Activision Blizzard Announces First Quarter 2022 Financial Results
Activision Blizzard reported first quarter 2022 GAAP net revenues of $1.77 billion, down from $2.28 billion in 2021, with a GAAP EPS of $0.50 compared to $0.79 the previous year. Non-GAAP earnings per share decreased to $0.64 from $0.98. The company generated $642 million in operating cash flow, a decline from $844 million in Q1 2021. Monthly Active Users reached 372 million. Microsoft’s acquisition for $95.00 per share is pending regulatory approval and is expected to close by June 30, 2023.
- Cash and short-term investments total $11.1 billion.
- Net cash position of approximately $7.5 billion.
- Board declared a cash dividend of $0.47 per share, payable on May 6, 2022.
- King’s in-game net bookings grew 8% year-over-year.
- Candy Crush remained the top-grossing game franchise in U.S. app stores for 19 consecutive quarters.
- GAAP net revenues decreased by $507 million year-over-year.
- GAAP EPS dropped by $0.29 compared to Q1 2021.
- Operating cash flow fell by $202 million compared to last year.
- Net bookings fell to $1.48 billion, a decrease of $590 million from Q1 2021.
- Call of Duty net bookings declined, indicating reduced premium sales and engagement.
Financial Metrics |
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Q1 |
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(in millions, except EPS) |
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2022 |
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2021 |
GAAP Net Revenues |
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Impact of GAAP deferralsA |
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GAAP EPS |
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Non-GAAP EPS |
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Impact of GAAP deferralsA |
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Please refer to the tables at the back of this earnings release for a reconciliation of the company’s GAAP and non-GAAP results.
For the quarter ended
Please refer to the tables at the back of this press release for a reconciliation of the company’s GAAP and non-GAAP results.
Operating Metrics
For the quarter ended
For the quarter ended
Microsoft transaction
As announced on
Conference Call and Earnings Presentation
In light of the proposed transaction with Microsoft, and as is customary during the pendency of an acquisition,
Selected Business Highlights
Activision
- Call of Duty® net bookings on console and PC declined year-over-year in the first quarter, reflecting lower premium sales for Call of Duty: Vanguard versus the year ago title and lower engagement in Call of Duty: Warzone™. Call of Duty Mobile net bookings were little changed year-over-year.
- The Call of Duty teams delivered substantial gameplay improvements for Vanguard and Warzone in the first quarter. Development on this year’s premium and Warzone experiences, led by Infinity Ward, is proceeding very well. This year’s Call of Duty is a sequel to 2019’s Modern Warfare®, the most successful Call of Duty title to date, and will be the most advanced experience in franchise history. The new free-to-play Warzone experience, which is built from the ground-up alongside the premium game, features groundbreaking innovations to be revealed later this year.
- Activision continued to rapidly expand its Call of Duty development resources in the first quarter. Its growing teams are focused on delivering even more compelling content to the community on PC and console, as well as expanding Warzone to the mobile platform.
Blizzard
- Blizzard’s first quarter financial results were lower year-over-year, primarily reflecting product cycle timing for the Warcraft® franchise. Blizzard’s teams reached important milestones across its key franchises in recent months, and the second quarter represents the start of a period of planned substantial releases across Blizzard’s portfolio.
-
Blizzard continues to work on numerous new experiences to delight and expand the Warcraft community. The newest Hearthstone® expansion, Voyage to the Sunken City™, launched on
April 12 . Blizzard’s teams are working on major new content for World of Warcraft® including World of Warcraft: Dragonflight, the innovative upcoming expansion for the modern game, and World of Warcraft: Wrath of the Lich King® Classic. Blizzard is also planning to unveil more details about its first Warcraft mobile experience in the coming weeks.
-
Diablo ® Immortal™ will launch onJune 2, 2022 in most regions around the world, with the remaining regions inAsia-Pacific gaining access a few weeks later. Over 30 million people have already pre-registered for the game. In addition to offering a deep, authentic, and free-to-playDiablo experience on the mobile platform, Diablo Immortal will also be available free-to-play on Windows® PC, initially as an open beta starting onJune 2, 2022 , and will support cross-play and cross-progression.
-
Development on
Diablo 4 and Overwatch® 2 is also progressing well. Company-wide internal testing ofDiablo 4 is underway, and external testing of the player-versus-player mode of Overwatch 2 begins tomorrow,April 26, 2022 .
King
-
King’s teams continued to deliver compelling new content, features and events in the first quarter, driving year-over-year growth in engagement and player investment. King’s in-game net bookings grew
8% year-over-year, driven by double-digit year-over-year growth forCandy Crush TM, King’s largest franchise, in both cases building on strong growth in the prior year quarter.
-
Candy Crush was the top-grossing game franchise in theU.S. app stores1 for the 19th consecutive quarter.
-
King’s payer numbers again grew by a double-digit percentage year-over-year, driven by strong execution in Candy’s features and live operations, effective user acquisition, and ongoing optimization of the
Candy Crush in-game economy.
- King’s advertising business continued to grow rapidly year-over-year, fueled by volume growth and ramping relationships with demand partners.
