of excellence in the veterans’ employment sector. Recognized as a national leader in funding veteran employment by the Philanthropy Roundtable, the grant program is in its fifth year and is key to the Endowment’s success in placing veterans at one-fifth the cost of U.S. Department of Labor efforts. Winners each receive a $30,000 unrestricted grant and the opportunity to apply for additional restricted funding, advice, and support.

Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. do a tremendous job helping veterans find high quality jobs that are a great fit for their talents and needs,” said Dan Goldenberg, Executive Director of the Call of Duty Endowment. “We’re pleased to honor these high performing organizations’ impact with the Seal of Distinction.”

Goldenberg added, “We are also excited to expand our Seal of Distinction Program to the U.K. this year. We are looking forward to soon announcing the U.K. winners and forging partnerships with these impactful organizations, as well.”

More about this year’s U.S. winners:

  • Goodwill Southern California serves veterans with vocational challenges by providing education, training, work experience, and job placement services. In 2016 they placed 752 vets throughout Los Angeles, Riverside, and San Bernardino at an average cost per placement of $1,022.
  • Goodwill of the Olympics and Rainier Region‘s Military and Veteran Services program assists transitioning military and veteran families with job training and placement services by providing individualized, holistic plans to help each participant succeed with the goal of achieving career placement, retention, and long-term financial education and stability. Last year, Goodwill of the Olympics & Rainier Region’s Military and Veteran Services program placed 208 veterans at an average cost per placement of $1,076.
  • NextOp, Inc. is a Houston, Texas-based non-profit organization that places 1.5 veterans per day into energy, construction, and manufacturing careers. Their mentors help each transitioning veteran adjust to their new roles and cultivate the necessary skills to excel, increasing satisfaction and reducing turnover. NextOp has placed almost 1,000 veterans since inception in March 2015 with an average 2016 cost per placement of $1,559.

The Seal of Distinction program would not be possible without Deloitte’s partnership and their thorough vetting of all Seal of Distinction nominees.

“Deloitte is absolutely essential to our Seal of Distinction model,” added Goldenberg. “Together we identify top performing organizations and ensure that more veterans get back to work.”

“Deloitte is honored to assist with the Call of Duty Endowment for a fifth year to help them identify organizations in the veterans non-profit sector worthy of the Seal of Distinction,” said Mark Goulart, principal, Deloitte Consulting LLP. “Once again, the rigorous vetting process, with an emphasis on metrics, transparency, and high standards, has helped the Endowment identify organizations deserving of the Endowment’s support.”

Goodwill Southern California, Goodwill of the Olympics, and Rainier Region, and NextOp join a distinguished group of non-profit organizations recognized by the Endowment for successfully serving veterans in their search for high quality employment. In the last year alone, organizations supported by the Endowment placed 11,615 veterans into jobs at an average cost-per-placement of $619—less than one fifth the cost of U.S. Department of Labor placement programs. Since the program’s launch in 2013, the Endowment and its grantees have placed more than 39,000 veterans into full-time jobs.

This year’s Seal of Distinction recipients join an elite list of non-profit organizations that are winners of the Seal of Distinction and making a major difference in the lives of our nation’s veterans:

Applicants for the Call of Duty™ Endowment Seal of Distinction must meet rigorous criteria to be considered, including opening their books to provide extensive documentation about their job placement results. The metrics assessed included number of placements made, average cost per placement, average starting salary, six-month retention rate, key employee background checks, and a variety of organizational financial health indicators. All qualified applications were initially reviewed and evaluated by the Endowment’s outside Board of Advisors. Semi-finalists were then independently assessed on a pro bono basis by Deloitte and ultimately approved by the Endowment’s Board of Directors.

The Endowment’s initial goal in the US was to identify and fund best-in-class organizations to place 25,000 veterans in jobs by the end of 2018. That goal was met two years early, and has subsequently and ambitiously been revised to placing 50,000 veterans into high-quality jobs by 2019. The Endowment launched its Seal of Distinction program in August 2013 and to-date has awarded more than $23 million in grants to previous Seal of Distinction recipients, and Activision Blizzard has donated over $27 million to the effort since inception in 2009.

About the Call of DutyEndowment:

The Call of Duty™ Endowment is a non-profit foundation co-founded by Bobby Kotick, CEO of Activision Blizzard. The Endowment helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace. For more information about the Call of Duty Endowment, please visit www.callofdutyendowment.org.

ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

Rubenstein Communications
Joy Phillips, 212-843-8096
jphillips@rubenstein.com

Source: Activision Blizzard, Inc.

