CAUTIONARY NOTE ABOUT FORWARD-LOOKING STATEMENTS



The statements contained herein, which are not historical facts including
statements relating to our acquisition of Zynga Inc. (the "Zynga Acquisition"),
are considered forward-looking statements under federal securities laws and may
be identified by words such as "anticipates," "believes," "estimates,"
"expects," "intends," "plans," "potential," "predicts," "projects," "seeks,"
"should," "will," or words of similar meaning and include, but are not limited
to, statements regarding the outlook for our future business and financial
performance. Such forward-looking statements are based on the current beliefs of
our management as well as assumptions made by and information currently
available to them, which are subject to inherent uncertainties, risks, and
changes in circumstances that are difficult to predict. Actual outcomes and
results may vary materially from these forward-looking statements based on a
variety of risks and uncertainties including the uncertainty of the impact of
the COVID-19 pandemic and measures taken in response thereto; the effect that
measures taken to mitigate the COVID-19 pandemic have on our operations,
including our ability to timely deliver our titles and other products, and on
the operations of our counterparties, including retailers, including digital
storefronts and platform partners, and distributors; the effects of the COVID-19
pandemic on consumer demand and the discretionary spending patterns of our
customers as the situation with the pandemic continues to evolve; the impact of
changes in interest rates by the Federal Reserve and other central banks,
including on our short-term investment portfolio; the impact of inflation;
volatility in foreign currency exchange rates; risks that the Zynga Acquisition
disrupts our plans and operations; the ability company to retain key personnel
subsequent to the Zynga Acquisition; the ability to realize the benefits of the
Zynga Acquisition, including Net Bookings opportunities and cost synergies; the
ability to successfully integrate Zynga's business with Take-Two's business or
to integrate the businesses within the anticipated timeframe; the outcome of any
legal proceedings that may be instituted against Take-Two, Zynga or others
related to the acquisition; the amount of the costs, fees, expenses and charges
related to the acquisition; other risks included herein; as well as, but not
limited to, the risks and uncertainties discussed under the heading "  Risk
Factors  " included in Part I, Item 1A of our Annual Report on Form 10-K for the
fiscal year ended March 31, 2022; and our other periodic filings with the
Securities and Exchange Commission. All forward-looking statements are qualified
by these cautionary statements and speak only as of the date they are made. We
undertake no obligation to update any forward-looking statement, whether as a
result of new information, future events, or otherwise.

Our Management's Discussion and Analysis of Financial Condition and Results of
Operations ("MD&A") is provided in addition to the accompanying Condensed
Consolidated Financial Statements and notes to assist readers in understanding
our results of operations, financial condition, and cash flows. The following
discussion should be read in conjunction with the MD&A and our annual
consolidated financial statements and the notes thereto, included in our Annual
Report on Form 10-K for the fiscal year ended March 31, 2022. All figures are in
millions, except per share amounts or as otherwise noted.

Overview

Zynga Acquisition and Related Debt Transactions



We acquired Zynga on May 23, 2022, for consideration having an acquisition date
fair value of $9,513.7, consisting of $3,992.4 in cash, the issuance of 46.3
shares of our common stock, and $143.6 of replacement equity awards attributable
to the pre-acquisition service period. Refer to   Note 14 - Acquisitions   of
our Condensed Consolidated Financial Statements. Zynga is a leading developer of
mobile games with a mission to connect the world through games.

Also, in connection with the Zynga Acquisition, we entered into several debt transactions (refer to Note 9 - Debt ).



On April 14, 2022, we completed our offering and sale of $2,700.0 aggregate
principal amount of our senior notes, consisting of $1,000.0 principal amount of
our 3.300% Senior Notes due 2024 (the "2024 Notes"), $600.0 principal amount of
our 3.550% Senior Notes due 2025 (the "2025 Notes"), $600.0 principal amount of
our 3.700% Senior Notes due 2027 (the "2027 Notes"), and $500.0 principal amount
of our 4.000% Senior Notes due 2032 (the "2032 Notes" and, together with the
2024 Notes, the 2025 Notes and the 2027 Notes, the "Senior Notes").The Senior
Notes were issued under an indenture between the Company and The Bank of New
York Mellon, as trustee (the "Trustee").

The 2024 Notes mature on March 28, 2024, and bear interest at an annual rate of
3.300%. The 2025 Notes mature on April 14, 2025, and bear interest at an annual
rate of 3.550%. The 2027 Notes mature on April 14, 2027, and bear interest at an
annual rate of 3.700%. The 2032 Notes mature on April 14, 2032, and bear
interest at an annual rate of 4.000%. We will pay interest on the 2024 Notes
semiannually on March 28 and September 28 of each year, commencing September 28,
2022. During the three months ended September 30, 2022, we made interest
payments of $15.0. We will pay interest on each of the 2025 Notes, 2027 Notes,
and 2032 Notes semi-annually on April 14 and October 14 of each year, commencing
October 14, 2022. The proceeds were used to finance our acquisition of Zynga.