Balance Sheet and Dividend
-
Cash and short-term investments at the end of the first quarter stood at
, and$11.1 billion Activision Blizzard ended the quarter with a net cash position of approximately .$7.5 billion
-
As previously announced, the Board of Directors has declared a cash dividend of
per common share, payable on$0.47 May 6, 2022 to shareholders of record at the close of business onApril 15, 2022 .
About
Our mission, to connect and engage the world through epic entertainment, has never been more important. Through communities rooted in our video game franchises we enable hundreds of millions of people to experience joy, thrill and achievement. We enable social connections through the lens of fun, and we foster purpose and a sense of accomplishment through healthy competition. Like sport, but with greater accessibility, our players can find purpose and meaning through competitive gaming. Video games, unlike any other social or entertainment media, have the ability to break down the barriers that can inhibit tolerance and understanding. Celebrating differences is at the core of our culture and ensures we can create games for players of diverse backgrounds in the 190 countries our games are played.
As a member of the Fortune 500 and as a component company of the S&P 500, we have an extraordinary track record of delivering superior shareholder returns for over 30 years.
Our enduring franchises are some of the world’s most popular, including Call of Duty®, Crash Bandicoot™, Warcraft®, Overwatch®,
Learn more information about
1 Based on App Annie Intelligence.
A Net effect of accounting treatment from revenue deferrals on certain of our online-enabled products. Since certain of our games are hosted online or include significant online functionality that represents a separate performance obligation, we defer the transaction price allocable to the online functionality from the sale of these games and then recognize the attributable revenues over the relevant estimated service periods, which are generally less than a year. The related cost of revenues is deferred and recognized as an expense as the related revenues are recognized. Impact from changes in deferrals refers to the net effect from revenue deferrals accounting treatment for the purposes of revenues, along with, for the purposes of EPS, the related cost of revenues deferrals treatment and the related tax impacts. Internally, management excludes the impact of this change in deferred revenues and related cost of revenues when evaluating the company’s operating performance, when planning, forecasting and analyzing future periods, and when assessing the performance of its management team. Management believes this is appropriate because doing so enables an analysis of performance based on the timing of actual transactions with our customers. In addition, management believes excluding the change in deferred revenues and the related cost of revenues provides a much more timely indication of trends in our operating results.
B Net bookings is an operating metric that is defined as the net amount of products and services sold digitally or sold-in physically in the period, and includes license fees, merchandise, and publisher incentives, among others, and is equal to net revenues excluding the impact from deferrals.
C In-game net bookings primarily includes the net amount of downloadable content and microtransactions sold during the period, and is equal to in-game net revenues excluding the impact from deferrals.
D Monthly Active User (“MAU”) Definition: We monitor MAUs as a key measure of the overall size of our user base. MAUs are the number of individuals who accessed a particular game in a given month. We calculate average MAUs in a period by adding the total number of MAUs in each of the months in a given period and dividing that total by the number of months in the period. An individual who accesses two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who accesses the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who accesses the same game on two platforms or devices in the relevant period would generally be counted as a single user. In certain instances, we rely on third parties to publish our games. In these instances, MAU data is based on information provided to us by those third parties, or, if final data is not available, reasonable estimates of MAUs for these third-party published games.
Non-GAAP Financial Measures: As a supplement to our financial measures presented in accordance with
- expenses related to share-based compensation, including liability awards accounted for under ASC 718;
- the amortization of intangibles from purchase price accounting;
- fees and other expenses related to merger and acquisitions, including related debt financings, and refinancing of long-term debt, including penalties and the write off of unamortized discount and deferred financing costs;
- restructuring and related charges;
- other non-cash charges from reclassification of certain cumulative translation adjustments into earnings as required by GAAP;
- the income tax adjustments associated with any of the above items (tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results); and
- significant discrete tax-related items, including amounts related to changes in tax laws, amounts related to the potential or final resolution of tax positions, and other unusual or unique tax-related items and activities.
In the future,
Activision Blizzard’s non-GAAP financial measures are not based on a comprehensive set of accounting rules or principles, and the terms non-GAAP net income, non-GAAP earnings per share, non-GAAP operating margin, and non-GAAP or adjusted EBITDA do not have a standardized meaning. Therefore, other companies may use the same or similarly named measures, but exclude different items, which may not provide investors a comparable view of Activision Blizzard’s performance in relation to other companies.
Management compensates for the limitations resulting from the exclusion of these items by considering the impact of the items separately and by considering Activision Blizzard’s GAAP, as well as non-GAAP, results and outlook, and by presenting the most comparable GAAP measures directly ahead of non-GAAP measures, and by providing a reconciliation that indicates and describes the adjustments made.