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Gamers from Around the World Gather for Gaming, Esports, and More This Week at BlizzCon® 2017

Blizzard Entertainment’s annual community celebration is back and bigger than ever

BlizzCon 2017 is filled with two days of games, world-class competition, and developer panels, and a concert featuring Muse

The party extends around the globe via BlizzCon.com and the BlizzCon Virtual Ticket

IRVINE, Calif.–(BUSINESS WIRE)– BlizzCon® 2017, Blizzard Entertainment’s epic celebration of gaming and community, is almost here!

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171030005426/en/

BlizzCon 2017 (Graphic: Business Wire)

BlizzCon 2017 (Graphic: Business Wire)

This Friday, November 3 and Saturday, November 4, gamers from around the globe will gather at the Anaheim Convention Center for a weekend filled with Blizzard gaming news, events featuring players’ favorite community personalities, epic esports tournaments, contests spotlighting cosplayers and other talented creators, a performance by Grammy Award-winning band Muse, and much more. While tickets to the convention are sold out, anyone can join the party online with the BlizzCon Virtual Ticket.

“The community is the heart of Blizzard’s games, and BlizzCon is our favorite way to connect directly with our players and geek out over the things we’re passionate about,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’ve worked hard to make this our biggest and best BlizzCon yet, and we’re looking forward to seeing everyone this Friday.”

BlizzCon will be a can’t-miss destination for gamers everywhere, packed with an array of activities, events, exciting announcements, and more:

Don’t Miss the Epic Opening Ceremony

The BlizzCon festivities officially begin Friday at 11 a.m. PDT with the opening ceremony, where the world gets the download on Blizzard’s latest development plans. For the first time, attendees can watch developers presenting live on three different stages—the Mythic stage in Hall D, the Overwatch Arena, and the Hearthstone stage in the new North Hall—and everyone can watch free online at BlizzCon.com. Tune in early at 10:30 a.m. for the free BlizzCon All Access Channel preshow to kick things off.

Discover Four Live Stages of Developer and Community Events

Experience four stages of live game and community content. Learn what’s in store for your favorite Blizzard games in developer discussions; connect with your favorite online personalities in an array of activities such as live podcasts and Blizzard-themed game shows; and get in touch with your inner creator at sessions featuring live art demos, cosplay tips, engineering workshops, and more. See the complete schedule at www.blizzcon.com/schedule.

For the first time ever, all four stages will be streamed live online for people watching with the BlizzCon Virtual Ticket, and VODs will be available in English, French, German, Russian, and Korean. Before the show begins, gamers can get in the BlizzCon spirit by watching more than 40 pre-show videos (many free; all included with the Virtual Ticket) at www.blizzcon.com/watch.

Cheer On Your Favorite Esports Players

All weekend long, the spirit of competition fills the convention center as the final rounds of the World of Warcraft® Arena World Championship, Overwatch® World Cup, StarCraft®II World Championship Series, Heroes of the Storm® Global Championship Finals, and Hearthstone® Inn-vitational play out. Esports fans can also psych themselves up for the inaugural season of the Overwatch League with a special kick-off event on Saturday at 5:30 p.m. PDT. Visit www.blizzcon.com/esports for more information on this year’s tournament programming.

All of this weekend’s Blizzard esports action is available to watch for free on BlizzCon.com, Twitch, and MLG.com. Virtual Ticket holders can enjoy an enhanced esports viewing experience when watching on BlizzCon.com or in the BlizzCon Mobile app.

Geek Out at Community Night—Hosted by Chris Hardwick

On Friday at 6 p.m. PDT, get ready for an evening of legendary community creativity with the BlizzCon 2017 costume, talent, movie, and art contests. This year’s Community Night will be emceed by Chris Hardwick, founder of Nerdist and host of NBC’s hit game show series The Wall, returning for his second BlizzCon.

Close Out the Weekend with Muse

Get ready for an epic finale—Grammy Award-winning band Muse will be performing on Saturday night at 6:30 p.m. PDT, giving everyone at the show and watching online a stage-shattering send-off.

Explore an Array of On-Site Activities

Everyone attending in person can explore a variety of events and activities throughout the convention center. Surprises await around every corner, and highlights include:

  • Darkmoon Faire—Trade pins, adopt plush pets, meet your favorite authors at Publishers’ Row, and more in this area themed after World of Warcraft‘s mystical traveling carnival.
  • Hearthstone Tavern—You’re invited to a Fireside Gathering for the ages! Pull up a chair, grab a drink, and meet up (and duel) with fellow attendees and Hearthstone developers in this cozy corner of the convention.
  • BlizzCon Gear Store—Starting Thursday, attendees can pick up commemorative Blizzard merchandise in Hall E of the convention center. Download the BlizzCon Mobile app to enhance the experience, or head to the online Blizzard Gear Store to pick up some souvenirs from afar.
  • Charity Auction—Bid on an array of Blizzard artwork and collectible memorabilia to benefit CHOC Children’s in the Blizzard 2017 Charity Auction, taking place Thursday, November 2 through Tuesday, November 7.
  • Hands-on Gaming—Attendees can enjoy hands-on demos featuring the latest World of Warcraft, Overwatch, Hearthstone, StarCraft II, Heroes of the Storm, and Diablo®III content.