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On May 23, 2022, we entered into a new unsecured Credit Agreement (the "2022
Credit Agreement"), which replaced in its entirety the Company's prior Credit
Agreement and provides for an unsecured five-year revolving credit facility with
commitments of $500.0, including sublimits for (i) the issuance of letters of
credit in an aggregate face amount of up to $100.0 and (ii) borrowings and
letters of credit denominated in Pounds Sterling, Euros, and Canadian Dollars in
an aggregate principal amount of up to $100.0. In addition, the 2022 Credit
Agreement contains uncommitted incremental capacity permitting the incurrence of
up to an additional amount not to exceed the greater of $250.0 and 35.0% of the
Company's Consolidated Adjusted EBITDA (as defined in the 2022 Credit
Agreement).

Loans under the 2022 Credit Agreement will bear interest at a rate of (a) 0.000%
to 0.625% above an alternate base rate (6.25% at September 30, 2022) or (b)
1.000% to 1.625% above Secured Overnight Financing Rate ("SOFR"), approximately
3.04% at September 30, 2022, which rates are determined by the Company's credit
rating. On June 22, 2022, we drew down approximately $200.0 at 3.28% from our
facility under the 2022 Credit Agreement.

On June 22, 2022, we entered into an unsecured 364-Day Term Loan Credit
Agreement ("Term Loan"). The Term Loan provides for an unsecured 364-day term
loan credit facility in the aggregate principal amount of $350.0 and matures on
June 21, 2023, and will bear interest at our election at a margin of (a) 0.000%
to 0.375% above an alternate base rate (defined on the basis of prime rate) or
(b) 0.750% to 1.375% above SOFR, which margins are determined by reference to
our credit rating. We fully drew down on the Term Loan on June 22, 2022 at 3.6%.

The proceeds from our draw-downs of the 2022 Credit Agreement and Term Loan were
used to finance a portion of the settlement of the Convertible Notes acquired
from Zynga. In total, we paid $321.6 for the tendered or converted 2024
Convertible Notes, including interest, and $845.1 for the tendered 2026
Convertible Notes in cash, and we issued 3.7 shares of our common stock upon the
conversion of the 2024 Convertible Notes. After settlement of all Convertible
Notes tendered or surrendered for conversion, $21.4 aggregate principal amount
of the 2024 Convertible Notes remained outstanding and $29.4 aggregate principal
amount of the 2026 Convertible Notes remained outstanding at September 30, 2022.

Cybersecurity Incident



In September 2022, we experienced a network intrusion in which an unauthorized
third party illegally accessed and downloaded confidential information from our
systems, including early development footage for the next Grand Theft Auto. We
immediately took steps to isolate and contain the incident. Rockstar Games did
not experience and does not anticipate any disruption to its current services
nor any long-term effect on its development timelines as a result of this
incident. Subsequently, also in September 2022, we became aware that an
unauthorized third party illegally accessed credentials for a vendor platform
that 2K Games uses to provide help desk support to its customers. The
unauthorized party sent a communication to certain players containing a
malicious link. 2K Games immediately notified all affected users and took steps
to restrict further unauthorized activity until service was restored. In
connection with this activity (the "Cybersecurity Incident"), we have incurred
certain immaterial incremental one-time costs related to consultants, experts
and data recovery efforts and expect to incur additional costs related to
cybersecurity protections in the future. We are in the process of implementing a
variety of measures to further enhance our cybersecurity protections.

Our Business

We are a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe. We develop and publish products principally through Rockstar Games, 2K, Private Division, and Zynga. Our products are currently designed for console gaming systems, PC, and Mobile including smartphones and tablets. We deliver our products through physical retail, digital download, online platforms, and cloud streaming services.



We endeavor to be the most creative, innovative, and efficient company in our
industry. Our core strategy is to capitalize on the popularity of video games by
creating the highest-quality, most engaging interactive entertainment franchises
in the business and delivering them across an array of platforms to captivate
our global audience. We focus on building compelling entertainment franchises by
publishing a select number of titles for which we can create sequels and
incremental revenue opportunities through virtual currency, add-on content,
in-game purchases, and in-game advertising. Most of our intellectual property is
internally owned and developed, which we believe best positions us financially
and competitively. We have established a portfolio of proprietary software
content for the major hardware platforms in a wide range of genres, including
action, adventure, family/casual, role-playing, shooter, sports, and strategy,
which we distribute worldwide. We believe that our commitment to creativity and
innovation is a distinguishing strength, enabling us to differentiate our
products in the marketplace by combining advanced technology with compelling
storylines and characters that provide unique gameplay experiences for
consumers. We have created, acquired, or licensed a group of highly recognizable
brands to match the broad consumer demographics that we serve, ranging from
adults to children and game enthusiasts to casual gamers. Another cornerstone of
our strategy is to support the success of our products in the marketplace
through innovative marketing programs and global distribution on platforms and
through channels that are relevant to our target audience.

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Our revenue is primarily derived from the sale of internally developed software
titles and software titles developed by third parties. Operating margins are
dependent in part upon our ability to release new, commercially successful
software products and to manage effectively their development and marketing
costs. We have internal development studios located in Australia, Canada, China,
Czech Republic, Finland, Germany, Hungary, India, Serbia, South Korea, Spain,
Turkey, the United Kingdom (U.K.), and the United States (U.S.).