Cautionary Note Regarding Forward-looking Statements: The statements contained herein that are not historical facts are forward-looking statements including, but not limited to statements about: (1) projections of revenues, expenses, income or loss, earnings or loss per share, cash flow, or other financial items; (2) statements of our plans and objectives, including those related to releases of products or services; (3) statements of future financial or operating performance, including the impact of tax items thereon; (4) statements regarding the proposed transaction between
We caution that a number of important factors, many of which are beyond our control, could cause our actual future results and other future circumstances to differ materially from those expressed in any forward-looking statements. Such factors include, but are not limited to: risk that the proposed transaction with Microsoft may not be completed in a timely manner or at all, which may adversely affect our business and the price of our common stock; the failure to satisfy the conditions to the consummation of the proposed transaction with Microsoft, including shareholder approval and the receipt of certain governmental and regulatory approvals; the occurrence of any event, change, or other circumstance that could give rise to the termination of the Agreement and Plan of Merger, dated as of
The forward-looking statements contained herein are based on information available to
Additional Information and Where to Find It
In connection with the transaction,
CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS (Unaudited) (Amounts in millions) |
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|
Three Months Ended |
|||||
|
2022 |
|
2021 |
|||
Net revenues |
|
|
|
|||
Product sales |
$ |
386 |
|
|
$ |
675 |
In-game, subscription, and other revenues1 |
|
1,382 |
|
|
|
1,600 |
Total net revenues |
|
1,768 |
|
|
|
2,275 |
|
|
|
|
|||
Costs and expenses |
|
|
|
|||
Cost of revenues—product sales: |
|
|
|
|||
Product costs |
|
91 |
|
|
|
140 |
Software royalties, amortization, and intellectual property licenses |
|
81 |
|
|
|
112 |
Cost of revenues—in-game, subscription, and other: |
|
|
|
|||
Game operations and distribution costs |
|
288 |
|
|
|
296 |
Software royalties, amortization, and intellectual property licenses |
|
19 |
|
|
|
30 |
Product development |
|
346 |
|
|
|
353 |
Sales and marketing |
|
252 |
|
|
|
237 |
General and administrative |
|
214 |
|
|
|
282 |
Restructuring and related costs |
|
(2 |
) |
|
|
30 |
Total costs and expenses |
|
1,289 |
|
|
|
1,480 |
|
|
|
|
|||
Operating income |
|
479 |
|
|
|
795 |
|
|
|
|
|||
Interest and other expense (income), net |
|
14 |
|
|
|
30 |
Income before income tax expense |
|
465 |
|
|
|
765 |
|
|
|
|
|||
Income tax expense |
|
70 |
|
|
|
146 |
|
|
|
|
|||
Net income |
$ |
395 |
|
|
$ |
619 |
|
|
|
|
|||
Basic earnings per common share |
$ |
0.51 |
|
|
$ |
0.80 |
Weighted average common shares outstanding |
|
780 |
|
|
|
775 |
|
|
|
|
|||
Diluted earnings per common share |
$ |
0.50 |
|
|
$ |
0.79 |
Weighted average common shares outstanding assuming dilution |
|
786 |
|
|
|
783 |
1 | In-game, subscription, and other revenues represent revenues from microtransactions and downloadable content, World of Warcraft subscriptions, licensing royalties from our products and franchises, and other miscellaneous revenues. |
|
CONDENSED CONSOLIDATED BALANCE SHEETS (Unaudited) (Amounts in millions) |
|||||||
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|
|
|
||||
Assets |
|
|
|
||||
Current assets |
|
|
|
||||
Cash and cash equivalents |
$ |
10,967 |
|
|
$ |
10,423 |
|
Accounts receivable, net |
|
530 |
|
|
|
972 |
|
Software development |
|
433 |
|
|
|
449 |
|
Other current assets |
|
556 |
|
|
|
712 |
|
Total current assets |
|
12,486 |
|
|
|
12,556 |
|
Software development |
|
289 |
|
|
|
211 |
|
Property and equipment, net |
|
174 |
|
|
|
169 |
|
Deferred income taxes, net |
|
1,308 |
|
|
|
1,377 |
|
Other assets |
|
511 |
|
|
|
497 |
|
Intangible assets, net |
|
445 |
|
|
|
447 |
|
|
|
9,799 |
|
|
|
9,799 |
|
Total assets |
$ |
25,012 |
|
|
$ |
25,056 |
|
|
|
|
|
||||
Liabilities and Shareholders' Equity |
|
|
|
||||
Current liabilities |
|
|
|
||||
Accounts payable |
$ |
207 |
|
|
$ |
285 |
|
Deferred revenues |
|
835 |
|
|
|
1,118 |
|
Accrued expenses and other liabilities |
|
1,249 |
|
|
|
1,008 |
|
Total current liabilities |