BlizzCon is made possible in part by the generosity of the event’s sponsors, who help provide hardware, peripherals, and other support for the show. This year’s sponsors include Cisco, DXRacer, and Intel, along with the following partners who’ll be hosting activities for attendees at booths around the show floor:

  • ASUS—Check out BlizzCon vending machines, collect a special WoW® coin, and enter giveaways for more than 10,000 prizes ranging from patches to a brand-new laptop. See the latest ROG products and find out how your skills match up playing alongside an Overwatch pro.
  • CORSAIR—Try your hand at the CORSAIR Claw machine to win exclusive prizes, take a seat on the “Throne of Games,” and be the Overwatch Play of the Game in the CORSAIR photo booth.
  • HP—Stop by for some 3v3 Overwatch Arcade action, a real-life Loot Box, and a photo op with an epic Overwatch cosplayer.
  • NVIDIA—Participate in an Emissary quest, discover collectible patches, enter a raffle to win some amazing prizes, find exclusive Overwatch buttons, and more.
  • NZXT—Enter a raffle for one of four Blizzard-themed custom-wrapped H700i PCs, and learn how to build your own PC, including setting up liquid cooling and more.
  • Razer—Enter a giveaway at the Hearthstone Tavern, claim an exclusive Razer patch, meet Overwatch and World of Warcraft celebrities, and win prizes including the latest Overwatch peripherals at the Razer booth.
  • T-Mobile—Vote for the Overwatch World Cup MVP using #TMobileMVP and the player’s BattleTag™ on Twitter, take your photo with the MVP trophy at the Un-carrier Lounge, and stay connected to all the BlizzCon action thanks to free Wi-Fi at the convention, presented by T-Mobile.

Although BlizzCon tickets have sold out, viewers can still join the excitement from home with the BlizzCon Virtual Ticket ($39.99), which offers comprehensive live online coverage of both days of the event—including Community Night on Friday evening and Muse’s performance on Saturday. Virtual Ticket holders will also receive a treasure trove of bonus in-game items for World of Warcraft, Overwatch, Diablo III, Hearthstone, Heroes of the Storm, and StarCraft II.

Attendees and Virtual Ticket viewers alike can download the BlizzCon Mobile App, available free for Android and iOS devices, and use it to plan their weekend, map a route through the convention center, and even watch live streams.

For more information on BlizzCon 2017, visit www.blizzcon.com.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® franchises, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes twenty-one #1 games and multiple Game of the Year awards.* The company’s online-gaming service is one of the largest in the world, with millions of active players.

*Sales and/or downloads. Based on internal company records and reports from key distribution partners.

Cautionary Note Regarding Forward-looking Statements

Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the dates, event plans, and features of BlizzCon and the pricing, features, and functionality of the BlizzCon Virtual Ticket, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Blizzard Entertainment, Inc.
Rob Hilburger
VP, Global Corporate Communications
949-955-1380 x13228
rhilburger@blizzard.com
or
Andrew Reynolds
Director, Global PR
949-955-1380 x14301
areynolds@blizzard.com
or
Meelad Sadat
Director, Global Corporate Communications
949-955-1380 x14301
msadat@blizzard.com

Source: Blizzard Entertainment, Inc.

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Call of Duty World League (CWL) Unveils 2018 Season, $4.2 Million Total Prize Pool and New CWL National Circuit

Season Features the Largest Overall Prize Pool in Call of Duty Esports History; Global Open Events Begin with CWL Dallas Open on December 8

SANTA MONICA, Calif.–(BUSINESS WIRE)– Today, the Call of Duty® World League revealed plans for its biggest season yet beginning with the CWL Dallas Global Open on December 8. The new season featuring Call of Duty: WWII will offer six LAN Global Open events, a new CWL National Circuit, the CWL Pro League at the MLG Arena, the return of the Call of Duty World League Championship and the largest total prize pool in Call of Duty Esports history, $4.2 million.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171025006142/en/

CWL 2018 Season Structure (Graphic: Business Wire)

CWL 2018 Season Structure (Graphic: Business Wire)

The CWL Pro League competition, a multi-stage LAN series in which CWL Pro Points determine placement and tournament seeding, kicks off on January 23, 2018. The Pro league will feature two divisions of eight teams competing at the MLG Arena in Columbus, Ohio, presenting fans with more matches and action per stage.

This season will introduce the CWL National Circuit, composed of eight online leagues in Australia, Canada, France, Italy, Germany, Spain, UK and US. Throughout the four stages of online competition, teams will compete for CWL Pro Points, travel and accommodation to a Global Open and, in the final stage, entry to the Last Chance Qualifier for the 2018 Call of Duty World League Championship.