Software titles published by our Rockstar Games label are primarily internally
developed. We expect Rockstar Games, our wholly-owned publisher of the Grand
Theft Auto, Max Payne, Midnight Club, Red Dead Redemption, and other popular
franchises, to continue to be a leader in the action/adventure product category
and to create groundbreaking entertainment. We believe that Rockstar Games has
established a uniquely original, popular cultural phenomenon with its Grand
Theft Auto series, which is the interactive entertainment industry's most iconic
and critically acclaimed brand and has sold-in over 385 million units. Our most
recent installment, Grand Theft Auto V, which was released in 2013, has sold-in
more than 170 million units worldwide and includes access to Grand Theft Auto
Online. Red Dead Redemption 2, which has been a critical and commercial success
that set numerous entertainment industry records, has sold-in more than 45
million units worldwide. Rockstar Games is also well known for developing brands
in other genres, including the L.A. Noire, Bully, and Manhunt franchises.
Rockstar Games continues to expand on our established franchises by developing
sequels, offering downloadable episodes, and additional content. Rockstar Game's
titles are published across all key platforms, including mobile. In February
2022, Rockstar Games announced that active development of the next entry in the
Grand Theft Auto series is well underway.

Our 2K label has published a variety of popular entertainment properties across
all key platforms and across a range of genres including shooter, action,
role-playing, strategy, sports and family/casual entertainment. We expect 2K to
continue to develop new, successful franchises in the future. 2K's internally
owned and developed franchises include the critically acclaimed, multi-million
unit selling BioShock, Mafia, Sid Meier's Civilization, and XCOM series. 2K also
publishes successful externally developed brands, such as Borderlands and Tiny
Tina's Wonderlands. 2K's realistic sports simulation titles include our flagship
NBA 2K series, which continues to be the top-ranked NBA basketball video game,
the WWE 2K professional wrestling series, and PGA TOUR 2K. In March 2020, 2K
announced a multi-year partnership with the National Football League
encompassing multiple future video games that will be non-simulation football
game experiences. 2K also publishes mobile titles, such as WWE SuperCard.

Our Private Division label is dedicated to bringing titles from the industry's
leading creative talent to market and is the publisher and owner of Kerbal Space
Program and OlliOlli World. Kerbal Space Program 2 is planned for early access
release in fiscal year 2023. Private Division also previously released The Outer
Worlds and Ancestors: The Humankind Odyssey.

Our Zynga label, which includes our former T2 Mobile Games label (which included
Socialpoint, Playdots, and Nordeus), publishes popular free-to-play mobile games
that deliver high quality, deeply engaging entertainment experiences and
generates revenue from in-game sales and in-game advertising. Zynga's diverse
portfolio of popular game franchises has been downloaded more than 6 billion
times on mobile, including CSR Racing, Dragon City, Empires & Puzzles,
FarmVille, Golf Rival, Harry Potter: Puzzles & Spells, Merge Dragons, Merge
Magic, Monster Legends, Toon Blast, Top Eleven, Toy Blast, Two Dots, Words With
Friends, Zynga Poker, and a high volume of hyper-casual titles, including Hair
Challenge and High Heels, published by Rollic. Zynga is also an industry-leading
next-generation platform with the ability to acquire new users, cross-promote
games, apply live services content updates, and optimize programmatic
advertising and yields at scale through Chartboost, its leading mobile
advertising and monetization platform.

We are continuing our strategy in Asia to broaden the distribution of our
existing products and expand our online gaming presence, especially in China and
South Korea. 2K has a multi-year license from the NBA to offer an online version
of the NBA simulation game in China, Taiwan, South Korea, and Southeast Asia.
NBA 2K Online, our free-to-play NBA simulation game that is based on the console
edition of NBA 2K, which was co-developed by 2K and Tencent, is the top online
PC sports game in China with more than 55 million registered users. We have
released two iterations of NBA 2K Online and continue to enhance the title with
new features. Additionally, we see a long-term opportunity to expand our mobile
efforts across various emerging markets, particularly throughout Asia.

We have expanded our relationship with the NBA through the NBA 2K League. This
groundbreaking competitive gaming league is jointly owned by us and the NBA and
consists of teams operated by actual NBA franchises and several international
partners. The NBA 2K League follows a professional sports league format:
head-to-head competition throughout a regular season, followed by a bracketed
playoff system and a finals match-up. The NBA 2K League is currently gearing up
for its sixth season.

Trends and Factors Affecting our Business



Product Release Schedule.  Our financial results are affected by the timing of
our product releases and the commercial success of those titles. Our Grand Theft
Auto products in particular have historically accounted for a significant
portion of our revenue. Sales of Grand Theft Auto products generated 15.8% of
our net revenue for the six months ended

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September 30, 2022. The timing of our Grand Theft Auto product releases may affect our financial performance on a quarterly and annual basis.



Economic Environment and Retailer Performance.  We continue to monitor economic
conditions, including the impact of various macroeconomic and geopolitical
factors, including inflation and the COVID-19 pandemic, that may affect our
business, by affecting areas such as consumer demand, pricing pressure on our
products, credit quality of our receivables, and foreign currency exchange
rates. The COVID-19 pandemic has affected and may continue to affect our
business operations, including our employees, customers, partners, and
communities, and there is substantial uncertainty in the nature and degree of
its continued effects over time. During fiscal year 2021, as in the final
quarter of fiscal year 2020, we noted a positive impact to our results that we
believe was partly due to increased consumer engagement with our products
because of the COVID-19 related business closures and movement restrictions,
such as "shelter in place" and "lockdown" orders, implemented around the world,
as well as the online accessibility and social nature of our products. As
expected, during fiscal year 2022 and the first two quarters of fiscal year
2023, we experienced a moderation in engagement from the all-time highs
experienced in fiscal year 2021, but overall engagement continued to be notably
higher than it was pre-pandemic.