|
2,291 |
|
|
|
2,411 |
|
Long-term debt, net |
|
3,608 |
|
|
|
3,608 |
|
Deferred income taxes, net |
|
375 |
|
|
|
506 |
|
Other liabilities |
|
907 |
|
|
|
932 |
|
Total liabilities |
|
7,181 |
|
|
|
7,457 |
|
|
|
|
|
||||
Shareholders' equity |
|
|
|
||||
Common stock |
|
— |
|
|
|
— |
|
Additional paid-in capital |
|
11,927 |
|
|
|
11,715 |
|
|
|
(5,563 |
) |
|
|
(5,563 |
) |
Retained earnings |
|
12,053 |
|
|
|
12,025 |
|
Accumulated other comprehensive loss |
|
(586 |
) |
|
|
(578 |
) |
Total shareholders’ equity |
|
17,831 |
|
|
|
17,599 |
|
Total liabilities and shareholders’ equity |
$ |
25,012 |
|
|
$ |
25,056 |
|
SUPPLEMENTAL CASH FLOW INFORMATION (Amounts in millions) |
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|
Three Months Ended |
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
Year over Year
|
||||||
Cash Flow Data |
|
|
|
|
|
|
|
|
|
|
|
|
||||||
Operating Cash Flow |
|
$ |
844 |
|
$ |
388 |
|
$ |
521 |
|
$ |
661 |
|
$ |
642 |
|
(24 |
) % |
Capital Expenditures |
|
|
22 |
|
|
14 |
|
|
23 |
|
|
21 |
|
|
15 |
|
(32 |
) |
Non-GAAP Free Cash Flow1 |
|
$ |
822 |
|
$ |
374 |
|
$ |
498 |
|
$ |
640 |
|
$ |
627 |
|
(24 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||
Operating Cash Flow - TTM2 |
|
$ |
2,948 |
|
$ |
2,568 |
|
$ |
2,893 |
|
$ |
2,414 |
|
$ |
2,212 |
|
(25 |
) |
Capital Expenditures - TTM2 |
|
|
81 |
|
|
82 |
|
|
81 |
|
|
80 |
|
|
73 |
|
(10 |
) |
Non-GAAP Free Cash Flow1 - TTM2 |
|
$ |
2,867 |
|
$ |
2,486 |
|
$ |
2,812 |
|
$ |
2,334 |
|
$ |
2,139 |
|
(25 |
) % |
1 | Non-GAAP free cash flow represents operating cash flow minus capital expenditures. |
|
2 |
TTM represents trailing twelve months. Operating Cash Flow for three months ended |
|
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES (Amounts in millions, except per share data) |
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Three Months Ended
|
Net Revenues |
Cost of Revenues—Product Sales: Product Costs |
Cost of Revenues—Product Sales: Software Royalties and Amortization |
Cost of Revenues—In-game/Subs/Other: Game Operations and Distribution Costs |
Cost of Revenues—In-game/Subs/Other: Software Royalties and Amortization |
Product Development |
Sales and Marketing |
General and Administrative |
Restructuring and related costs |
Total Costs and Expenses |
|||||||||||||||||||||||||||||
GAAP Measurement |
$ |
1,768 |
|
$ |
91 |
|
$ |
81 |
|
$ |
288 |
|
$ |
19 |
$ |
346 |
|
$ |
252 |
|
$ |
214 |
|
$ |
(2 |
) |
$ |
1,289 |
|
||||||||||
Share-based compensation1 |
|
— |
|
|
— |
|
|
(4 |
) |
|
(2 |
) |
|
— |
|
(53 |
) |
|
(15 |
) |
|
(24 |
) |
|
— |
|
|
(98 |
) |
||||||||||
Amortization of intangible assets2 |
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
— |
|
|
— |
|
|
(2 |
) |
|
— |
|
|
(2 |
) |
||||||||||
Restructuring and related costs3 |
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
— |
|
|
— |
|
|
— |
|
|
2 |
|
|
2 |
|
||||||||||
Merger and acquisition-related fees and other expenses4 |
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
— |
|
|
— |
|
|
(32 |
) |
|
— |
|
|
(32 |
) |
||||||||||
Non-GAAP Measurement |
$ |
1,768 |
|
$ |
91 |
|
$ |
77 |
|
$ |
286 |
|
$ |
19 |
$ |
293 |
|
$ |
237 |
|
$ |
156 |
|
$ |
— |
|
$ |
1,159 |
|
||||||||||
|
|
|
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||
Net effect of deferred revenues and related cost of revenues5 |
$ |
(287 |
) |
$ |
(14 |
) |
$ |
(38 |
) |
$ |
(2 |
) |
$ |
2 |
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
(52 |
) |
||||||||||
|
|
|
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||
|
Operating Income |
Net Income |
Basic Earnings per Share |
Diluted Earnings per Share |
|
|
|
|
|
|
|||||||||||||||||||||||||||||
GAAP Measurement |
$ |
479 |
|
$ |
395 |
|
$ |
0.51 |
|
$ |
0.50 |
|
|
|
|
|
|
|
|||||||||||||||||||||
Share-based compensation1 |
|
98 |
|
|
98 |
|
|
0.13 |
|
|
0.13 |
|
|
|
|
|
|
|
|||||||||||||||||||||
Amortization of intangible assets2 |
|
2 |
|
|
2 |
|
|
— |
|
|
— |
|
|
|
|
|
|
|
|||||||||||||||||||||
Restructuring and related costs3 |
|
(2 |
) |
|
(2 |
) |
|
— |
|
|
— |
|
|
|
|
|
|
|
|||||||||||||||||||||
Merger and acquisition-related fees and other expenses4 |
|
32 |
|
|
32 |
|
|
0.04 |
|
|
0.04 |
|
|
|
|
|
|
|
|||||||||||||||||||||
Income tax impacts from items above6 |
|
— |
|
|
(24 |
) |
|
(0.03 |
) |
|
(0.03 |
) |
|
|
|
|
|
|
|||||||||||||||||||||
Non-GAAP Measurement |
$ |
609 |
|
$ |
501 |