“We can’t wait to start the new season of the Call of Duty World League. Beginning in Dallas in December and continuing all season long, CWL players and fans are in for the biggest season yet in Call of Duty Esports history,” said Executive Vice President and General Manager of Call of Duty, Rob Kostich. “This season will feature Call of Duty: WWII, and offer more opportunities to compete, view and experience the CWL through more open LAN events, the highly competitive Pro League and the all-new CWL National Circuit. This is shaping up to be a great season full of exciting new competition, rivalries and great gameplay.”

The new season of the CWL will officially get underway online on November 3, 2017, with the release of Activision’s Call of Duty: WWII, developed by Sledgehammer Games with additional development support from Raven Software. On launch day, regional ladders in MLG GameBattles – the official destination for earning CWL Pro Points online – will begin for teams in North America, Europe, and the Asia-Pacific regions.

The 2018 Call of Duty World League Championship will return in August 2018 and will feature a $1.5 million event prize pool. Additional details for the 2018 Championship will be revealed at a later date.

The Kay Bailey Hutchison Convention Center in Dallas, TX, will host the year’s first Global Open event. CWL Dallas Global Open runs December 8-10. Tickets and information are available now at MLG.tv/CWLDallas.

For further details on the new season of the Call of Duty World League:

  • Six Massive Open LANs for CWL Pro Points, each featuring a $200,000 Prize Pool
    • Dallas, TX — December 8-10
    • New Orleans, LA — January 12-14
    • Atlanta, GA — March 9-11
    • Three additional Global Open events to be revealed
  • CWL Pro League Returns to MLG Arena in Columbus, beginning in January 2018
    • Two divisions of eight teams compete this season in each Stage, expanding League play to fourteen matches per Stage
    • Broadcast moving to Tuesday, Wednesday and Thursday
    • Top four teams in each division move onto the playoffs
    • $200,000 prize pool distributed during Stage competition
    • $500,000 prize pool on the line at each Stage playoff
      • Stage 1 begins January 23 – March 22
      • Playoffs for Stage 1 begin April 6
      • Stage 2 begins May 15 – July 19
      • Playoffs for Stage 2 begin July 27
  • New CWL National Circuit
    • Competition for top teams that did not qualify for the Call of Duty World League
    • Regional competition, eight online leagues: Australia, Canada, France, Italy, Germany, Spain, UK and US
    • 3,000 CWL Pro Points awarded to each winning team per stage, plus $1000 prize pool for winner, and travel and accommodations to attend a select Global Open event or Last Chance Qualifier
      • Stage 1 — January 26 – February 16
      • Stage 2 — March 16 – April 13
      • Stage 3 — May 11 – June 1
      • Stage 4 — June 22 – July 13
  • Call of Duty World League Championship will return in 2018
    • 32 teams from around the globe compete for $1.5 million prize pool
    • Additional details coming soon
  • Online competition in MLG GameBattles for CWL Pro Points in all eligible regions beginning on November 3, 2017
    • All qualification and seeding is based on CWL Pro Points, awarded to registered players
    • Points belong to the player, not the team
  • Fifteen Online CWL 2K Tournaments Throughout the Season
    • 2,000 CWL Pro Points per tournament and cash prizing to winners – planned for the season per region; first tournament slated for November 12.

CWL Dallas Open tickets are available in multiple varieties. General admission passes for the event are available for $59.99 (plus applicable fees and taxes). A Premium Pass for the event is also available for $89.99 (plus applicable fees and taxes) and includes an event t-shirt and one month of MLG GameBattles Premium. A $399.99 (plus applicable fees and taxes) VIP ticket is also available and includes an event t-shirt, event jacket, one-hour early entrance to the venue, access to the VIP Lounge and more. For tickets, visit MLG.tv/CWLDallas.

Visit CallofDuty.com/esports and follow the Call of Duty World League on Twitter and Instagram for the latest CWL updates. For live broadcasts and Video on Demand, visit MLG.tv/CallofDuty.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world and is a division of Activision Blizzard, Inc. (NASDAQ: ATVI), an S&P 500 company. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected dates, features and events of the Call of Duty World League, including the CWL Dallas Global Open, CWL Pro League, CWL National Circuit and Call of Duty World League Championship, as well as the release dates and MLG GameBattles functionality for Call of Duty: WWII, are forward-looking statements, that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Major League Gaming Corp. ACTIVISION, CALL OF DUTY and CALL OF DUTY: WWII are trademarks of Activision Publishing, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp. All other trademarks and trade names are the properties of their respective owners.

Call of Duty World League
Xav de Matos
Public Relations
424-242-5247
xav.dematos@activision.com

Source: Activision Publishing, Inc.

