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Wiki Wiki Summary
Arrested Development Arrested Development is an American television sitcom created by Mitchell Hurwitz, which originally aired on Fox for three seasons from 2003 to 2006, followed by a two-season revival on Netflix from 2013 to 2019. The show follows the Bluths, a formerly wealthy dysfunctional family.
Sustainable development Sustainable development is an organizing principle for meeting human development goals while also sustaining the ability of natural systems to provide the natural resources and ecosystem services on which the economy and society depend. The desired result is a state of society where living conditions and resources are used to continue to meet human needs without undermining the integrity and stability of the natural system.
Development/For! Development/For! (Latvian: Attīstībai/Par!, AP!) is a liberal political alliance in Latvia.
Research and development Research and development (R&D or R+D), known in Europe as research and technological development (RTD), is the set of innovative activities undertaken by corporations or governments in developing new services or products, and improving existing ones. Research and development constitutes the first stage of development of a potential new service or the production process.
Software development Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development involves writing and maintaining the source code, but in a broader sense, it includes all processes from the conception of the desired software through to the final manifestation of the software, typically in a planned and structured process.
Management development Management development is the process by which managers learn and improve their management skills.\n\n\n== Background ==\nIn organisational development, management effectiveness is recognized as a determinant of organisational success.
Child development Child development involves the biological, psychological and emotional changes that occur in human beings between birth and the conclusion of adolescence. Childhood is divided into 3 stages of life which include early childhood, middle childhood, late childhood ( preadolescence).
GNU General Public License The GNU General Public License (GNU GPL or simply GPL) is a series of widely used free software licenses that guarantee end users the four freedoms to run, study, share, and modify the software. The license was the first copyleft for general use and were originally written by the founder of the Free Software Foundation (FSF), Richard Stallman, for the GNU Project.
Significant figures Significant figures (also known as the significant digits, precision or resolution) of a number in positional notation are digits in the number that are reliable and necessary to indicate the quantity of something.\nIf a number expressing the result of a measurement (e.g., length, pressure, volume, or mass) has more digits than the number of digits allowed by the measurement resolution, then only as many digits as allowed by the measurement resolution are reliable, and so only these can be significant figures.
Significant other The term significant other (SO) has different uses in psychology and in colloquial language. Colloquially "significant other" is used as a gender-neutral term for a person's partner in an intimate relationship without disclosing or presuming anything about marital status, relationship status, gender identity, or sexual orientation.
Bit numbering In computing, bit numbering is the convention used to identify the bit positions in a binary number.\n\n\n== Bit significance and indexing ==\n\nIn computing, the least significant bit (LSB) is the bit position in a binary integer representing the binary 1s place of the integer.
Significant form Significant form refers to an aesthetic theory developed by English art critic Clive Bell which specified a set of criteria for what qualified as a work of art.
Statistical significance In statistical hypothesis testing, a result has statistical significance when it is very unlikely to have occurred given the null hypothesis. More precisely, a study's defined significance level, denoted by \n \n \n \n α\n \n \n {\displaystyle \alpha }\n , is the probability of the study rejecting the null hypothesis, given that the null hypothesis is true; and the p-value of a result, \n \n \n \n p\n \n \n {\displaystyle p}\n , is the probability of obtaining a result at least as extreme, given that the null hypothesis is true.
Significant Others The term significant other (SO) has different uses in psychology and in colloquial language. Colloquially "significant other" is used as a gender-neutral term for a person's partner in an intimate relationship without disclosing or presuming anything about marital status, relationship status, gender identity, or sexual orientation.
The Simpsons The Simpsons is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company. The series is a satirical depiction of American life, epitomized by the Simpson family, which consists of Homer, Marge, Bart, Lisa, and Maggie.
Internet In finance and economics, interest is payment from a borrower or deposit-taking financial institution to a lender or depositor of an amount above repayment of the principal sum (that is, the amount borrowed), at a particular rate. It is distinct from a fee which the borrower may pay the lender or some third party.
Software license A software license is a legal instrument (usually by way of contract law, with or without printed material) governing the use or redistribution of software. Under United States copyright law, all software is copyright protected, in both source code and object code forms, unless that software was developed by the United States Government, in which case it cannot be copyrighted.
Competition Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, individuals, economic and social groups, etc.