|
$ |
0.64 |
|
$ |
0.64 |
|
|
|
|
|
|
|
|||||||||||||||||||||
|
|
|
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||
Net effect of deferred revenues and related cost of revenues5 |
$ |
(235 |
) |
$ |
(204 |
) |
$ |
(0.26 |
) |
$ |
(0.26 |
) |
|
|
|
|
|
|
1 |
Reflects expenses related to share-based compensation, including |
|
2 | Reflects amortization of intangible assets from purchase price accounting. |
|
3 | Reflects restructuring initiatives, primarily severance and other restructuring-related costs. |
|
4 | Reflects fees and other expenses related to our proposed transaction with Microsoft Corporation ("Microsoft"), primarily legal and advisory fees. |
|
5 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online-enabled products, including the effects of taxes. |
|
6 | Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results. |
|
The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding. |
||
RECONCILIATION OF GAAP NET INCOME TO NON-GAAP MEASURES (Amounts in millions, except per share data) |
||||||||||||||||||||||||||||||||||||||||
Three Months Ended
|
Net Revenues |
Cost of Revenues—Product Sales: Product Costs |
Cost of Revenues—Product Sales: Software Royalties and Amortization |
Cost of Revenues—In-game/Subs/Other: Game Operations and Distribution Costs |
Cost of Revenues—In-game/Subs/Other: Software Royalties and Amortization |
Product Development |
Sales and Marketing |
General and Administrative |
Restructuring and related costs |
Total Costs and Expenses |
||||||||||||||||||||||||||||||
GAAP Measurement |
$ |
2,275 |
|
$ |
140 |
|
$ |
112 |
|
$ |
296 |
|
$ |
30 |
|
$ |
353 |
|
$ |
237 |
|
$ |
282 |
|
$ |
30 |
|
$ |
1,480 |
|
||||||||||
Share-based compensation1 |
|
— |
|
|
— |
|
|
(6 |
) |
|
— |
|
|
— |
|
|
(16 |
) |
|
(5 |
) |
|
(124 |
) |
|
— |
|
|
(151 |
) |
||||||||||
Amortization of intangible assets2 |
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
(3 |
) |
|
— |
|
|
— |
|
|
(2 |
) |
|
— |
|
|
(5 |
) |
||||||||||
Restructuring and related costs3 |
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
(30 |
) |
|
(30 |
) |
||||||||||
Non-GAAP Measurement |
$ |
2,275 |
|
$ |
140 |
|
$ |
106 |
|
$ |
296 |
|
$ |
27 |
|
$ |
337 |
|
$ |
232 |
|
$ |
156 |
|
$ |
— |
|
$ |
1,294 |
|
||||||||||
|
|
|
|
|
|
|
|
|
|
|
||||||||||||||||||||||||||||||
Net effect of deferred revenues and related cost of revenues4 |
$ |
(209 |
) |
$ |
(13 |
) |
$ |
(64 |
) |
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
— |
|
$ |
(77 |
) |
||||||||||
|
|
|
|
|
|
|
|
|
|
|
||||||||||||||||||||||||||||||
|
Operating Income |
Net Income |
Basic Earnings per Share |
Diluted Earnings per Share |
|
|
|
|
|
|
||||||||||||||||||||||||||||||
GAAP Measurement |
$ |
795 |
|
$ |
619 |
|
$ |
0.80 |
|
$ |
0.79 |
|
|
|
|
|
|
|
||||||||||||||||||||||
Share-based compensation1 |
|
151 |
|
|
151 |
|
|
0.20 |
|
|
0.19 |
|
|
|
|
|
|
|
||||||||||||||||||||||
Amortization of intangible assets2 |
|
5 |
|
|
5 |
|
|
0.01 |
|
|
0.01 |
|
|
|
|
|
|
|
||||||||||||||||||||||
Restructuring and related costs3 |
|
30 |
|
|
30 |
|
|
0.04 |
|
|
0.04 |
|
|
|
|
|
|
|
||||||||||||||||||||||
Income tax impacts from items above5 |
|
— |
|
|
(37 |
) |
|
(0.05 |
) |
|
(0.05 |
) |
|
|
|
|
|
|
||||||||||||||||||||||
Non-GAAP Measurement |
$ |
981 |
|
$ |
768 |
|
$ |
0.99 |
|
$ |
0.98 |
|
|
|
|
|
|
|
||||||||||||||||||||||
|
|
|
|
|
|
|
|
|
|
|
||||||||||||||||||||||||||||||
Net effect of deferred revenues and related cost of revenues4 |
$ |
(132 |
) |
$ |
(107 |
) |
$ |
(0.14 |
) |
$ |
(0.14 |
) |
|
|
|
|
|
|
1 | Reflects expenses related to share-based compensation. |
|
2 | Reflects amortization of intangible assets from purchase price accounting. |
|
3 | Reflects restructuring initiatives, primarily severance and other restructuring-related costs. |
|
4 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online-enabled products, including the effects of taxes. |
|
5 | Reflects the income tax impact associated with the above items. Tax impact on non-GAAP pre-tax income is calculated under the same accounting principles applied to the GAAP pre-tax income under ASC 740, which employs an annual effective tax rate method to the results. |
|
The GAAP and non-GAAP earnings per share information is presented as calculated. The sum of these measures, as presented, may differ due to the impact of rounding. | ||
OPERATING SEGMENTS INFORMATION (Amounts in millions) |