Based on our concern for the health and safety of our teams, we transitioned the
vast majority of our teams to working from home throughout fiscal years 2021 and
2022; however, the majority of our offices either have reopened or are scheduled
to reopen in the coming months. Given the evolving dynamics of the COVID-19
pandemic, we continue to adhere to safety standards in the planning and
implementation of our return to office. To date, our plans have resulted in
minimal disruption. However, despite largely positive outcomes to date, these
efforts may ultimately not be effective, and a protracted economic downturn may
limit the effectiveness of our mitigation efforts. Any of these considerations
described above could cause or contribute to the risks described under the
heading "  Risk Factors  " included in Part I, Item 1A of our Annual Report on
Form 10-K for the fiscal year ended March 31, 2022, and could materially
adversely affect our business, financial condition, results of operations, or
stock price. Therefore, the effects of the COVID-19 pandemic will not be fully
reflected in our financial results until future periods, and, at this time, we
are not able to predict its ultimate impact on our business.

Additionally, our business is dependent upon a limited number of customers that
account for a significant portion of our revenue. Our five largest customers
accounted for 79.9% and 79.8% of net revenue during the six months ended
September 30, 2022 and 2021, respectively. As of September 30, 2022, and
March 31, 2022, five customers comprised 68.9% and 72.8% of our gross accounts
receivable, respectively, with our significant customers (those that
individually comprised more than 10% of our gross accounts receivable balance)
accounting for 51.0% and 63.8% of such balance at September 30, 2022, and
March 31, 2022, respectively. We had two customers who accounted for 32.4% and
18.6% of our gross accounts receivable as of September 30, 2022, and two
customers who accounted for 43.5% and 20.3% of our gross accounts receivable as
of March 31, 2022. We did not have any additional customers that exceeded 10% of
our gross accounts receivable as of September 30, 2022, and March 31, 2022. The
economic environment has affected our customers in the past, and may do so in
the future, including as a result of the COVID-19 pandemic. Bankruptcies or
consolidations of our large retail customers could seriously hurt our business,
due to uncollectible accounts receivables and the concentration of purchasing
power among the remaining large retailers. There has been increased
consolidation in our industry, as larger, better capitalized competitors will be
in a stronger position to withstand prolonged periods of economic downturn and
sustain their business through financial volatility.

Hardware Platforms.  We derive most of our revenue from the sale of products
made for video game consoles manufactured by third parties, which comprised
46.4% of our net revenue by product platform for the six months ended September
30, 2022. The success of our business is dependent upon the consumer acceptance
of these platforms and the continued growth in the installed base of these
platforms. When new hardware platforms are introduced, such as those released in
November 2020 by Sony and Microsoft, demand for interactive entertainment used
on older platforms typically declines, which may negatively affect our business
during the market transition to the new consoles. The new Sony and Microsoft
consoles provide "backwards compatibility" (i.e., the ability to play games for
the previous generation of consoles), which could mitigate the risk of such a
decline. However, we cannot be certain how backwards compatibility will affect
demand for our products. Further, events beyond our control may impact the
availability of these new consoles, which may also affect demand. We manage our
product delivery on each current and future platform in a manner we believe to
be most effective to maximize our revenue opportunities and achieve the desired
return on our investments in product development. Accordingly, our strategy for
these platforms is to focus our development efforts on a select number of the
highest quality titles.

Online Content and Digital Distribution.  The interactive entertainment software
industry is delivering a growing amount of content through digital online
delivery methods. We provide a variety of online delivered products and
offerings. Virtually all of our titles that are available through retailers as
packaged goods products are also available through direct digital download (from
digital storefronts we own and others owned by third parties) as well as a large
selection of our catalog titles. In addition, we aim to drive ongoing engagement
and incremental revenue from recurrent consumer spending on our titles through
virtual currency, add-on content, in-game purchases, and in-game advertising. As
disclosed in our "Results of

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Operations," below, net revenue from digital online channels comprised 94.4% of
our net revenue for the six months ended September 30, 2022. We expect online
delivery of games and game offerings to continue to continue to be the primary
part of our business over the long term.

We also publish an expanding variety of titles for Mobile, which are delivered
to consumers through digital download, and are primarily distributed, marketed,
and promoted through third parties, primarily Apple's App Store and the Google
Play Store. Virtual items for our Mobile games are purchased through the payment
processing systems of these platform providers. We generate a significant
portion of our net revenue through the Apple and Google platforms and expect to
continue to do so for the foreseeable future as we launch more games for Mobile.
Apple and Google generally have the discretion to set the amounts of their
platform fees and change their platforms' terms of service and other policies
with respect to us or other developers at their sole discretion, and those
changes may be unfavorable to us. These platform fees are recorded as cost of
revenue as incurred. Further, as a result of the platform fees associated with
online game sales, our Mobile Net revenue generally generates lower gross margin
percentage than our Console or PC revenue. Accordingly, the overall product mix
between Mobile and other game sales may impact our gross margins.

