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Earnings Call: Q2 2027

Nov 9, 2026

Summary

Q2 net bookings were slightly below guidance as NBA 2K27 underperformed expectations, partly offset by Grand Theft Auto strength. FY2027 bookings guidance was reiterated at $8B–$8.2B, with GTA VI pre-orders well above initial expectations.

Operator

I'll now hand the conference over to Nicole Shevins, SVP Investor Relations and Corporate Communications. Nicole, please go ahead.

Nicole Shevins
SVP of Investor Relations and Corporate Communications, Take-Two

Good afternoon. Thank you for joining our conference call to discuss our results for the second quarter of fiscal year 2027, ended September 30, 2026. Today's call will be led by Strauss Zelnick, Take-Two's Chairman and Chief Executive Officer, Karl Slatoff, our President, and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q&A session following our prepared remarks. Before we begin, I'd like to remind everyone that statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws. These forward-looking statements are based on the beliefs of our management, as well as assumptions made by and information currently available to us. We have no obligation to update these forward-looking statements. Actual operating results may vary significantly from these forward-looking statements based on a variety of factors.

These important factors are described in our filings with the SEC, including the company's most recent annual report on Form 10-K and quarterly report on Form 10-Q, including the risks summarized in the section entitled Risk Factors. I'd also like to note that unless otherwise stated, all numbers we will be discussing today are GAAP, and all comparisons are year-over-year. Additional details regarding our actual results and outlook are contained in our press release, including the items that our management uses internally to adjust our GAAP financial results in order to evaluate our operating performance. Our press release also contains a reconciliation of any non-GAAP financial measure to the most comparable GAAP measure. In addition, we have posted to our website a slide deck that visually presents our results and financial outlook. Our press release and filings with the SEC may be obtained from our website at take2games.com.

I'll turn the call over to Strauss.

Strauss Zelnick
Chairman and CEO, Take-Two

Thanks, Nicole. Good afternoon, and thank you for joining us today. We delivered second quarter net bookings of $1.6 billion, which was slightly below our guidance range of $1.62 billion-$1.67 billion. While NBA 2K27 launched successfully and achieved the second-highest net bookings performance in the history of the series, it was below our forecast for the period. Our mobile business performed in line with our plans, and the Grand Theft Auto series exceeded our forecast ahead of next week's eagerly anticipated launch of Grand Theft Auto VI. We are reiterating our fiscal 2027 outlook for net bookings of $8 billion-$8.2 billion. Pre-orders for Grand Theft Auto VI are tracking far in excess of our initial expectations, and we know that the numbers will speak for themselves soon enough.

Our outlook also includes the launches of new mobile and previously announced sports titles, and growth in recurrent consumer spending for NBA 2K27 during the second half of our fiscal year, driven by the largest slate of post-launch content in franchise history. Turning to highlights from the period. Grand Theft Auto V continued to expand its audience, and to date, the title has sold nearly 235 million units worldwide. The series grew a double-digit percentage for both recurrent consumer spending and average monthly members for GTA+, as players enjoyed the latest major update, The Kortz Center Heist, along with monthly events, new races, and more. In September, Rockstar Games unveiled NoPixel V, the next evolution of Grand Theft Auto V's role play community, with an entirely overhauled experience, new locations, and graphic enhancements focused on player immersion.

To celebrate the launch throughout the month, players were able to earn exclusive items within Grand Theft Auto Online by watching select role play streamers on Twitch. Rockstar Games will continue to support Grand Theft Auto Online with new content and ongoing events for its vast community. Grand Theft Auto VI, coming to the world on November 19, promises to be not only highly engaging, but in fact, the biggest and most detailed groundbreaking experience that Rockstar Games has ever created. As you have undoubtedly seen, marketing for the title is well underway across the globe and has included an extended look at the game, which premiered on Netflix and became the platform's most viewed title for the week, drawing in 31 million consumers in just its first four days.

An array of in-depth features and magazine covers, the reveal of the official soundtrack, which included three tracks that debuted in the top 10 of their respective Billboard charts, the announcement of a special Night in Vice City in partnership with the NBA, where the Miami Heat will play as Vice City versus the Milwaukee Bucks, and a series of unique in-person activations celebrating Vice City in Miami. We are immensely proud of the team at Rockstar Games for their unparalleled commitment to and passion for elevating our art form and all entertainment. 2K and Visual Concepts once again delivered the most realistic and authentic NBA experience in interactive entertainment with NBA 2K27, which has sold over 4 million units so far. The launch window was unusually busy, with numerous entertainment experiences competing for players' attention.