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Destiny 2, Best-Selling Console Game of the Year in the U.S. to Date, Now Available Globally on PC, Featuring a Fully Optimized PC Experience

Blizzard Battle.net®Welcomes Destiny 2 for PC

Winner of Best PC Game – Game Critics Awards: Best of E3 2017 Available Today

SANTA MONICA, Calif.–(BUSINESS WIRE)– Bungie and Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (NASDAQ: ATVI), delivered for the first time, the world-renowned, first-person action game, Destiny 2, on PC across the globe today. Destiny 2 has received more than 70 global awards and nominations to date, including winning “Best PC Game – Game Critics Awards: Best of E3 2017,” and industry nomination for “Gamescom Award 2017 – Best PC Game.” The console game, released on September 6, was recognized as the best-selling console game of 2017 in the United States to date with less than one month of sales by The NPD Group yesterday, and now Destiny 2 PC is available exclusively on Blizzard Battle.net®, Blizzard Entertainment’s acclaimed online-gaming platform, for digital distribution and at global retailers.

Developed by Bungie, and brought to PC in partnership with Vicarious Visions, Destiny 2 is optimized to take full advantage of the PC platform, delivering a native PC experience with PC specific features such as: 4K resolution support, uncapped frame rate, full mouse and keyboard support with custom key mapping, text chat, adjustable field of view, a detailed PC settings screen, 21:9 and triple monitor support, and HDR. Destiny 2 PC is playable on Windows 7, Windows 8, and Windows 10.

“It’s not every day that you get to welcome a new community to a game, but today we’re very excited to welcome PC players to the incredible universe of Destiny 2,” said Eric Hirshberg, CEO of Activision. “And with the unique partnership between Activision, Bungie and Blizzard, we’re giving players a gaming experience they won’t soon forget. Time to defeat Ghaul on triple monitor widescreen.”

Bungie’s PC Project Lead David Shaw, said, “The anticipation we’ve seen from the community and industry for the addition of PC is exciting for Bungie, our partners at Vicarious Visions and Activision.” He added, “We committed resources to make sure the PC game was created with the discerning requirements of the PC community in mind and are happy to extend a red-carpet welcome to those players across the world now that the game is live on Blizzard’s Battle.net platform.”

“It’s been an honor to work so closely with Bungie on the development of the first PC version from the Destiny franchise since we’ve been long-time fans of the game,” said Jennifer Oneal, Studio Head for Vicarious Visions. She added, “As PC gamers ourselves, the collective team has given great care to deliver on our new audience’s expectations for Destiny 2 PC.”

Destiny 2 takes players on an epic journey across the universe to defend humanity from annihilation. The game welcomes new players to the universe, as well as those who have been devoted to the universe since the beginning, with an array of modes and activities to explore. In the story of Destiny 2, the last safe city on Earth has fallen and lies in ruins, occupied by a powerful new army. Players must master new abilities and weapons to reunite the city’s forces, stand together and fight back to reclaim their home.

In Destiny 2, every player creates their own character called a “Guardian,” humanity’s chosen protectors. Players can choose from playing the cinematic story campaign, venturing into expansive destinations to joining in cooperative modes including Strike missions. PC players can play the ‘Leviathan’ raid, a fan-favorite, endgame, 6-player gameplay experience when it goes live on November 1, at 10 a.m. Pacific Time. For competitive players, Destiny 2 offers intense 4v4 multiplayer matches in ‘The Crucible’.

Destiny 2 is rated T for Teen by the ESRB and is available at a suggested retail price of $59.99. The product line-up also features the Destiny 2 – Game + Expansion Pass Bundle at $89.99 SRP, the Destiny 2 – Digital Deluxe Edition featuring premium digital content at $99.99 SRP, the Limited Edition at $99.99 SRP, and the Collector’s Edition, featuring a fully-wearable Destiny 2 – Frontier Bag, Expansion Pass, premium digital content and a Cabal-themed Collector’s Box for $249.99 SRP.

Minimum system requirements for the PC game are an Intel Core i3-3250, Intel Pentium G4560, or an AMD FX-4350, along with a GeForce GTX 660 2GB, GTX 1050 2GB, or Radeon HD 7850. Additionally, 6GB of RAM, and 68GB of HDD space.

For more game information, visit www.DestinyTheGame.com and follow the official Destiny social channels on Facebook and @DestinyTheGame on Instagram and Twitter. The community can interact directly with the developers at www.Bungie.net, Facebook, @Bungie on Twitter, Instagram and www.Twitch.tv/Bungie on Twitch.