||||||||||||||||||||||||||||
Three Months Ended |
|
|
|
$ Increase / (Decrease) |
||||||||||||||||||||||||
|
|
Activision |
|
Blizzard |
|
King |
|
Total |
|
Activision |
|
Blizzard |
|
King |
|
Total |
||||||||||||
Segment Net Revenues |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Net revenues from external customers |
|
$ |
453 |
|
$ |
265 |
|
$ |
682 |
|
$ |
1,400 |
|
|
$ |
(438 |
) |
|
$ |
(193 |
) |
|
$ |
73 |
|
$ |
(558 |
) |
Intersegment net revenues1 |
|
|
— |
|
|
9 |
|
|
— |
|
|
9 |
|
|
|
— |
|
|
|
(16 |
) |
|
|
— |
|
|
(16 |
) |
Segment net revenues |
|
$ |
453 |
|
$ |
274 |
|
$ |
682 |
|
$ |
1,409 |
|
|
$ |
(438 |
) |
|
$ |
(209 |
) |
|
$ |
73 |
|
$ |
(574 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Segment operating income |
|
$ |
59 |
|
$ |
53 |
|
$ |
243 |
|
$ |
355 |
|
|
$ |
(383 |
) |
|
$ |
(155 |
) |
|
$ |
40 |
|
$ |
(498 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Operating Margin |
|
|
|
|
|
|
|
|
25.2 |
% |
|
|
|
|
|
|
|
|
||||||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
|
|
|
|
|
|
|
|
|
|
|
||||||||||||||||||
|
|
Activision |
|
Blizzard |
|
King |
|
Total |
|
|
|
|
|
|
|
|
||||||||||||
Segment Net Revenues |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Net revenues from external customers |
|
$ |
891 |
|
$ |
458 |
|
$ |
609 |
|
$ |
1,958 |
|
|
|
|
|
|
|
|
|
|||||||
Intersegment net revenues1 |
|
|
— |
|
|
25 |
|
|
— |
|
|
25 |
|
|
|
|
|
|
|
|
|
|||||||
Segment net revenues |
|
$ |
891 |
|
$ |
483 |
|
$ |
609 |
|
$ |
1,983 |
|
|
|
|
|
|
|
|
|
|||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Segment operating income |
|
$ |
442 |
|
$ |
208 |
|
$ |
203 |
|
$ |
853 |
|
|
|
|
|
|
|
|
|
|||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||||||||
Operating Margin |
|
|
|
|
|
|
|
|
43.0 |
% |
|
|
|
|
|
|
|
|
1 | Intersegment revenues reflect licensing and service fees charged between segments. |
Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker (“CODM”). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense (including liability awards accounting for under ASC 718); amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, costs, expenses and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring and related costs; and other non-cash charges. See the following page for the reconciliation tables of segment revenues and operating income to consolidated net revenues and consolidated income before income tax expense.
Our operating segments are also consistent with our internal organization structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. We do not aggregate operating segments.
OPERATING SEGMENTS INFORMATION (Amounts in millions) |
||||||||
|
|
Three Months Ended |
||||||
|
|
|
2022 |
|
|
|
2021 |
|
Reconciliation to consolidated net revenues: |
|
|
|
|
||||
Segment net revenues |
|
$ |
1,409 |
|
|
$ |
1,983 |
|
Revenues from non-reportable segments1 |
|
|
81 |
|
|
|
108 |
|
Net effect from recognition (deferral) of deferred net revenues2 |
|
|
287 |
|
|
|
209 |
|
Elimination of intersegment revenues3 |
|
|
(9 |
) |
|
|
(25 |
) |
Consolidated net revenues |
|
$ |
1,768 |
|
|
$ |
2,275 |
|
|
|
|
|
|
||||
Reconciliation to consolidated income before income tax expense: |
|
|
|
|
||||
Segment operating income |
|
$ |
355 |
|
|
$ |
853 |
|
Operating income (loss) from non-reportable segments1 |
|
|
19 |
|
|
|
(4 |
) |
Net effect from recognition (deferral) of deferred net revenues and related cost of revenues2 |
|
|
235 |
|
|
|
132 |
|
Share-based compensation expense4 |
|
|
(98 |
) |
|
|
(151 |
) |
Amortization of intangible assets |
|
|
(2 |
) |
|
|
(5 |
) |
Restructuring and related costs5 |
|
|
2 |
|
|
|
(30 |
) |
Merger and acquisition-related fees and other expenses6 |
|
|
(32 |
) |
|
|
— |
|
Consolidated operating income |
|
|
479 |
|
|
|
795 |
|
Interest and other expense (income), net |
|
|
14 |
|
|
|
30 |
|
Consolidated income before income tax expense (benefit) |
|
$ |
465 |
|
|
$ |
765 |
|
1 | Includes other income and expenses outside of our reportable segments, including our distribution business and unallocated corporate income and expenses. |
|
2 | Reflects the net effect from (deferral) of revenues and recognition of deferred revenues, along with related cost of revenues, on certain of our online-enabled products. |
|
3 | Intersegment revenues reflect licensing and service fees charged between segments. |
|