We expect an acceleration of net bookings and engagement during the second half of the year, as 2K and Visual Concepts plan to introduce a robust slate of in-game content, including exciting themed seasons, all-new college basketball experiences, and innovation within MyTEAM. During the quarter, Borderlands 4 offered new downloadable content and introduced several promotions, which are driving improved engagement and player retention. The Borderlands franchise has now surpassed 100 million units sold, marking an incredible milestone for Gearbox and 2K. We look forward to even more content for Borderlands 4 and what lies ahead for the series. During the period, 2K released add-on content and updates for Mafia: The Old Country, Sid Meier's Civilization VII, PGA TOUR 2K, and WWE 2K, which enhanced gameplay and player engagement further for these titles. Mobile performed in line with our expectations, underscoring the importance and impact of our diversified business.

As we had anticipated, net bookings for Color Block Jam decreased double digits compared to its peak performance during last year's second quarter. Net bookings for Toon Blast grew 4% over last year's record second quarter results, driven by a new in-game feature called Beam, which assists players while solving puzzles and has been increasing engagement and level progression. Words With Friends benefited from a multi-platform collaboration with the hit TV show Wheel of Fortune, including a dedicated on-air theme week and in-game puzzles and online events for players, which drove net bookings growth of 6%. Our advertising business improved sequentially as we successfully attract new partners and increase ad yields. 2K's mobile offerings also continue to perform well, with solid downloads and engagement across key titles.

NBA 2K All-Star, our mobile title in partnership with Tencent in China, surpassed 11 million registered users since launching last year and is yielding strong profit margins. We continue to see strength in our mobile and direct-to-consumer channel, which remains a significant driver of revenue and margins as we include new titles, foster direct relationships with players, and reduce payment friction to enhance the user experience and drive repeat purchases. These efforts position our direct-to-consumer platform as a durable and expanding engine for net bookings growth and long-term profitability. Looking ahead, Zynga continues to develop and test many new titles, and several are promising based on their initial performance and soft launch, including Top Goal. We believe that fiscal 2027 will be an historic year for Take-Two, driven by our unwavering commitment to delivering the highest quality entertainment experiences.

Guided by our core pillars, creativity, innovation, and efficiency, we're confident in our ability to build on this incredible year and to set new benchmarks as we deliver on our plan for long-term success. I'd like to express my gratitude to our 13,000 colleagues around the world for their dedication to our common mission and for making our company what it is today and what we will be tomorrow. I'll now turn the call over to Karl.

Karl Slatoff
President, Take-Two

Thanks, Strauss. I would like to thank our teams who do their best work every day in the pursuit of our creative, financial, and operational goals. I will now discuss our recent and upcoming releases. On October 8, 2K and Gearbox released "Risk of Rain 2: Hallowed Concepts," which introduced two new playable survivors, new regions to explore, and expanded gameplay mechanics to deepen the player experience. 2K continued to innovate its mobile offerings for the NBA 2K franchise. On October 20, "NBA 2K Mobile" Season 9 launched with new modes that connect in-game action to real-world NBA schedules, a rewind feature that allows players to enjoy historic and iconic NBA moments, and real-time PvP matches. Additionally, "NBA 2K27 Arcade Edition" made its debut last week, offering WNBA play now, new expansion teams, deeper career journeys and progressions, a new 5v5 experience, and exclusive GOAT skills and rewards.

On October 28, 2K and Visual Concepts continued their post-launch content for "WWE 2K26" with the release of Ringside Pass Season 6 and the standalone "Street Fighter" Elite Pack, which marks our first-ever collaboration with Capcom and includes signature character moves and themed cosmetic creation parts. 2K also released Season 13 for "WWE SuperCard" last week, which has now been downloaded nearly 40 million times since its initial launch. Firaxis announced new content for "Sid Meier's Civilization VII" for 2027, including "Arc of Tomorrow," a comprehensive free update extending gameplay into the Atomic Age, and "Earthrise," the title's first major premium expansion featuring extended core mechanics and space-era progression. These additions will provide players with more ways to take one more turn in this iconic strategy series.

In the coming months, 2K will provide updates on "PGA TOUR 2K27" and "WWE 2K27," both of which are slated to launch later this fiscal year. Zynga will continue to focus on enhancing its existing mobile portfolio with bold beats and updates, as well as releasing new titles, including "Top Goal," which is currently in soft launch. It is incredibly exciting to be just days away from Rockstar Games' launch of "Grand Theft Auto VI," and preloads are rolling out across the world. This is a defining moment for our company and the entertainment industry, and our teams are proudly supporting this global phenomenon. With our robust and diverse long-term product development pipeline, we are well-positioned to capitalize on our many opportunities on the horizon to engage audiences throughout the world. I will now turn the call over to Lainie.