Player acquisition costs.  Principally for our Mobile titles, we use advertising
and other forms of player acquisition and retention to grow and retain our
player audience. These expenditures, which are recorded within Sales and
marketing in our Consolidated Statements of Operations, generally relate to the
promotion of new game launches and ongoing performance-based programs to drive
new player acquisition and lapsed player reactivation. Over time, these
acquisition and retention-related programs may become either less effective or
costlier, negatively impacting our operating results.

Content Release Highlights

During fiscal year 2023, Private Division released Rollerdrome, and 2K released The Quarry, NBA 2K23, PGA TOUR 2K23, and New Tales from the Borderlands.

To date we have announced that, during the remainder of fiscal year 2023, 2K will release Marvel's Midnight Suns and WWE 2K23, and Private Division will release Kerbal Space Program 2 early access on PC.



In addition, throughout the year, we expect to continue to deliver new content
for our franchises. We will also continue to invest in opportunities that we
believe will enhance and scale our business and have the potential to drive
growth over the long-term.

Critical Accounting Policies and Estimates



Our most critical accounting policies, which are those that require significant
judgment, include revenue recognition; price protection and allowances for
returns; capitalization and recognition of software development costs and
licenses; fair value estimates including valuation of goodwill, intangible
assets, and long-lived assets; valuation and recognition of stock-based
compensation; and income taxes. We are reiterating our significant accounting
policy on revenue recognition, which is included in   Note 1 - Basis of
Presentation  , including certain revenue policies applied upon close of the
Zynga Acquisition. In-depth descriptions of our other critical accounting
policies and estimates can be found in our   Annual Report on Form 10-K   for
the fiscal year ended March 31, 2022.

Recently Adopted and Recently Issued Accounting Pronouncements

See Note 1 - Basis of Presentation and Significant Accounting Policies for further discussion.



Operating Metric

Net Bookings

We monitor Net Bookings as a key operating metric in evaluating the performance
of our business. Net Bookings is defined as the net amount of products and
services sold digitally or sold-in physically during the period and includes
licensing fees, merchandise, in-game advertising, strategy guides, and publisher
incentives. Net Bookings were as follows:

                                               Three Months Ended September 30,                                                          Six Months 

Ended September 30,


                                                                 Increase/              % Increase/                                                         Increase/              % Increase/
                             2022                2021            (decrease)             (decrease)                   2022                  2021             (decrease)             (decrease)

Net Bookings           $     1,504.8          $ 984.9          $     519.9                      52.8  %       $    2,507.3             $ 1,696.3          $     811.0                      47.8  %



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For the three months ended September 30, 2022, Net Bookings increased by $519.9
as compared to the prior year period. The increase was primarily due to Net
Bookings from Zynga, which we acquired in May 2022 (refer to   Note 14 -
Acquisitions  ), including top contributors Rollic's hyper-casual portfolio,
Empires & Puzzles, Toon Blast, Words With Friends, and Merge Dragons!, as well
as an increase in Net Bookings from Tiny Tina's Wonderlands, which released in
March 2022. These increases were partially offset by a decrease in Net Bookings
from our Grand Theft Auto, Borderlands, and Red Dead Redemption franchises.

For the six months ended September 30, 2022, Net Bookings increased by $811.0 as
compared to the prior year period. The increase was primarily due to Net
Bookings from Zynga, which we acquired in May 2022 (refer to   Note 14 -
Acquisitions  ), including top contributors Empires & Puzzles, Rollic's
hyper-casual portfolio, Toon Blast, Words With Friends, and Merge Dragons!, as
well as an increase in Net Bookings from (i) Tiny Tina's Wonderlands; (ii) The
Quarry, which released in June 2022; (iii) our WWE 2K franchise, including our
March 2022 release of WWE 2K22; and (iv) Top Eleven, which was part of our June
2021 Nordeus acquisition. These increases were partially offset by a decrease in
Net Bookings from our Grand Theft Auto, Borderlands, and Red Dead Redemption
franchises.

Results of Operations

The following tables set forth, for the periods indicated, our Condensed
Consolidated Statements of Operations, net revenue by geographic region, net
revenue by platform, net revenue by distribution channel, and net revenue by
content type:

                                                 Three Months Ended September 30,                                          Six Months Ended September 30,
(millions of dollars)                         2022                               2021                                  2022                                  2021
Net revenue                       $  1,393.5           100.0  %       $ 858.2            100.0  %       $      2,495.9            100.0  %       $ 1,671.5           100.0  %
Cost of revenue                        713.9            51.2  %         456.7             53.2  %              1,149.7             46.1  %           786.4            47.0  %
Gross profit                           679.6            48.8  %         401.5             46.8  %              1,346.2             53.9  %           885.1            53.0  %
Selling and marketing                  444.4            31.9  %         136.0             15.8  %                716.4             28.7  %           239.9            14.4  %
General and administrative             214.6            15.4  %         127.8             14.9  %                451.7             18.1  %           232.2            13.9  %
Research and development               243.2            17.5  %         101.5             11.8  %                417.0             16.7  %           193.8            11.6  %
Depreciation and amortization           29.9             2.1  %          16.1              1.9  %                 51.0              2.0  %            28.6             1.7  %
Total operating expenses               932.1            66.9  %         381.4             44.4  %              1,636.1             65.6  %           694.5            41.5  %
(Loss) income from operations         (252.5)          (18.1) %          20.1              2.3  %               (289.9)           (11.6) %           190.6            11.4  %
Interest and other, net                (50.5)           (3.6) %          (0.6)            (0.1) %                (79.8)            (3.2) %            (1.6)           (0.1) %
Gain (loss) on fair value
adjustments, net                         1.9             0.1  %           0.4                -  %                (37.7)            (1.5) %             2.4             0.1  %
(Loss) income before income taxes     (301.1)          (21.6) %          19.9              2.3  %               (407.4)           (16.3) %           191.4            11.5  %
(Benefit from) provision for
income taxes                           (44.1)           (3.2) %           9.7              1.1  %                (46.4)            (1.9) %            28.9             1.7  %
Net (loss) income                 $   (257.0)          (18.4) %       $  10.2              1.2  %       $       (361.0)           (14.5) %       $   162.5             9.7  %