4 | Reflects expenses related to share-based compensation, including liability awards accounted for under ASC 718. |
|
5 | Reflects restructuring initiatives, primarily severance and other restructuring-related costs. |
|
6 | Reflects fees and other expenses related to our proposed transaction with Microsoft, primarily legal and advisory fees. |
|
NET REVENUES BY DISTRIBUTION CHANNEL (Amounts in millions) |
||||||||||||||||||||
|
Three Months Ended |
|||||||||||||||||||
|
|
|
|
|
$ Increase
|
|
% Increase
|
|||||||||||||
|
Amount |
|
% of Total1 |
|
Amount |
|
% of Total1 |
|
|
|||||||||||
Net Revenues by Distribution Channel |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Digital online channels2 |
$ |
1,589 |
|
|
90 |
% |
|
$ |
2,006 |
|
|
88 |
% |
|
$ |
(417 |
) |
|
(21 |
) % |
Retail channels |
|
85 |
|
|
5 |
|
|
|
149 |
|
|
7 |
|
|
|
(64 |
) |
|
(43 |
) |
Other3 |
|
94 |
|
|
5 |
|
|
|
120 |
|
|
5 |
|
|
|
(26 |
) |
|
(22 |
) |
Total consolidated net revenues |
$ |
1,768 |
|
|
100 |
% |
|
$ |
2,275 |
|
|
100 |
% |
|
$ |
(507 |
) |
|
(22 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Change in deferred revenues4 |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Digital online channels2 |
$ |
(222 |
) |
|
|
|
$ |
(141 |
) |
|
|
|
|
|
|
|||||
Retail channels |
|
(64 |
) |
|
|
|
|
(74 |
) |
|
|
|
|
|
|
|||||
Other3 |
|
(1 |
) |
|
|
|
|
6 |
|
|
|
|
|
|
|
|||||
Total changes in deferred revenues |
$ |
(287 |
) |
|
|
|
$ |
(209 |
) |
|
|
|
|
|
|
1 | The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding. |
|
2 | Net revenues from Digital online channels represent revenues from digitally-distributed downloadable content, microtransactions, subscriptions, and products, as well as licensing royalties. |
|
3 |
Net revenues from Other primarily include revenues from our distribution business, the |
|
4 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online-enabled products. |
|
NET REVENUES BY PLATFORM (Amounts in millions) |
||||||||||||||||||||
|
Three Months Ended |
|||||||||||||||||||
|
|
|
|
|
$ Increase
|
|
% Increase
|
|||||||||||||
|
Amount |
|
% of Total1 |
|
Amount |
|
% of Total1 |
|
|
|||||||||||
Net Revenues by Platform |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Console |
$ |
484 |
|
|
27 |
% |
|
$ |
799 |
|
|
35 |
% |
|
$ |
(315 |
) |
|
(39 |
) % |
PC |
|
383 |
|
|
22 |
|
|
|
622 |
|
|
27 |
|
|
|
(239 |
) |
|
(38 |
) |
Mobile and ancillary2 |
|
807 |
|
|
46 |
|
|
|
734 |
|
|
32 |
|
|
|
73 |
|
|
10 |
|
Other3 |
|
94 |
|
|
5 |
|
|
|
120 |
|
|
5 |
|
|
|
(26 |
) |
|
(22 |
) |
Total consolidated net revenues |
$ |
1,768 |
|
|
100 |
% |
|
$ |
2,275 |
|
|
100 |
% |
|
$ |
(507 |
) |
|
(22 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Change in deferred revenues4 |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Console |
$ |
(221 |
) |
|
|
|
$ |
(173 |
) |
|
|
|
|
|
|
|||||
PC |
|
(80 |
) |
|
|
|
|
(45 |
) |
|
|
|
|
|
|
|||||
Mobile and ancillary2 |
|
15 |
|
|
|
|
|
3 |
|
|
|
|
|
|
|
|||||
Other3 |
|
(1 |
) |
|
|
|
|
6 |
|
|
|
|
|
|
|
|||||
Total changes in deferred revenues |
$ |
(287 |
) |
|
|
|
$ |
(209 |
) |
|
|
|
|
|
|
1 | The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding. |
|
2 | Net revenues from Mobile and ancillary primarily include revenues from mobile devices. |
|
3 |
Net revenues from Other primarily include revenues from our distribution business, the |
|
4 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online-enabled products. |
|
NET REVENUES BY GEOGRAPHIC REGION (Amounts in millions) |
||||||||||||||||||||
|
Three Months Ended |
|||||||||||||||||||
|
|
|
|
|
$ Increase
|
|
% Increase
|
|||||||||||||
|
Amount |
|
% of Total1 |
|
Amount |
|
% of Total1 |
|
|
|||||||||||
Net Revenues by |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
|
$ |
1,016 |
|
|
57 |
% |
|
$ |
1,307 |
|
|
57 |
% |
|
$ |
(291 |
) |
|
(22 |
) % |
EMEA2 |
|
527 |
|
|
30 |
|
|
|
731 |
|
|
32 |
|
|
|
(204 |
) |
|
(28 |
) |
|
|
225 |
|
|
13 |
|
|
|
237 |
|
|
10 |
|
|
|
(12 |
) |
|
(5 |
) |
Total consolidated net revenues |
$ |
1,768 |
|
|
100 |
% |
|
$ |
2,275 |
|
|
100 |
% |
|
$ |
(507 |
) |
|
(22 |
) |
|
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Change in deferred revenues3 |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
|
$ |
(174 |
) |
|
|
|
$ |
(121 |
) |
|
|
|
|
|
|
|||||
EMEA2 |
|
(93 |
) |
|
|
|
|
(65 |
) |
|
|
|
|
|
|
|||||
|
|
(20 |
) |
|
|
|
|
(23 |
) |
|
|
|
|
|
|
|||||
Total changes in deferred revenues |