Lainie Goldstein
CFO, Take-Two

Thanks, Karl, and good afternoon, everyone. Our second quarter net bookings were $1.6 billion, which was modestly below our guidance range of $1.62 billion-$1.67 billion. Recurr consumer spending was down 9% for the period, compared to our guidance of a 5% decline, driven by NBA 2K and accounted for 81% of net bookings. Compared to last year, NBA 2K and mobile each decreased, while the Grand Theft Auto series was up. GAAP net revenue decreased 16% to $1.5 billion. Cost of revenue decreased 20% to $637 million, and operating expenses decreased 9% to $978 million. On a management basis, operating expenses declined 9% year-over-year. This was favorable to our forecast due to lower personnel and user acquisition costs.

Turning to our outlook, we are exceedingly optimistic about the rest of the year and are reiterating our fiscal 2027 net bookings outlook range of $8 billion-$8.2 billion. The launch of Grand Theft Auto VI is only 10 days away, and the level of pre-orders generated is extraordinary. Additionally, 2K and Visual Concepts plan to deliver the most innovative array of in-game content ever released for NBA 2K, which gives us confidence that recurrent consumer spending for the franchise will accelerate during the second half of the year. The largest contributors to net bookings are expected to be the Grand Theft Auto series, NBA 2K, Toon Blast, Match Factory, Empires & Puzzles, Words With Friends, Red Dead Redemption series, Color Block Jam, WWE 2K, and Zynga Poker. We continue to expect recurrent consumer spending to be in line with fiscal 2026, representing 65% of net bookings.

This assumes strong growth for the Grand Theft Auto series, largely due to our outlook of robust sales of Grand Theft Auto VI: Ultimate Edition, which includes add-on content, and high single-digit growth for NBA 2K. We continue to expect a decline in mobile due to last year's success of Color Block Jam and our assumption that trends will moderate for several of Zynga's mature mobile titles. We project the net bookings breakdown from our labels to be roughly 37% Rockstar Games, 34% Zynga, and 29% 2K. We remain on track to deliver operating cash flow in excess of $1 billion and to be in a net cash position by the end of the fiscal year. Our expectation to deploy approximately $290 million of capital expenditures is unchanged.

We expect GAAP net revenue to range from $7.98 billion-$8.18 billion, cost of revenue to range from $3.68 billion-$3.8 billion, and operating expenses to range from $4.08 billion-$4.1 billion. On a management basis, we now expect operating expense growth of approximately 5% year- over- year, which is favorable to our prior forecast due to lower user acquisition costs, part of which is related to timing. The expense growth compared to last year is primarily driven by marketing for Grand Theft Auto VI and higher R&D costs. Now moving on to our guidance for the fiscal third quarter. We project net bookings to range from $3.35 billion-$3.5 billion, compared to $1.76 billion in the prior year.

The largest contributors to net bookings are expected to be the Grand Theft Auto series, NBA 2K, Toon Blast, Match Factory, Empires & Puzzles, Words With Friends, Red Dead Redemption series, Color Block Jam, Zynga Poker, and Toy Blast. We project recurrent consumer spending to increase by approximately 12%, which assumes significant growth for the Grand Theft Auto series, driven by sales of Grand Theft Auto VI: Ultimate Edition, growth for NBA 2K, and a decline in mobile. We expect GAAP net revenue to range from $3.27 billion-$3.42 billion, cost of revenue to range from $1.65 billion-$1.73 billion, and operating expenses to range from $1.16 billion-$1.18 billion. On a management basis, operating expenses are expected to grow by approximately 21% year- over- year, which is primarily driven by marketing costs to support the launch of Grand Theft Auto VI.

In closing, we are extremely optimistic about our path ahead. Next week's launch of Grand Theft Auto VI is just the beginning. We believe that we can take our core franchises to the next level of success by releasing engaging new content and enhancing our live service offerings, all while launching new hit titles, expanding our geographic footprint, and pursuing accretive M&A. As we execute this extensive multifaceted strategy to drive growth, we feel confident in our ability to unlock greater earnings power and deliver long-term shareholder value. I would like to thank our talented, passionate colleagues around the world for their hard work and for getting us to this pivotal moment in our multi-year growth story. I will now turn the call back to Strauss.

Strauss Zelnick
Chairman and CEO, Take-Two

Thanks, Lainie and Karl. On behalf of our entire management team, I would like to once again thank our colleagues for their contributions to our success. To our shareholders, I want to express our appreciation for your continued support. We will now take your questions. Operator?

Operator

We will now begin the question-and-answer session. If you would like to ask a question, please press star one to raise your hand. To withdraw your question, press star one again. We ask that you pick up your handset when asking a question to allow for optimum sound quality. If you are muted locally, please remember to unmute your device. Please stand by while we compile the Q&A roster. Your first question comes from the line of Andrew Marok with Raymond James. Andrew, your line is open. Please go ahead.

Andrew Marok
Analyst, Raymond James

Hi. Thanks for taking my questions. You mentioned the GTA VI marketing mega campaign. Obviously, a lot of innovative ideas going on there. Just in general, how is that trending versus your expectations in terms of building awareness around the launch date and hype for the game?