                                             Three Months Ended September 30,                                         Six Months Ended September 30,
                                          2022                               2021                                2022                                  2021
Net revenue by geographic
region:
United States                 $    842.9            60.5  %       $ 514.9            60.0  %       $      1,525.8            61.1  %       $ 1,008.1            60.3  %
International                      550.6            39.5  %         343.3            40.0  %                970.1            38.9  %           663.4            39.7  %
Net revenue by platform:
Console                       $    551.9            39.6  %       $ 596.1            69.5  %       $      1,159.1            46.4  %       $ 1,198.5            71.7  %
Mobile                             730.1            52.4  %         115.1            13.4  %              1,099.7            44.1  %           197.4            11.8  %
PC and other                       111.5             8.0  %         147.0            17.1  %                237.1             9.5  %           275.6            16.5  %
Net revenue by distribution
channel:
Digital online                $  1,319.2            94.7  %       $ 779.1            90.8  %       $      2,357.0            94.4  %       $ 1,519.9            90.9  %
Physical retail and other           74.3             5.3  %          79.1             9.2  %                138.9             5.6  %           151.6             9.1  %
Net revenue by content:
Recurrent consumer spending   $  1,101.8            79.1  %       $ 563.6            65.7  %       $      1,927.4            77.2  %       $ 1,135.9            68.0  %
Full game and other                291.7            20.9  %         294.6            34.3  %                568.5            22.8  %           535.6            32.0  %


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Three Months Ended September 30, 2022 Compared to September 30, 2021


                                                                                                            Increase/              % Increase/
(millions of dollars)                 2022                %               2021               %              (decrease)             (decrease)
Total net revenue                 $ 1,393.5             100.0  %       $ 858.2             100.0  %       $     535.3                      62.4  %
Software development costs and
royalties (1)                         289.9              20.8  %         144.9              16.9  %             145.0                     100.1  %
Product costs                         204.5              14.7  %          66.1               7.7  %             138.4                     209.4  %
Internal royalties                    124.3               8.9  %         159.6              18.6  %             (35.3)                    (22.1) %
Licenses                               95.2               6.8  %          86.1              10.0  %               9.1                      10.6  %
Cost of revenue                       713.9              51.2  %         456.7              53.2  %             257.2                      56.3  %
Gross profit                      $   679.6              48.8  %       $ 401.5              46.8  %       $     278.1                      69.3  %

(1) Includes $8.0 and $10.3 of stock-based compensation expense in 2022 and 2021, respectively, in software development costs and royalties.



For the three months ended September 30, 2022, net revenue increased by $535.3
as compared to the prior year period. The increase was primarily due to net
revenue of $639.3 from Zynga, which we acquired in May 2022 (refer to   Note 14-
Acquisitions  ), including top contributors Empires & Puzzles, Rollic's
hyper-casual portfolio, Toon Blast, Words With Friends, and Merge Dragons!, as
well as an increase in net revenue of $20.0 from Tiny Tina's Wonderlands, which
released in March 2022. These increases were partially offset by a decrease in
net revenue of (i) $54.5 from our Grand Theft Auto franchise and (ii) $42.0 from
our Borderlands franchise.

Net revenue from console games decreased by $44.2 and accounted for 39.6% of our
total net revenue for the three months ended September 30, 2022, as compared to
69.5% for the prior year period. The decrease in net revenue from console games
was due to a decrease in net revenue from our Grand Theft Auto, Red Dead
Redemption, and Borderlands franchises and Hades, which released in August 2021.
These decreases in net revenue from console games were partially offset by an
increase in net revenue from our WWE 2K franchise, Tiny Tina's Wonderlands, and
The Quarry. Net revenue from PC and other decreased by $35.5 and accounted for
8.0% of our total net revenue for the three months ended September 30, 2022, as
compared to 17.1% for the prior year period. The decrease was primarily due to a
decrease in net revenue from Tiny Tina's Wonderlands. Net revenue from mobile
increased by $615.0 and accounted for 52.4% of our total net revenue for three
months ended September 30, 2022, as compared to 13.4% for the prior year period.
The increase was primarily due to net revenue of $630.3 from our May 2022
acquisition of Zynga, including top contributors Empires & Puzzles, Rollic's
hyper-casual portfolio, Toon Blast, Words With Friends,and Merge Dragons!, as
well as an increase in net revenue from Top Eleven.

