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TakeTwo Interactive:

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Well-positioned in a high-growth market that is becoming increasingly concentrated ... That $70 million windfall easily puts it in the ranks of a blockbuster movie. ... – PowerPoint PPT presentation

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Title: TakeTwo Interactive:


1
Take-Two Interactive Presented by Sat
Joshi,Vice-President, MII March 24, 2004
2
About Take-Two
Interactive
  • Incorporated in 1993
  • Member of 1 billion club ( a club with only 2
    members)
  • 3 operating divisions
  • Development
  • Publishing
  • Distribution

3
About Take-Two
Interactive
  • Three Principal Brands
  • Rockstar
  • Flagship brand, high margins
  • Gathering
  • Historically focused on PC, expanding
  • Will focus on mid-priced products and
    non-Rockstar premium products
  • Global Star
  • PC, console, handheld titles

4
Investment Thesis Take-Two Interactive
  • Thesis Points
  • Well-positioned in a high-growth market that is
    becoming increasingly concentrated
  • Game studios have a proven track record
  • Unique corporate strategy/structure that embraces
    popular cultural themes and interprets them well
  • Company is undervalued in the market

5
Thesis 1 Take-Two
Interactive
  • Video Game Market
  • Video games have done well in a sluggish economy
  • Video game sales exceeded movie industrys annual
    box office draw by over 1 billion
  • Grand Theft Auto Vice City, sold more than 1.4
    million copies at an average 48 apiece in its
    first three days. That 70 million windfall
    easily puts it in the ranks of a blockbuster
    movie.

6
Thesis 1 Take-Two
Interactive
Video Game Market
7
Thesis 1 Take-Two
Interactive
  • Video Game Market (cont.)
  • Designers make around 50,000 out of college
  • Hit-makers pull in over 100k
  • Sony got nearly 60 of its 2002 profit from sales
    of hardware and software for PS2.
  • In its 2002 3rd quarter results, Barnes Noble
    said GameStop, the video game retailer of which
    it owns 60, contributed as much to profit as its
    banner bookstores. Without video games, BN would
    have reported a loss.

8
Thesis 1 Take-Two
Interactive
  • Video Game Market (cont.)
  • Average PS1 user 17 years old
  • Average PS2 user 22 years old
  • Average video gamer is 28 years old
  • As gamers age, their disposable income increases,
    making gaming an extraordinarily lucrative
    market.

9
Thesis 2 Take-Two
Interactive
  • Take-Two Has a Proven Track Record
  • Grand Theft Auto And GTA Vice City have sold
    over 22 million units
  • One of the most successful video games of all
    time
  • GTA 30 million units
  • Max Payne 4 million units
  • Midnight Club 3 million units

10
Thesis 2 Take-Two
Interactive
  • Take-Two Has a Proven Track Record
  • GTA double-pack is currently Walmarts
    best-selling game
  • GTA 3/GTA Vice City received scores of 9.3 and
    editors choice awards on Gamespot.com
  • Max Payne 2/Max Payne received scores of 9.2 and
    9.0 on Gamespot.com

11
Thesis 2 Take-Two
Interactive
  • Take-Two Has a Proven Track Record
  • Consistently building its other franchises
  • Solid pipeline of games GTA San Andreas, Max
    Payne 3, Red Dead Revolver, and more
  • Eyeing next generation of video game consoles so
    that it can be ahead of the video game curve
  • Games are on the cutting-edge
  • GTA engine pushes limits of PS2

12
Thesis 3 Take-Two
Interactive
  • Unique Corporate Strategy/Structure
  • Smaller size has advantages
  • Hire only the best designers
  • Coherent corporate vision
  • Bigger than other players
  • Distribution Jack of all Games
  • Over 650 internal developers
  • 5 Rockstar Studios
  • 8 Studios Total
  • Globally positioned to access new markets

13
Thesis 3 Take-Two
Interactive
  • Unique Corporate Strategy/Structure
  • Novel marketing concepts
  • Billboards, bus and bus stations
  • Embrace pop-culture themes with originality
  • 80s, Miami
  • New York City
  • Mafia

14
Thesis 4 Take-Two
Interactive
  • Take-Two is Undervalued
  • Has greater revenues than any other player except
    for Electronic Arts
  • PE Ratios
  • Electronic Arts 30
  • Activision 32
  • Industry Average 25
  • Take-Two Interactive 19

15
Thesis 4 Take-Two
Interactive
Take-Two is Undervalued Price/Sales
Ratio Electronic Arts 5.17 Activision
2.09 Industry Average 2.84 Take-Two Interactive
1.53 Price/Book Ratio Electronic Arts
5.84 Activision 2.37 Industry Average
4.60 Take-Two Interactive 2.64
16
Thesis 4 Take-Two
Interactive
  • Take-Two is Undervalued
  • Current Share Price 34.05
  • Alternative Valuations
  • P/E Ratio 44.68
  • Price/Sales Ratio 62.66
  • Price/Book Ratio 58.75
  • Using Current PE Ratio
  • Share price should increase to 46.55 as earnings
    increase in 2004

17
Thesis 4 Take-Two
Interactive
  • Take-Two is Undervalued
  • Current reasons for low share price
  • Market isnt focusing on distribution
  • Market is overreacting to managements past
    errors
  • Market doesnt recognize Take-Twos expertise
  • Imitation products are not successful
  • Market is too focused on short-term
  • Next-generation of consoles

18
Thesis 4 Take-Two
Interactive
  • Financial Highlights
  • Market Capitalization 1.5 billion
  • Revenues 1.03 billion
  • P/E Ratio 19
  • PEG Ratio 0.79
  • Free Cashflow 65.16M

19
Thesis 4 Take-Two
Interactive
20
Risks Take-Two
Interactive
  • Risk 1 Will management keep its act clean?
  • Risk 2 Is Take-Two too narrowly focused?
  • Game genre
  • PS2
  • Risk 3 Violence Litigation
  • Risk 4 Does distribution pose a conflict of
    interest?

21
End Take-Two
Interactive
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