Strauss Zelnick
Chairman and CEO, Take-Two

We do track awareness and anticipation, and everything is trending very positively.

Andrew Marok
Analyst, Raymond James

Great. Then maybe a kind of related question perhaps, but without commenting on the timelines of any specific titles, was wondering if you could speak to this concept of AI-assisted reverse engineering and decompilation of games. How does that affect your approach to things like development, security measures, and things like that? Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

Highly focused on that, obviously. Look, this business has been largely immune to piracy concerns forever because of file sizes, complexity of piracy, being connected to servers, and the like. Undoubtedly, it would be very difficult to replicate the experience of consuming our game as intended because of technical limitations. That said, it is going to become more of a challenge, as you said, and we are aware of that. So, we are utterly focused on enhancing our technical defenses and enhancing our legal activities appropriately. At the same time, without in any way being cavalier, every entertainment business that exists is subject to some element of piracy. So, this is likely to invade our business to a greater or lesser extent. I think it will be manageable, and we are focused on it.

Operator

Your next question comes from the line of Doug Creutz with TD Cowen. Doug, your line is open. Please go ahead.

Doug Creutz
Analyst, TD Cowen

Hey, thank you. There have been earnings calls in the past, and I forget how long ago they were, but at one point, you had said that you expected to be able to grow revenue and earnings for the company in the year after you launched GTA VI. I was just wondering, is that a comment you still stand by, or have things evolved such that you don't want to stand on that comment anymore? Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

Tempting as it is, Doug, I'm not going to give you guidance for fiscal 2028 today. We have said that we expect to set a new baseline for performance going forward, and we do think that there's a great opportunity for growth. There are so many wonderful things ahead for us. We have the most diverse and powerful portfolio of intellectual property in the industry, and there's more than one sort of defining item of what's next for us. So many elements of our business plan offer opportunity for higher net bookings and earnings power.

Despite the fact that many of our franchises, and to be clear, we have 15 that have sold at least 5 million units in an individual release in our PC and console business, despite that, and so many have achieved this massive commercial scale, we think there's enormous opportunity ahead for many of them, including GTA. We think the world's going to look dramatically different over the next decade because, with the backdrop of our commitment to releasing the highest quality entertainment experiences, we think we'll be able to reach gamers in new ways, for example, including streaming in new geographies, and also we'll be able to continue to engage with consumers post-launch, which has stayed a part of our strategy since the beginning of what we call recurrent consumer spending.

We're also one of the few interactive entertainment companies who's willing and able to take the risk of investing in new intellectual property. It is the riskiest thing that we do. It's also paid off for us mightily over the past 19 years, even though we certainly haven't always been successful. In addition, we've taken a disciplined approach to M&A. Our deals have been accretive and successful across the board. We think there are selective opportunities going forward, especially because our balance sheet is aimed at being very conservative and very strong. By year end, we expect to be in a net cash position again. Right now, we're geared at less than one times LTM EBITDA. Finally, we have numerous strategic initiatives we're working on that range from big to very big to huge that are under consideration and in development.

So, we think the future is really bright across the board.

Doug Creutz
Analyst, TD Cowen

Great. Thank you.

Operator

Your next question comes from the line of Eric Handler with Roth Capital Partners. Eric, your line is open. Please go ahead.

Eric Handler
Analyst, Roth Capital Partners

Good afternoon. Thanks for the questions. I think to get it, we will start with an accounting question for Lainie. Given the strong growth in console RCS expected in the third quarter, which you attribute to the GTA VI Ultimate Edition, should we assume that if the standard edition is $80, the Ultimate Edition is $100, that $20 goes to count as RCS?

Lainie Goldstein
CFO, Take-Two

Yes. The add-on content can be also purchased separately, so it is allocated to RCS.

Eric Handler
Analyst, Roth Capital Partners

Okay. That is helpful. I guess I will throw you an NBA 2K question. I am just curious, the decline that you saw in 2Q, would you attribute that to maybe just not having the prior gen SKUs, or was there something else in there that maybe did not resonate with fans?

Karl Slatoff
President, Take-Two

This is Karl. First of all, it is the second highest launch we have ever had. We are very excited about the launch, and we do expect NBA to accelerate going into the second half of the year. We have kind of seen this before on a number of different occasions, and it is really hard to know exactly what has caused a little bit of softness versus our expectations in the launch. There are other things going on in the market, both inside and outside the gaming media. But given the slate of content that is coming up, and the hard work that VC is doing right now on the game, over the next half of the year, we are pretty confident that we are going to see a rebound, which we have seen before in the past as well. So we are very excited about it.

NBA is off to a great start, and we think it is going to get even better as the year goes on.

Eric Handler
Analyst, Roth Capital Partners

Thanks, Karl.