Net revenue from digital online channels increased by $540.1 and accounted for
94.7% of our total net revenue for the three months ended September 30, 2022, as
compared to 90.8% for the prior year period. The increase was primarily due to
net revenue of $638.8 from our May 2022 acquisition of Zynga, including top
contributors Empires & Puzzles, Rollic's hyper-casual portfolio, Toon Blast,
Words With Friends, and Merge Dragons!. This increase was partially offset by a
decrease in net revenue from our Grand Theft Auto and Borderlands franchises.
Net revenue from physical retail and other channels decreased by $4.8 and
accounted for 5.3% of our total net revenue for the three months ended September
30, 2022, as compared to 9.2% for the same period in the prior year period. The
decrease in net revenue from physical retail and other channels was due
primarily to a decrease in net revenue from Hades.

Recurrent consumer spending is generated from ongoing consumer engagement and
includes revenue from virtual currency, add-on content, in-game purchases, and
in-game advertising. Net revenue from recurrent consumer spending increased by
$538.2 and accounted for 79.1% of net revenue for the three months ended
September 30, 2022, as compared to 65.7% of net revenue for the prior year
period. The increase in net revenue from recurrent consumer spending was
primarily due to net revenue of $628.9 from our May 2022 acquisition of Zynga,
including top contributors Empires & Puzzles, Rollic's hyper-casual portfolio,
Toon Blast, Words With Friends, and Merge Dragons!. These increases were
partially offset by a decrease in net revenue from our Grand Theft Auto
franchise. Net revenue from full game and other decreased by $2.9 and accounted
for 20.9% of net revenue for the three months ended September 30, 2022 as
compared to 34.3% of net revenue for the prior year period. The decrease in net
revenue from full game and other was due primarily to a decrease in net revenue
from our Borderlands franchise. This decrease was partially offset by an
increase in net revenue from Tiny Tina's Wonderlands, our NBA 2K franchise and
The Quarry.

Gross profit as a percentage of net revenue for the three months ended September
30, 2022 was 48.8% as compared to 46.8% for the prior year period. The increase
in gross profit as a percentage of net revenue was due to (i) lower internal
royalties due to the timing of when royalties are earned and (ii) lower
capitalized software amortization due to impairments recognized in the prior
year period, partially offset by (i) higher amortization related to intangible
assets related to our Zynga acquisition and (ii) higher product costs for fees
paid to platform partners due to an increase in Mobile revenues as a result of
the Zynga acquisition.

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Net revenue earned outside of the United States increased by $207.3 and
accounted for 39.5% of our total net revenue for the three months ended
September 30, 2022, as compared to 40.0% in the prior year period. The increase
in net revenue outside of the United States was primarily due to net revenue of
$255.5 from our May 2022 acquisition of Zynga, including top contributors
Empires & Puzzles, Rollic's hyper-casual portfolio, Toon Blast, Zynga Poker, and
Merge Dragons!. Thin increase was partially offset by a decrease in net revenue
from our Grand Theft Auto and Borderlands franchises. Changes in foreign
currency exchange rates decreased net revenue by $8.3 and decreased gross profit
by $4.4 for the three months ended September 30, 2022 as compared to the prior
year period.

Operating Expenses
                                                                 % of net                              % of net            Increase/             % Increase/
(millions of dollars)                           2022             revenue              2021             revenue             (decrease)             (decrease)
Selling and marketing                        $ 444.4                 31.9  %       $ 136.0                 15.8  %       $     308.4                    226.8  %
General and administrative                     214.6                 15.4  %         127.8                 14.9  %              86.8                     67.9  %
Research and development                       243.2                 17.5  %         101.5                 11.8  %             141.7                    139.6  %
Depreciation and amortization                   29.9                  2.1  %          16.1                  1.9  %              13.8                     85.7  %
Total operating expenses(1)                  $ 932.1                 66.9  %       $ 381.4                 44.4  %       $     550.7                    144.4  %


(1) Includes stock-based compensation expense, which was allocated as follows:
                                2022       2021
Selling and marketing         $ 17.5      $ 7.1
General and administrative      44.2       16.7
Research and development        38.2       13.0


Changes in foreign currency exchange rates decreased total operating expenses by
$19.8 for the three months ended September 30, 2022, as compared to the prior
year period.

Selling and marketing

Selling and marketing expenses increased by $308.4 for the three months ended
September 30, 2022, as compared to the prior year period, due primarily to (i)
marketing expense for titles from our Zynga acquisition, including Rollic's
hyper-casual portfolio, Toon Blast, Merge Dragons!, Empires & Puzzles, and Toy
Blast, (ii) higher amortization related to intangible assets related to our
Zynga acquisition, and (iii) higher personnel expenses for additional headcount,
including related to our acquisition of Zynga.

General and administrative



General and administrative expenses increased by $86.8 for the three months
ended September 30, 2022, as compared to the prior year period, due primarily to
increases in (i) personnel expenses for additional headcount, including our
acquisition of Zynga and (ii) professional fees related to our acquisition and
integration of Zynga.

General and administrative expenses for the three months ended September 30,
2022 and 2021 included occupancy expense (primarily rent, utilities and office
expenses) of $16.6 and $8.4, respectively, related to our development studios.

Research and development



Research and development expenses increased by $141.7 for the three months ended
September 30, 2022, as compared to the prior year period, due primarily to
increases in personnel expenses due to increased headcount, including related to
our acquisition of Zynga.

Depreciation and Amortization



Depreciation and amortization expenses increased by $13.8 for the three months
ended September 30, 2022 as compared to the prior year period, due primarily to
acquired intangible assets and depreciation expense related to Zynga.