About Bungie

Bungie is an independent, employee-owned game development studio dedicated to creating hopeful worlds that inspire passionate player communities. For more than two-and-a-half decades that purpose has led to the creation of some of the industry’s most celebrated gaming franchises, including Marathon, Myth, Halo, and Destiny. Today, Bungie is focused on creating new experiences and adventures for the Destiny 2 community to share.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment, including Call of Duty®, Destiny, Skylanders™ and Crash Bandicoot™ some of the world’s most successful interactive entertainment franchises. Activision maintains operations throughout the world and is a division of Activision Blizzard (NASDAQ: ATVI), an S&P 500 company. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected release dates, features and functionality of the ‘Leviathan’ raid for Destiny 2, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Bungie, Inc. All rights reserved. Destiny, the Destiny Logo, Bungie and the Bungie Logo are among the trademarks of Bungie, Inc. Published and distributed by Activision. Activision is a registered trademark of Activision Publishing, Inc. All other trademarks or trade names are the properties of their respective owners.

Activision Publishing, Inc.
Genevieve Waldman
425-440-6854
gwaldman@activision.com

Source: Activision Publishing, Inc.

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Call of Duty Celebrates the Power of Camaraderie and Thrill of Reuniting with Friends with Live-Action Trailer “Reassemble!”

Activision’s Blockbuster live-action trailer for Call of Duty: WWII for First Time Features Multiple Versions

Call of Duty: WWII launches worldwide November 3

SANTA MONICA, Calif.–(BUSINESS WIRE)– The live-action trailer for Call of Duty®: WWII has arrived. Activision is delivering to fans an action-packed global experience for the title, which topped the Nielsen Game Rank™ list as the most anticipated multi-platform game this holiday, with the launch of not one, but three trailer versions of its iconic blockbuster, which follows three different squads of friends reassembling to play Call of Duty®.

Helmed by director Simon McQuoid in his first collaboration with Activision, the thrilling :90 piece celebrates friendship and the enthusiasm shared by friends as only Call of Duty can deliver. Unique French and UK versions along with a Global trailer, which debuted yesterday in the U.S., lets the world know that it’s time to get the group back together for Call of Duty: WWII, which launches worldwide November 3.

Call of Duty: WWII is a return to the boots on the ground gameplay and camaraderie of playing Call of Duty together with your friends. The enthusiasm and anticipation for this year’s game is incredible and speaks to the passion of our fans around the world,” said Tim Ellis, CMO, Activision. “‘Reassemble!’ spans the globe in a series of films about gamers, across all walks of life, getting their squads together with one mission – to play Call of Duty.”

Call of Duty: WWII marks a dramatic return to the franchise’s roots in an experience that redefines World War II for a new gaming generation. Players will be immersed in combat across three robust game modes; Campaign, Multiplayer and Nazi Zombies.

Activision is putting major marketing support behind the game with a high-impact TV, digital and outdoor advertising campaign. The global spot will be accompanied by bespoke U.K. and France spots, which were filmed in Prague and will be distributed specifically to those markets. Throughout the campaign, Activision has worked with creative agency 72andSunny Los Angeles on overall creative direction.

Call of Duty: WWII, launching worldwide on November 3, is published by Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and developed by Sledgehammer Games with additional development support from Raven Software. For the latest intel, check out: www.callofduty.com, www.youtube.com/callofduty or follow @CallofDuty and @SHGames on Twitter, Instagram and Facebook. Call of Duty: WWII is scheduled for release on PlayStation®4 system, Xbox One, and PC. The game is rated M for Mature (Blood and Gore, Intense Violence, Strong Language).

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world and is a division of Activision Blizzard (NASDAQ: ATVI), an S&P 500 company. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected release dates, features and functionality of Call of Duty: WWII, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and CALL OF DUTY WWII are trademarks of Activision Publishing, Inc.

Activision Publishing, Inc.
Alan Johnson, PR Manager
310.255.2757
Alan.Johnson@activision.com

Source: Activision Publishing, Inc.

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Activision Blizzard Consumer Products Group Arrives at Brand Licensing Europe 2017 with Spectacular Lineup Anchored by Esports and Franchises of the Future

Set for International Growth, New Partners Include Rubber Road, Paladone, Exquisite Gaming, ThinkGeek, NECA and Rossi

LONDON–(BUSINESS WIRE)– Activision Blizzard brings its powerhouse slate of franchises to Brand Licensing Europe 2017, along with a strong lineup of partners to drive the expansion of some of today’s hottest properties. Making its international debut, the recently formed Activision Blizzard Consumer Products Group (ABCPG) will present a roster of iconic, blockbuster titles, including: Call of Duty®, Skylanders®, Crash Bandicoot™ and Bungie’s Destiny from Activision; Overwatch®, Hearthstone® and World of Warcraft® from Blizzard Entertainment; and Candy Crush™ from King. Reaching a global audience of more than 400 million¹, the company’s franchises of the future feature thrilling gameplay, linear storytelling, esports and consumer products, offering exciting opportunities for multi-category licensing.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171010006586/en/

Candy Crush™ ice cream from Rossi (Photo: Business Wire)

Candy Crush™ ice cream from Rossi (Photo: Business Wire)

“With some of the world’s most popular brands like Call of Duty and Overwatch, Activision Blizzard is helping re-define entertainment and the ways it is enjoyed,” said Tim Kilpin, CEO and president, Activision Blizzard Consumer Products Group. “We’re excited to work closely with our partners to create new and innovative merchandising opportunities that’ll bring fans around the world closer to their favorite videogames and characters, players and leagues.”