Operator

Your next question comes from the line of Chris Schoell with UBS. Chris, your line is open. Please go ahead.

Chris Schoell
Analyst, UBS

Great. Thank you. You cited unprecedented and extraordinary pre-orders. With several more months of pre-order data now behind you, can you just help us understand maybe what keeps you from incorporating some of that strength into guidance? As console prices continue to rise, how are you thinking about maximizing the accessibility and reach of a franchise like GTA beyond the traditional console audience? Does the higher cost of hardware increase the importance or potentially accelerate the timing of expanding availability through other platforms like PC or streaming? Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

Thanks, Chris. On the first point, we are days away from the launch of GTA VI, and we tend to avoid claiming success before it occurs. So as soon as we have some experience post-launch, we are going to be very happy to describe what is going on and how we see it. There is really no need to update numbers right now. On the second point, any information about new SKUs and the like will always come from our labels.

Chris Schoell
Analyst, UBS

Okay, great. Thank you. Maybe if I can just fit in one more. Lainie, it appears the gross margins are down slightly in the full-year guidance. Can you just help us understand the drivers there?

Lainie Goldstein
CFO, Take-Two

It is due to the mix of the business, and it is being offset by some changes in the operating expenses.

Chris Schoell
Analyst, UBS

Okay, great. Thank you.

Operator

Your next question comes from the line of Bryan Smilek with J.P. Morgan. Bryan, your line is open. Please go ahead.

Bryan Smilek
Analyst, J.P. Morgan

Great. Thanks for taking the question. Strauss, I believe you mentioned that Rockstar will continue to support GTA Online with new content and ongoing events for its community. Can you just elaborate a bit on the role of NoPixel and user-generated content, not only across GTA, but across the broader video gaming industry going forward in your view? Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

We are really excited about the launch of NoPixel V, which is really a professional version of the RPG business that we purchased with FiveM. Look, we are thrilled that there are hundreds of thousands of consumers who like to engage with Grand Theft Auto Online in this way. We think there is plenty more opportunity to be seen here. So, it is early days, and it remains to be seen how this develops. Anytime our community wants to engage with our intellectual property, we want to be supportive if we can be, and I think this is a great example of that.

Bryan Smilek
Analyst, J.P. Morgan

Great. Thank you. Lainie, curious, I think you called out more favorable user acquisition trends versus initial guidance a few times. So, could you just elaborate a little bit more on your comments there? Thank you.

Lainie Goldstein
CFO, Take-Two

Sure. We talked about the operating expenses being a little bit lower, and that was due to lower user acquisition costs, and some of that was due to timing, and that is mostly due to some of the movement and some of the new releases for our mobile titles.

Bryan Smilek
Analyst, J.P. Morgan

Great. Thank you both.

Operator

Your next question comes from the line of Mike Hickey with StoneX. Mike, your line is open. Please go ahead.

Mike Hickey
Analyst, StoneX

Hey, Strauss, Karl, Lainie, Nicole. Congrats, guys, on the upcoming release. I can only imagine how excited all of you are. Just on the pre-order demand, curious, Strauss, what you think is driving such strong pre-orders here that have now exceeded your expectations?

Strauss Zelnick
Chairman and CEO, Take-Two

Look, the title is so widely anticipated, and consumers appear very, very excited. All the press so far has been universally positive. Makes me nervous even saying those words, Mike, but they are true, and we still aren't ready to declare victory. Hopefully, we'll be able to do that in the fullness of time, and you don't have to wait too long, I don't think.

Mike Hickey
Analyst, StoneX

Pretty exciting. I guess maybe just last topic question, Strauss. Maybe if you could just speak to Rockstar Games' competitive advantage as you see it moving forward, especially in an AI-influenced world that seems to be evolving right in front of us. Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

Look, technology benefits us. It has always been true. We have always created our entertainment inside computers with technology. All advances have benefited us, and I do not expect that that will change. In fact, I hope it will accelerate. I think at the same time, what we are known for here is the desire to make the best entertainment on Earth, and the fact that more often than not, we succeed. The creativity that drives that success is human creativity, harnessing technology, and I think that is what you will see in the future. Undoubtedly, some of the most recent technological advances that you have seen have made it easier to create assets.

Well, that is consistent with the story of our business. When I started in interactive entertainment longer ago than I would like to say, it was really difficult to create an asset. In a computer today, it is a whole lot easier. But you know what is not easier? Making a big hit. Making a big hit was hard then, it is hard now, and it is going to be hard in the future. Hit creation remains the purview of human beings.

Mike Hickey
Analyst, StoneX

Good luck, guys.

Operator

Your next question comes from the line of James Heaney with Jefferies. James, your line is open. Please go ahead.

James Heaney
Analyst, Jefferies

Thank you. In the press release, you mentioned you are looking to explore new business opportunities. Is there anything in particular you can say about this comment, and what are areas that maybe you haven't explored in the past that potentially could look interesting to you?