$ |
(287 |
) |
|
|
|
$ |
(209 |
) |
|
|
|
|
|
|
1 | The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding. |
|
2 |
Net revenues from EMEA consist of the |
|
3 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues on certain of our online-enabled products. |
|
EBITDA AND ADJUSTED EBITDA (Amounts in millions) |
||||||||||||||||||
|
|
|
|
|
|
|
|
|
Trailing Twelve
|
|||||||||
|
|
|
|
|
|
|
|
|
|
|||||||||
GAAP Net Income |
$ |
876 |
|
|
$ |
639 |
|
|
$ |
564 |
|
$ |
395 |
|
|
$ |
2,474 |
|
Interest and other expense (income), net |
|
(43 |
) |
|
|
65 |
|
|
|
45 |
|
|
14 |
|
|
|
81 |
|
Provision for income taxes |
|
126 |
|
|
|
120 |
|
|
|
73 |
|
|
70 |
|
|
|
389 |
|
Depreciation and amortization |
|
28 |
|
|
|
27 |
|
|
|
27 |
|
|
24 |
|
|
|
106 |
|
EBITDA |
|
987 |
|
|
|
851 |
|
|
|
709 |
|
|
503 |
|
|
|
3,050 |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Share-based compensation expense1 |
|
43 |
|
|
|
64 |
|
|
|
249 |
|
|
98 |
|
|
|
454 |
|
Restructuring and related costs2 |
|
13 |
|
|
|
3 |
|
|
|
30 |
|
|
(2 |
) |
|
|
44 |
|
Merger and acquisition-related fees and other expenses3 |
|
— |
|
|
|
— |
|
|
|
— |
|
|
32 |
|
|
|
32 |
|
Adjusted EBITDA |
$ |
1,043 |
|
|
$ |
918 |
|
|
$ |
988 |
|
$ |
631 |
|
|
$ |
3,580 |
|
|
|
|
|
|
|
|
|
|
|
|||||||||
Change in deferred net revenues and related cost of revenues4 |
$ |
(276 |
) |
|
$ |
(154 |
) |
|
$ |
215 |
|
$ |
(235 |
) |
|
$ |
(450 |
) |
1 | Reflects expenses related to share-based compensation, including liability awards accounted for under ASC 718. |
|
2 | Reflects restructuring initiatives, primarily severance and other restructuring-related costs. |
|
3 | Reflects fees and other expenses related to our proposed transaction with Microsoft, primarily legal and advisory fees. |
|
4 | Reflects the net effect from deferral of revenues and (recognition) of deferred revenues, along with related cost of revenues, on certain of our online-enabled products. |
|
OPERATING METRICS (Amounts in millions) |
||||||||||||
Net Bookings1 |
||||||||||||
|
Three Months Ended |
|||||||||||
|
|
2022 |
|
|
2021 |
|
$ Increase
|
|
% Increase
|
|||
Net bookings1 |
$ |
1,481 |
|
$ |
2,066 |
|
$ |
(585 |
) |
|
(28 |
) % |
In-game net bookings2 |
$ |
1,011 |
|
$ |
1,343 |
|
$ |
(332 |
) |
|
(25 |
) % |
1 | We monitor net bookings as a key operating metric in evaluating the performance of our business because it enables an analysis of performance based on the timing of actual transactions with our customers and provides more timely indications of trends in our operating results. Net bookings is the net amount of products and services sold digitally or sold-in physically in the period, and includes license fees, merchandise, and publisher incentives, among others. Net bookings is equal to net revenues excluding the impact from deferrals. |
|
2 | In-game net bookings primarily includes the net amount of downloadable content and microtransactions sold during the period, and is equal to in-game net revenues excluding the impact from deferrals. |
Monthly Active Users3
|
|
|
|
|
|
|
|
|
|
Activision |
150 |
|
127 |
|
119 |
|
107 |
|
100 |
Blizzard |
27 |
|
26 |
|
26 |
|
24 |
|
22 |
King |
258 |
|
255 |
|
245 |
|
240 |
|
250 |
Total MAUs |
435 |
|
408 |
|
390 |
|
371 |
|
372 |
3 | We monitor monthly active users (“MAUs”) as a key measure of the overall size of our user base. MAUs are the number of individuals who accessed a particular game in a given month. We calculate average MAUs in a period by adding the total number of MAUs in each of the months in a given period and dividing that total by the number of months in the period. An individual who accesses two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who accesses the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who accesses the same game on two platforms or devices in the relevant period would generally be counted as a single user. In certain instances, we rely on third parties to publish our games. In these instances, MAU data is based on information provided to us by those third parties, or, if final data is not available, reasonable estimates of MAUs for these third-party published games. |
View source version on businesswire.com: https://www.businesswire.com/news/home/20220422005665/en/
Investors and Analysts:
ir@activisionblizzard.com
or
Press:
pr@activisionblizzard.com
Source:
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