Normal distribution In statistics, a normal distribution (also known as Gaussian, Gauss, or Laplace–Gauss distribution) is a type of continuous probability distribution for a real-valued random variable. The general form of its probability density function is\n\n \n \n \n f\n (\n x\n )\n =\n \n \n 1\n \n σ\n \n \n 2\n π\n \n \n \n \n \n \n e\n \n −\n \n \n 1\n 2\n \n \n \n \n (\n \n \n \n x\n −\n μ\n \n σ\n \n \n )\n \n \n 2\n \n \n \n \n \n \n {\displaystyle f(x)={\frac {1}{\sigma {\sqrt {2\pi }}}}e^{-{\frac {1}{2}}\left({\frac {x-\mu }{\sigma }}\right)^{2}}}\n The parameter \n \n \n \n μ\n \n \n {\displaystyle \mu }\n is the mean or expectation of the distribution (and also its median and mode), while the parameter \n \n \n \n σ\n \n \n {\displaystyle \sigma }\n is its standard deviation.
Exponential distribution In probability theory and statistics, the exponential distribution is the probability distribution of the time between events in a Poisson point process, i.e., a process in which events occur continuously and independently at a constant average rate. It is a particular case of the gamma distribution.
Gamma distribution In probability theory and statistics, the gamma distribution is a two-parameter family of continuous probability distributions. The exponential distribution, Erlang distribution, and chi-square distribution are special cases of the gamma distribution.
Binomial distribution In probability theory and statistics, the binomial distribution with parameters n and p is the discrete probability distribution of the number of successes in a sequence of n independent experiments, each asking a yes–no question, and each with its own Boolean-valued outcome: success (with probability p) or failure (with probability q = 1 − p). A single success/failure experiment is also called a Bernoulli trial or Bernoulli experiment, and a sequence of outcomes is called a Bernoulli process; for a single trial, i.e., n = 1, the binomial distribution is a Bernoulli distribution.
Beta distribution In probability theory and statistics, the beta distribution is a family of continuous probability distributions defined on the interval [0, 1] parameterized by two positive shape parameters, denoted by alpha (α) and beta (β), that appear as exponents of the random variable and control the shape of the distribution. The generalization to multiple variables is called a Dirichlet distribution.
Probability distribution In probability theory and statistics, a probability distribution is the mathematical function that gives the probabilities of occurrence of different possible outcomes for an experiment. It is a mathematical description of a random phenomenon in terms of its sample space and the probabilities of events (subsets of the sample space).For instance, if X is used to denote the outcome of a coin toss ("the experiment"), then the probability distribution of X would take the value 0.5 (1 in 2 or 1/2) for X = heads, and 0.5 for X = tails (assuming that the coin is fair).
Laplace distribution In probability theory and statistics, the Laplace distribution is a continuous probability distribution named after Pierre-Simon Laplace. It is also sometimes called the double exponential distribution, because it can be thought of as two exponential distributions (with an additional location parameter) spliced together back-to-back, although the term is also sometimes used to refer to the Gumbel distribution.
Pareto distribution The Pareto distribution, named after the Italian civil engineer, economist, and sociologist Vilfredo Pareto, (Italian: [paˈreːto] US: pə-RAY-toh), is a power-law probability distribution that is used in description of social, quality control, scientific, geophysical, actuarial, and many other types of observable phenomena. Originally applied to describing the distribution of wealth in a society, fitting the trend that a large portion of wealth is held by a small fraction of the population.
License A license (or licence in British English) is an official permission or permit to do, use, or own something (as well as the document of that permission or permit).A license is granted by a party (licensor) to another party (licensee) as an element of an agreement between those parties. In the case of a license issued by a government, the license is obtained by applying for it.
BSD licenses BSD licenses are a family of permissive free software licenses, imposing minimal restrictions on the use and distribution of covered software. This is in contrast to copyleft licenses, which have share-alike requirements.
Free license A free license or open license is a license which allows others to reuse another creator’s work as they wish. Without a special license, these uses are normally prohibited by copyright, patent or commercial license.
MIT License The MIT License is a permissive free software license originating at the Massachusetts Institute of Technology (MIT) in the late 1980s. As a permissive license, it puts only very limited restriction on reuse and has, therefore, high license compatibility.The MIT License is compatible with many copyleft licenses, such as the GNU General Public License (GNU GPL).