Operator

Ladies and gentlemen, we are currently experiencing technical difficulties. Please stand by as we resolve the issue. Thank you for your patience. James Heaney from Jefferies, we would love for you to ask your question once again.

James Heaney
Analyst, Jefferies

Just in the release, new business opportunities. Is there anything you can say about this particular comment? What are the areas maybe that you haven't explored in the past that potentially look interesting to you? Then, I have a follow-up.

Strauss Zelnick
Chairman and CEO, Take-Two

I appreciate the question. First of all, let me apologize for the technical difficulty we just encountered. I believe I was in the middle of answering a question, and we will be happy to follow up with anyone separately through Alan Lewis and Nicole Shevins' offices if there was a lack of clarity with regard to that. I do apologize. I have some specifics to share about the picture I painted of the future, but not so many for what I hope are obvious reasons. Making more and better hits for our current platforms obviously is the first order of business, and you can see how that has been reflected in our results in the past years. Second, there are new opportunities to reach consumers, distribution technologies, streaming among them. If streaming, for example, comes to fruition, that could vastly expand the size of our market.

Other distribution opportunities include reaching new geographies economically that we have not been able to reach economically in the past. There is a massive population of people who play video games in India and Africa and Asia outside of the countries we currently monetize, which include China, South Korea, Taiwan, and Vietnam, but not so many others. We do not sell much in Russia right now for obvious reasons, not much in Latin America. Our business still remains largely a U.S., U.K., and Western Europe business with a couple of pockets in Asia, and yet interactive entertainment is the world's pastime and is only becoming more so in the future. If we can find out how to reach people who do not necessarily have the latest and most expensive technology, and if we can reach people outside of the most developed geographies, we could see our business grow materially.

Equally, we think that we have not yet scratched the surface on what is potentially available creatively. The current expression of interactive entertainment through PC, console, and mobile is super exciting, but we have not reached the creative asymptote that other entertainment industries have, and I do not think we will for years. That is what we call around here the unknown unknown, and Lord knows we are trying to find it. Then there is a whole bunch of other stuff we are working on that I am not going to share with you.

James Heaney
Analyst, Jefferies

Yeah, thanks for that. Maybe if we could just get an update on the progress you have made on transitioning to D2C within the mobile portfolio, just how you characterize the benefits you are seeing, both to revenue growth and margins. Thanks.

Strauss Zelnick
Chairman and CEO, Take-Two

It's not a transition. It's an evolution. We still have third-party partners. We value them greatly. We don't expect to transition away from them. We have not described the percentage of our business that comes direct-to-consumer mobile. It is significant, and it is growing, and it obviously has a very meaningful margin and bottom line impact. It also allows us to interact directly with our consumers to market to them directly, and that's positive as well.

Operator

Your next question comes from the line of Omar Dessouky with Bank of America. Omar, your line is open. Please go ahead.

Omar Dessouky
Analyst, Bank of America

Hi. Thanks a lot. Your rationale for the Grand Theft Auto series RCS guidance being up year-over-year has changed slightly from your description last quarter. You've now additionally disclosed that robust sales of Ultimate Edition add-on content as the driver of growth. When you gave the GTA series RCS growth guidance for the full year in August, was it also based largely on Ultimate Edition add-on content, or were there other contributors to growth that may now have been pushed out into FY 2028? I have a follow-up question, please.

Lainie Goldstein
CFO, Take-Two

There was no change to what we said last quarter to what we're saying now. We talked about the Ultimate Edition last year because we had the last quarter, we had the SKU plan, and we said that it had additional add-on content. Since I mentioned before, that could be purchased separately, so that was allocated to the RCS, and that was the only component that was in the RCS included, as well as GTA Online. That hasn't changed.

Omar Dessouky
Analyst, Bank of America

Okay. My follow-up question is, what is your strategy to retain the first wave of gamers that play Grand Theft Auto VI after they finish the content? For example, do you expect players to continue playing Grand Theft Auto Online on the San Andreas map once they finish the Vice City single-player missions? Or, for example, would they just continue to replay Grand Theft Auto VI single-player missions?

Strauss Zelnick
Chairman and CEO, Take-Two

You just described an array of high-class problems. Look, there's so much to be done in all things Grand Theft Auto. I've literally never had to answer the question about, "What do we do when we finished?" Because you can always keep going. There's so much fun to be had. I think that will be the case in this situation as well.

Omar Dessouky
Analyst, Bank of America

Thank you very much.

Operator

Your next question comes from the line of Jason Bazinet with Citi. Jason, your line is open. Please go ahead.

