Market position and competition · Disruptive competitors and new market entrants
As there are relatively low barriers to entry to develop a mobile or online game, we expect new game competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications. We also compete or will compete with a vast number of small companies and individuals who are able to create and launch games and other content for devices and platforms using relatively limited resources.
Market position and competition · Competitive pressure and market share loss
We compete for both licenses to properties and the sale of interactive entertainment software with Sony and Microsoft, each of which is a large developer and marketer of software for its own platforms. We also compete with game publishers, such as Electronic Arts, Embracer Group, Epic Games, Microsoft, Nintendo, Playrix, Playtika, Roblox, Savvy Games, Sony, Tencent, and Ubisoft... Some of our competitors have greater financial, technical, personnel, and other resources than we do and are able to finance larger budgets for development and marketing.
Customer and revenue · Changing customer preferences and behavior
The inability of our products to achieve significant market acceptance, the failure to retain existing players, delays in product releases or disruptions following the commercial release of our products may have a material adverse effect on our business, financial condition and operating results... New products may not achieve significant market acceptance, generate sufficient sales, or be introduced in a timely manner.
Innovation and product development · Product development and randd investment risks
We are subject to product development risks which could result in delays and additional costs, and we must adapt to changes in software technologies. We depend on our internal development studios and third-party software developers to develop new interactive entertainment software within anticipated release schedules and cost projections.
Market position and competition · Market cyclicality and demand volatility
Our quarterly and annual operating results are dependent on the release of hit titles and therefore dependent on the timing of our product releases, which may cause our quarterly operating results to fluctuate significantly. The release of a hit title typically leads to a high level of sales during the first few months after introduction followed by a rapid decline in sales.
Customer and revenue · Revenue concentration in specific products or segments
We are dependent on the future success of our Grand Theft Auto products and other hit titles... Grand Theft Auto products contributed 12.4% of our net revenue for the fiscal year ended March 31, 2026, and the five best-selling franchises (including Grand Theft Auto), which may change year over year, in the aggregate accounted for 54.3% of our net revenue.
Customer and revenue · Customer concentration and key customer dependence
A limited number of customers account for a significant portion of our sales. The loss of a principal customer or other significant business relationship could seriously hurt our business. A substantial portion of our product sales are made to a limited number of customers. Sales to our five largest customers during the fiscal year ended March 31, 2026 accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0%.