Commitment to International Growth

Activision Blizzard continues to invest in growth, most recently with the hire of Philippe Bost, vice president of International Consumer Products, Activision Blizzard. In his role, Philippe will drive international growth across the portfolio to provide added strength at retail and generate more engagement opportunities.

Additionally, ABCPG has recently appointed Tinderbox as the Call of Duty licensing agent to expand the company’s European footprint in key markets. This has resulted in such partners as Rubber Road, EMP, Paladone and Sun City, to date.

Further bolstering its growth trajectory, ABCPG is also collaborating with PowerStation Studios on the development of a rich assortment of creative assets for both Call of Duty and Overwatch. In doing so, they will help support the expansion of product variety and range providing broader opportunities for licensing and retail partners.

Esports

Activision Blizzard is squarely at the forefront of the competitive gaming phenomenon with its Overwatch League and Call of Duty World League. The esports market is expected to reach nearly 600M² viewers by 2020 and affords rich possibilities to give fans around the world new ways to play, display, wear and live the brands they love.

The Overwatch League is the first major global professional esports league with 12 city-based teams. The preseason begins on December 6 at Blizzard Arena Los Angeles with a series of exhibition matches—the world’s first chance to see Overwatch League professionals in action. The inaugural season kicks off on January 10, 2018 and will continue into June with the finals in July.

Additionally, the Call of Duty World League leveraged the global strength of the best-selling console franchise and the reach of MLG media network. This year’s competition awarded $4M in total prize money throughout the season, concluding with the Call of Duty World League Championship that took place in August.

Franchises of the Future

ABCPG drives some of the strongest, most culturally relevant IP in the entertainment industry reaching virtually all demographics. Licensing partners around the world are sustaining excitement for ABCPG’s powerhouse slate with a vast product line-up.

Activision Highlights

  • Call of Duty: With more than $15 billion³ in franchise revenue since inception, the pop culture phenomenon Call of Duty is one of the biggest videogame franchises of all-time. The highly anticipated new game – Call of Duty®: WWII – is scheduled for release on November 3. It will be supported by a roster of partners including: Rubber Road (Apparel, Accessories); Paladone (Apparel, Accessories); Sun City (Apparel); Exquisite Gaming (Cable Guys, Crates); Dreamtex (Bedding, Cushions, Beanbags); and Loot Crate (Dedicated Crate with exclusive items).
  • Crash Bandicoot: Leveraging the ’90s nostalgia trend, Crash came back in a big way this year with the top-selling Crash Bandicoot™ N. Sane Trilogy. New partners include: Exquisite Gaming (Cable Guys, Crates); Rubber Road (Apparel, Accessories); Bioworld International (Apparel); and NECA (Plush, Figures, Tabletop Games, Novelty).

Bungie Highlights

  • Destiny 2: Bungie’s award-winning Destiny is supported by a global community of passionate fans. On the heels of a successful Destiny 2 console launch in September, the highly-rated game saw player concurrency hit an all-time high for the franchise. Fans now are gearing up for the launch of Destiny 2 PC on October 24. Bungie’s Destiny consumer products program continues to expand globally with toys, figures, apparel, publishing and accessories, such as: ThinkGeek (Vinyl Figures, Apparel, Accessories); Funko (POP! Vinyls); McFarlane Toys (Action Figures); Razer (PC Gaming Peripherals); Prima (Strategy Guides); GB Eye (Posters, Mugs, Prints); and Rubber Road (Apparel, Accessories). Visit the Bungie Store at: http://bungiestore.com.

Blizzard Highlights

  • Overwatch: With more than 30 million players and more than 100 Game of the Year awards, Overwatch has captured imaginations and driven strong global engagement. The franchise is supported by: Bioworld International (Bags, Accessories); Good Smile Company (Figures); Razer (Mouse); J!nx (Hoodies); Dark Horse (Artbook); Funko (Figures); and Scholastic (Books).
  • World of Warcraft: The iconic World of Warcraft has engaged more than 100 million passionate players in an ever-evolving online adventure. World of Warcraft: Legion™ is one of the fastest-selling PC games ever, and Warcraft (2016) is the highest-grossing videogame film adaptation of all time. Partners include: Ju Ju Be (Bags and Accessories); J!nx (Apparel); Insight Editions (Cookbook); Funko (Figures); and Dark Horse (Publishing).