Interest and other, net



Interest and other, net was expense of $50.5 for the three months ended
September 30, 2022, as compared to $0.6 for the prior year period. The increase
was due primarily to interest expense related to our Senior Notes, Term Loan,
2022 Credit Agreement, and Bridge Loan commitment, including the amortization of
related deferred costs, in connection with our acquisition of Zynga (refer to
  Note 9 - Debt   and   Note 14 - Acquisitions  ) and foreign currency losses.

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Gain (loss) on fair value adjustments, net



Gain (loss) on fair value adjustments, net was a gain of $1.9 for the three
months ended September 30, 2022 as compared to $0.4 for the prior year period.
The change was due primarily to changes in fair value based on the observable
price changes of our long-term investments.

Benefit from Income Taxes



The benefit from income taxes for the three months ended September 30, 2022 is
based on our projected annual effective tax rate for fiscal year 2023, adjusted
for specific items that are required to be recognized in the period in which
they are incurred. The benefit from income taxes was $44.1 for the three months
ended September 30, 2022 as compared to the provision for income taxes of $9.7
for the prior year period.

When compared to the statutory rate of 21.0%, the effective tax rate of 14.6%
for the three months ended September 30, 2022 was due primarily to tax benefits
of $8.5 from tax credits, tax benefits of $3.4 from employee stock-based
compensation, and tax expense of $12.8 related to geographic mix of earnings.

In the prior year period, when compared to our statutory rate of 21%, the
effective tax rate of 48.4% for the three months ended September 30, 2021 was
due primarily to a tax expense of $2.4 related to a nondeductible increase in
fair value of the contingent consideration liability associated with the
acquisition of Nordeus, tax expense of $5.4 from a shortfall on employee
stock-based compensation offset by $2.6 from the geographic mix of earnings.

The change in the effective tax rate, when compared to the prior year period's
effective tax rate, is due primarily to increased tax benefits from tax credits,
increased tax benefits from employee stock-based compensation in the current
period, and by the geographic mix of earnings.

The accounting for share-based compensation will increase or decrease our effective tax rate based upon the difference between our share-based compensation expense and the deductions taken on our tax return, which depends on the stock price at the time of the employee award vesting.



We anticipate that additional excess tax benefits or shortfalls from employee
stock compensation, tax credits, and changes in our geographic mix of earnings
could have a significant impact on our effective tax rate in the future. In
addition, we are regularly examined by domestic and foreign taxing authorities.
Examinations may result in tax assessments in excess of amounts claimed and the
payment of additional taxes. We believe our tax positions comply with applicable
tax law, and that we have adequately provided for reasonably foreseeable tax
assessments. It is possible that settlement of audits or the expiration of the
statute of limitations could have an impact on our effective tax rate in future
periods.

The Tax Cuts and Jobs Act of 2017 ("TCJA") requires taxpayers to capitalize and
amortize research and development costs pursuant to Internal Revenue Code
("IRC") Section 174. Although Congress is considering legislation that would
defer the capitalization and amortization requirement to later years, we have no
assurance that the requirement will be repealed or otherwise modified. The
requirement was effective for the Company beginning April 1, 2022. The actual
impact of Section 174 capitalization and amortization on the income tax payable
and deferred tax asset will depend on multiple factors, including the amount of
research and development expenses we will incur and whether we conduct our
research and development activities inside or outside the United States. If
legislation is not passed to defer, repeal, or otherwise modify the
capitalization and amortization requirement we expect our cash taxes payable and
deferred tax assets to increase in the future.

On March 11, 2021, the American Rescue Plan Act of 2021 (the "ARPA") was
enacted. The ARPA, among other things, includes provisions to expand the IRC
Section 162(m) disallowance for deduction of certain compensation paid by
publicly held corporations. Effective for tax years starting after December 31,
2026 (April 1, 2027 for the Company), the ARPA expands the limitation to cover
the next five most highly compensated employees. The ARPA did not have a
material impact on our Consolidated Financial Statements for the three months
ended September 30, 2022. We continue to evaluate the potential impact the ARPA
may have on our operations and Consolidated Financial Statements in future
periods.

In August 2022, President Biden signed into law the Inflation Reduction Act of
2022 (the "Inflation Reduction Act"), which includes a 15% book-income
alternative minimum tax on corporations with average applicable financial
statement income over $1 billion for any 3-year period ending with 2022 or later
and a 1% excise tax on the fair market value of stock that is repurchased by
publicly traded U.S. corporations or their specified affiliates. The alternative
minimum tax and the excise tax are effective in taxable years beginning after
December 31, 2022. We will continue to evaluate the potential impact of the
Inflation Reduction Act may have on our operations and Consolidated Financial
Statements in future periods.

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Net (loss) income and (loss) earnings per share



For the three months ended September 30, 2022, net loss was $257.0, as compared
to income of $10.2 in the prior year period. Diluted loss per share for the
three months ended September 30, 2022 was $1.54, as compared to diluted earnings
per share of $0.09 in the prior year period. Basic weighted average shares of
166.9 were 50.1 shares higher as compared to the prior year period diluted
weighted average shares, due to stock issued as consideration for the Zynga
Acquisition and for the conversion of Convertible Notes. See   Note 10 - (Loss)
Earnings Per Share   to our Condensed Consolidated Financial Statements for
additional information.

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