Jason Bazinet
Analyst, Citi

About three weeks ago, there was an interview on Bloomberg with Rockstar's head of publishing that said that the development costs for GTA VI were not more than $1.5 billion, and it sparked a bit of a debate on the buy side about whether that figure was for the standalone version or also encompassed the online version. Any comment you have on that? Thanks.

Strauss Zelnick
Chairman and CEO, Take-Two

We haven't spoken about budgets at all. Obviously, we've invested heavily in Grand Theft Auto VI, and I hope in the fullness of time that will prove to be a sound investment. I would like to point out that someone saying something is not more than something does not mean it's close to something, half of something, a quarter of something, or a tenth of something. So, I wouldn't arrive at a conclusion based on the correct answer to that question that was offered before.

Jason Bazinet
Analyst, Citi

Thank you.

Operator

Your next question comes from the line of Drew Crum with B. Riley. Drew, your line is open. Please go ahead. As a reminder, make sure to unmute your device locally. Your next question comes from the line of Clark Lampen with BTIG. Clark, your line is open. Please go ahead.

Clark Lampen
Analyst, BTIG

Thanks very much for taking the question. Following up on Jason Bazinet's last question, that same interview, there was a reference to GTA VI being a foundation upon which you can build content at a faster pace. It seems that that comment seems like it's in keeping with your answer around building more high-quality content as a part of the new business opportunities. Just curious if you could help us understand whether the comment is in relation to live services updates being more frequent than we've had in the past with precedent GTA titles, whether this opens the door to a shorter cycle, I guess, between releases for major franchises, or perhaps both. Just would be curious if you could help us understand what the specific opportunities are.

Strauss Zelnick
Chairman and CEO, Take-Two

Look, we've said since the launch of recurrent consumer spending that our goal is to stay engaged with our consumers in between huge releases. Now, of course, our business has been transformed. The vast majority of our net bookings comes from recurrent consumer spending, comes from ongoing live engagement with our hit titles. Big, huge releases are additional tentpoles to support that. I think what I was saying earlier is that I think that this model will continue to evolve and that our teams more and more have the ability to, because of the quality of our franchises, to engage with consumers in a way that consumers love and want more of. If you're making something that's no good, no one wants any more of. If you're making something that's great, people want more of it.

If you're making something that's the best in the world, then there's nearly an unlimited appetite as long as everything else you make remains the best in the world. Is technology our partner in accelerating this engagement and accelerating this development and accelerating the marketing related thereto? Yes, it is. But at the end of the day, what's going to drive this success is our human creativity, harnessing the technology at hand, focused on making the best entertainment on Earth.

Clark Lampen
Analyst, BTIG

Thank you for that, Strauss. If I maybe could follow up, I guess, on the mobile business. A lot of the growth that we're seeing across the industry right now has been driven by in-app advertising. I wanted to see, maybe similar to the update that you gave us around DTC, this might be part of the evolution of that business, but the prevalence of advertising and I guess your growth outlook for that component of the business, I guess, would be appreciated. Thanks a lot.

Strauss Zelnick
Chairman and CEO, Take-Two

Yeah, I think we're really only talking about our mobile business here, or largely about our mobile business here. I do think there's a great opportunity for advertising. Historically, advertising in mobile has been endemic. It's been advertising in mobile games for mobile games. I think more and more brands are seeing an opportunity to engage with consumers through the lens of their love for interactive entertainment. If we're able to expand our business meaningfully into brand advertising, and we already have started, then that should be a terrific opportunity for us. Also, our view is that we ought to be monetizing all of our engagement. Historically, mobile video games monetized under 20% of the audience, typically 10% of the audience, through in-app purchases.

We have the ability technically to serve people what they want, and if they want a free experience, they can be served ads, and if they want an ad-free experience, they can make purchases. What doesn't make a whole lot of sense is serving consumers for free at a cost to us. I think there's a huge opportunity for us in the ad business. Our numbers reflect that, and I also think the nature of the business will change in a way that's positive for us.

Clark Lampen
Analyst, BTIG

Thank you again.

Operator

Your next question comes from the line of Drew Crum with B. Riley. Drew, your line is open. Please go ahead.

Drew Crum
Analyst, B. Riley

Okay, thanks. Try this again. Good afternoon, everyone. As we think about attach rates or tie ratios for GTA VI, is there a figure you can share that is embedded in your guidance with price increases on console hardware? Has that changed? And how does it compare to that number around the launch of GTA V? Thanks.

Strauss Zelnick
Chairman and CEO, Take-Two

Well, I understand that clarity on the question would benefit your models. It really does not do anything for us, so we do not spend a lot of time on it. Our job is to make the best entertainment and then bring it to consumers around the world. And obviously, the better we do at that job, the more units we are going to sell. As we provide guidance, naturally, we have to look at the install base to make sure that what we are projecting is sensible, and we have done that. But we tend not to be slavishly devoted to estimating tie ratios because it does not change anything that we are going to do around here. Right now, Rockstar has completed the development of GTA VI. That may not come as a surprise to you since we are 10 days away from the release.

