Strauss Zelnick
Analyst · Merrill Lynch
Thanks, Hank. Good afternoon, and thank you for joining us today. I'm pleased to report that our business continued to thrive during the fiscal third quarter, and we again delivered better-than-expected results. This was driven by robust holiday demand for Grand Theft Auto V, the record-breaking launch of NBA 2K14, the successful release of WWE 2K14 and strong growth in revenues from digitally-delivered content.
While others in our industry have experienced softness in current gen sales, we continue to benefit from significant demand for our titles, reflecting consumers' appetite for the highest-quality entertainment.
Grand Theft Auto V continues to expand its audience around the world, demonstrating how Rockstar Games have taken their series in our industry to new heights for innovation and excellence. Upon release, the title shattered entertainment records, selling through $800 million in 24 hours and over $1 billion in only 3 days and it was the best-selling video game of 2013, according to the NPD group.
To-date, Grand Theft Auto V has sold-in more than 32.5 million units worldwide and demand remains high as millions of consumers enrich their experience through the dynamic and evolving world of Grand Theft Auto Online, which I'll discuss in more detail shortly. The success of Grand Theft Auto V is only part of Rockstar Games' unparalleled track record. To-date, the label has sold-in nearly 250 million games worldwide across multiple hit series.
2K built upon their legacy of delivering the highest-rated and top-selling basketball video game with their current next-gen releases of NBA 2K14. The title has become the fastest-selling release in history of our NBA 2K franchise, with sell-in to-date of more than 5 million units across console and PC. I'd like to congratulate the team at Visual Concepts, who simultaneously created 2 outstanding products for current and next-gen platforms.
Our WWE franchise has quickly proven to be a successful addition to our portfolio. Sales of WWE 2K14 have exceeded our expectations, and the title is being supported with add-on content, including the Season Pass, featuring many of fan-favorite WWE superstars and legends. We believe there's a meaningful opportunity to grow this series by further leveraging 2K's marketing power and development expertise.
Revenue from digitally-delivered content grew 42% year-over-year to $132.8 million. Nearly half that revenue was derived from recurrent consumer spending, including virtual currency, add-on content and online gaming. Creating opportunities to drive ongoing engagement with our titles after release is a key strategic focus for our company and is becoming an important driver of additional revenue and profits. It also helps to strengthen our results between frontline releases, while providing additional entertainment to consumers.
Approximately 70% of consumers who've played Grand Theft Auto V while connected to the Internet have played Grand Theft Auto online since its launch on October 1. As a result, Grand Theft Auto Online was the single-largest contributor to our digitally-delivered revenue in the third quarter. While it's still early, we're highly enthusiastic about the future of Grand Theft Auto Online, as its global audience continues to grow.
Online play contributed to the success of NBA 2K13, and we're seeing continued growth with this year's release of NBA 2K14. The majority of NBA 2K14 fans are actively engaged in online connected experiences, including multiplayer gaming. In particular, consumers are buying virtual currency to customize their players with clothing and abilities and are also forming teams with friends to play in online competitions.
Add-on content is also a key component of recurring consumer spending. During the third quarter, we released successful downloadable content for BioShock Infinite, Borderlands 2, Sid Meier's Civilization V and WWE 2K14.
Borderlands 2 is a prime example of how we're able to generate substantial revenue and profits from add-on content over an extended period. In the 16 months following the title's launch, we released 9 substantial downloadable offerings, dozens of smaller character customizations and we plan to release more downloadable content in the coming months. This is in addition to package goods, add-on packs and, most recently, a Game of the Year Edition. The popularity of add-on content for Borderlands 2 is an important contributor to the title's becoming the highest selling release in the history of 2K with more than 8.5 million units sold-in to-date.
Our online projects in Asia, particularly NBA 2K Online in China, are also generating growth and recurrent consumer spending and contributing to our results. We'll continue to focus on developing additional offerings to promote engagement with our titles beyond initial release. This will both deepen our relationships with consumers and boost revenue and profits over time.
In addition to recurrent consumer spending, full game downloads across console, PC and mobile platforms contributed to the growth in our revenue from digitally-delivered content. During the third quarter, Rockstar Games released Grand Theft Auto: San Andreas for a variety of mobile platforms, including iOS and Android. Our ability to bring our popular catalog titles to mobile platforms enable us to grow our audience and generate incremental revenue and profits with modest development costs and virtually no marketing spend.
As I've said many times before, being good is simply no longer good enough. To succeed in our industry, one must aspire to and deliver greatness. Our positive momentum over the past year speaks to our focus on consistently delivering hits. I'm particularly proud that Take-Two was the top video game publisher of 2013 according to the NPD group. This is a tremendous achievement, and I'd like to congratulate Rockstar Games, 2K and our entire Take-Two team for making this happen.
Turning to our balance sheet. We ended the third quarter with cash of almost $1 billion. We are committed to driving long-term shareholder value, including by returning capital to our investors. To that end, we repurchased $277 million of our stock during the third quarter. We'll continue to explore ways to create value through capital deployment, both by investing to grow our business and potentially returning additional cash to shareholders.
As a result of our better-than-expected third-quarter results, we're increasing our full year outlook for fiscal 2014, which is poised to be a record year for our company. We projected non-GAAP net revenue of nearly $2.4 billion and earnings of more than $4 per share.
Looking ahead, we have a robust pipeline for both new intellectual properties and offerings from our proven franchises and development, including more than 10 unique titles for the next-generation consoles. We believe that the initial success of Xbox One and PlayStation 4 bodes well for our industry and foreshadows what promises to be a vibrant hardware cycle. In addition to capitalizing on these new consoles, we're continuing to invest prudently in emerging platforms and business models that complement our core focus.
With a proven strategy, world-class creative teams, the strongest portfolio of owned intellectual property in our industry, cutting-edge technology and unwavering commitment to quality and a solid financial foundation, we are positioned to deliver non-GAAP profits in fiscal 2015 and every year for the foreseeable future. We're committed to delivering value for our customers and returns for our shareholders over the long term.
I will now turn the call over to Karl.