King Highlights

  • Candy Crush: With hundreds of millions of players, Candy Crush is one of the most popular mobile games in the world. The award-winning Candy Crush property is supported by partners like BakedIn whose Candy Crush Baking Kit won Best Licensed Food or Drink Range at the recent Licensing Awards. Additional partners include: Rossi (Ice Cream); Poetic Gem (Apparel); Mallowtree (Confectionary); Tikiboo (Activewear); Doshisha (Confectionary); and Partnership with Mrinalini Chandra (Jewelry).

Located at Booth #E40, ABCPG also will continue to highlight Skylanders and Hearthstone.

About Activision Blizzard Consumer Products Group

Activision Blizzard Consumer Products Group is a division of Activision Blizzard (NASDAQ: ATVI), an S&P 500 company and the world’s most successful standalone interactive entertainment company. Building on the existing consumer products businesses, the newly formed Activision Blizzard Consumer Products Group encompasses Activision, Blizzard and King’s franchises of the future. The division is passionate about working with best-in-class partners around the world to create high quality and deeply relevant merchandise that gives fans new ways to play, display, wear and live the brands they love. Activision Blizzard is home to iconic and beloved entertainment franchises, including Call of Duty®, Overwatch®, Bungie’s Destiny, Skylanders®, World of Warcraft® and Candy Crush™.

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.

About Bungie

Bungie is an independent, employee-owned game development studio dedicated to creating hopeful worlds that inspire passionate player communities. For more than two-and-a-half decades that purpose has led to the creation of some of the industry’s most celebrated gaming franchises, including Marathon, Myth, Halo, and Destiny. Today, Bungie is focused on creating new experiences and adventures for the Destiny 2 community to share.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Blizzard’s expectations, plans, intentions or strategies regarding the future, including statements about the company’s Consumer Products division, including with respect to Brand Licensing Europe 2017 and its partners, programs and expected international growth, the release dates of Call of Duty: WWII and Destiny 2 PC and the release dates and features of the Overwatch League, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Blizzard’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Blizzard as of the date of this release, and the company does not assume any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Activision Publishing, Inc. Activision, Call of Duty, Call of Duty: WWII, Skylanders and Crash Bandicoot are trademarks of Activision Publishing, Inc.

© 2017 Bungie, Inc. All rights reserved. Destiny, the Destiny Logo, Bungie and the Bungie Logo are among the trademarks of Bungie, Inc. Published and distributed by Activision. All other trademarks or trade names are the properties of their respective owners.

© 2017 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD, WORLD OF WARCRAFT, WORLD OF WARCRAFT: LEGION and BLIZZARD ENTERTAINMENT are trademarks or registered trademarks of Blizzard Entertainment, Inc.

¹Activision Blizzard has over 400 million Monthly Active Users (MAUs). 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.
²According to Newzoo 2017 Esports Market Report
³According to the NPD Group, GFK Chart-Track and Activision Blizzard internal estimates, including in-game content sales.

Activision/Activision Blizzard Consumer Products Group
Kerstine Johnson
+1.310.255.2508; kjohnson@activision.com
or
Blizzard Entertainment
Rob Hilburger
+1.949.242.8404; rhilburger@blizzard.com
or
King
Louise Ramsden
+44 (0) 7717 795 004; louise.ramsden@king.com

Source: Activision Blizzard Consumer Products Group

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Activision Blizzard to Release Third Quarter 2017 Financial Results on November 2, 2017

SANTA MONICA, Calif.–(BUSINESS WIRE)– Activision Blizzard, Inc. (Nasdaq: ATVI) intends to release its third quarter 2017 results after the close of the market on Thursday, November 2, 2017. In conjunction with this release, Activision Blizzard will host a conference call that will be broadcast over the internet.

Thursday, November 2, 2017

1:30 p.m. Pacific Time (4:30 p.m. Eastern Time)

To listen to the call, please log onto:

http://investor.activision.com/events.cfm

Or dial:

U.S. and Canada: 877-604-9668

International: 719-325-4891

Passcode: 2253748

A presentation corresponding with the conference call will be available in Adobe Acrobat format at http://investor.activision.com/events.cfm. A replay of the call will also be available approximately three hours after the call’s conclusion and archived for one year in the Investor Relations section at www.activisionblizzard.com.

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.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Blizzard’s expectations, plans, intentions or strategies regarding the future, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Blizzard’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Blizzard as of the date of this release, and Activision Blizzard does not assume any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Activision Blizzard, Inc.
Mary Osako
Sr. Vice President, Global Communications
424-322-5166
Mary.Osako@activision.com
or
Amrita Ahuja
Sr. Vice President, Investor Relations
310-255-2075
Amrita.Ahuja@activision.com

Source: Activision Blizzard, Inc.

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