They have done their very best work, and it is going to come to consumers soon. And they are in the middle of their marketing campaign, which also, unsurprisingly, is fully baked. So at this point, it is the job of the organization to make sure that we do an A+ job technically in delivering this product to consumers. And then, of course, Rockstar will focus on what comes next, and they will announce that in the fullness of time.

Drew Crum
Analyst, B. Riley

Thanks, Strauss.

Operator

Your next question comes from the line of Ron Song with Wolfe Research. Ron, your line is open. Please go ahead.

Ron Song
Analyst, Wolfe Research

Good evening, guys. I think this is a question for Lainie, but taking a different angle on the OpEx question. When we look at it on a management basis, it does look like the 4Q OpEx is going to be implied up in the 10% range. Is there anything you can share on the drivers there as we exit the GTA VI launch next week, whether it is on the potential R&D side, marketing, for both the title and just the broader organization? Thanks.

Lainie Goldstein
CFO, Take-Two

It is mostly being driven by increases in R&D, as well as some modest growth in selling and marketing, and also investment in IT expenses.

Operator

Your next question comes from the line of Martin Yang with Oppenheimer. Martin, your line is open. Please go ahead.

Martin Yang
Analyst, Oppenheimer

Thank you. Thank you for taking my question. Your PC player seems to engage with GTA a bit differently than console. There are role play options. Over time, do you think you want to close the player experience gap between console and PC, or do you view two platforms as more independent because of their respective technical capabilities?

Strauss Zelnick
Chairman and CEO, Take-Two

I am not sure I agree with the way you phrase that. I do think certain titles, for example, Civilization, is a title that existed on PC and then spread out to console. There are other titles like NBA 2K, which are available on basically all platforms simultaneously, and of course, GTA VI is available on two consoles when it launches on November 19. So it really varies title by title, but generally speaking, the experiences on console and PC tend to be roughly the same. This can vary, but generally speaking, the capabilities of the PC platform today are not different materially from console capabilities.

Martin Yang
Analyst, Oppenheimer

Got it. Thanks. I have a quick follow-up on marketing. How do you think about the marketing for GTA after launch? Should we view marketing expense more weighted towards later in FY 2027? I see you have the music experience for the launch weekend. Should we expect more marketing going, still maintaining strong pace after GTA VI's launch date?

Lainie Goldstein
CFO, Take-Two

The majority of the marketing will be around the launch in Q3, but we will have some ongoing marketing into Q4, but most of it will be in the third quarter.

Martin Yang
Analyst, Oppenheimer

Got it. Thanks, Lainie.

Operator

Your next question comes from the line of Jim Callahan with Piper Sandler. Jim, your line is open. Please go ahead.

Jim Callahan
Analyst, Piper Sandler

Thanks for taking the question. I had to follow up on some of the console jailbreaking that's going on. I guess if we keep the actual piracy part aside, I think there's clearly a lot of consumer interest in modifying their own versions of games. Understand the investments behind role-playing, but I'm curious, does this change how you think about GTA Online at all, or does this open up new potential monetization opportunities? Thank you.

Strauss Zelnick
Chairman and CEO, Take-Two

It's a really great question, and again, our purchase of FiveM reflected our support of consumers, certain consumers' desires to engage as a creator with our intellectual property. We've allowed modding in many of our other games. We're just not religious on the topic. The FiveM business is a profitable business for us. It does create an economic opportunity. But the way we run the business around here, and I think it's the last question, so I'll finish on this thought, is, at the risk of being very repetitive, the mission of this company is to create the best entertainment on Earth and bring it to consumers around the world. If we do that right, the monetization takes care of itself. I think that you're going to see that from us in this fiscal year and in future fiscal years.

I think we are likely to be off to a really great start for the rest of this year very shortly.

Jim Callahan
Analyst, Piper Sandler

Great. Thank you.

Operator

There are no further questions at this time. I will now turn the call back to Strauss Zelnick for closing remarks.

Strauss Zelnick
Chairman and CEO, Take-Two

First, thanks for joining us today, and thank you so much for your patience during our technical lapse. Again, I apologize for that. I want to just take a minute to express my gratitude to our 13,000 incredibly hardworking, dedicated, and committed colleagues around the world. It is a great quarter. We feel terrific about the rest of the year and the years forward. The only reason I can say those words with confidence is because of the A+ team that shows up every day, our creative groups, our executive groups, in numerous offices all around the world. I also want to say thank you to our shareholders for their support, and thank you today for attending the call.

I want to wish you a happy and healthy upcoming holiday season, and I know you all are going to have a great time playing GTA VI while you are at home for the holidays. Thanks, everyone.

Operator

This concludes today's call. Thank you for attending. You may now disconnect.