The Pokémon Company The Pokémon Company (株式会社ポケモン, Kabushiki gaisha Pokémon) is a Japanese company responsible for brand management, production, publishing, marketing and licensing of the Pokémon franchise, which consists of video game software, a trading card game, anime television series, films, manga, home entertainment products, merchandise, and other ventures. It was established through a joint investment by the three businesses holding the copyright of Pokémon: Nintendo, Game Freak, and Creatures.
Zlib License The zlib license is a permissive free software license which defines the terms under which the zlib software library can be distributed. It is also used by many other free software packages.
Apache License The Apache License is a permissive free software license written by the Apache Software Foundation (ASF). It allows users to use the software for any purpose, to distribute it, to modify it, and to distribute modified versions of the software under the terms of the license, without concern for royalties.
GNU Free Documentation License The GNU Free Documentation License (GNU FDL or simply GFDL) is a copyleft license for free documentation, designed by the Free Software Foundation (FSF) for the GNU Project. It is similar to the GNU General Public License, giving readers the rights to copy, redistribute, and modify (except for "invariant sections") a work and requires all copies and derivatives to be available under the same license.
Risk Factors
TAKE TWO INTERACTIVE SOFTWARE INC Item 1A Risk Factors We anticipate that we will incur a net loss for the quarter ending January 31, 2006, and we may incur future net losses
Although we have achieved increasing levels of revenue and have generated profits in each of our last three fiscal years, we anticipate that we will incur a net loss for the quarter ending January 31, 2006 primarily as a result of a weak retail environment during the holiday season
We expect to incur increased levels of expenses associated with significant product development and licensing commitments over the next year in connection with the diversification of our product offerings
We may not generate sufficient levels of revenues to offset these increased costs, and we may incur losses in future periods
Continued losses could adversely affect the price of our common stock
The market for our titles is characterized by short product life cycles
Delays in product releases or disruptions following the commercial release of our products may have a material adverse effect on our operating results
The market for our titles is characterized by short product life cycles and frequent introductions of new products
New products may not achieve significant market acceptance or generate sufficient sales to permit us to recover development, manufacturing and marketing costs associated with these products
The life cycle of a title generally involves a relatively high level of sales during the first few months after introduction followed by a rapid decline in sales
Because revenues associated with an initial product launch generally constitute a high percentage of the total revenues associated with the life of a product, delays in product releases or disruptions following the commercial release of one or more new products could have a material adverse effect on our operating results and cause our operating results to be materially different from expectations
We have experienced delays in product releases and in fiscal 2005 our revenues were negatively impacted by product returns due to the re-rating by the ESRB of Grand Theft Auto: San Andreas from “M” (age 17 and older) to “AO” (age 18 and older)
Such delays and disruptions may occur in the future
In addition, if we release a limited number of new products during any period, the failure of one or more of such products to achieve market acceptance could result in lower than anticipated revenues and significant operating losses
Rapidly changing technology and hardware cycles could adversely affect our operations and our ability to forecast our operating results
The interactive entertainment industry is cyclical and is associated with rapidly changing technology
Microsoft introduced its next generation hardware platform into the marketplace in November 2005, and we expect that Sony and Nintendo will introduce their respective next generation hardware platforms in 2006
As a result, we anticipate that as these newer and more advanced hardware platforms achieve market acceptance, consumer demand for software for older platforms will decline
During the transition to next generation platforms, we expect to continue to devote significant development resources on products designed for current generation platforms, including Sony’s PlayStation 2 and Microsoft’s Xbox
Consumers may elect to defer purchases of game software for these platforms until newer platforms become available
If consumer demand for these platforms declines generally or as a result of a next generation platform transition or if we are required to reduce prices for our current generation titles sooner than anticipated, we may experience lower than expected sales or losses from products designed for older platforms
During the transition to next generation platforms, we also expect to devote significant development resources on products designed for next generation hardware platforms, initially for the Xbox 360 video game and entertainment system from Microsoft
Our ultimate success will depend on our ability to accurately predict which platforms will achieve widespread consumer acceptance
The time, resources and costs associated with the development of next generation software have increased substantially, which increases our risk of loss in the event that new platforms do not achieve commercial success
It is difficult to anticipate hardware development cycles, and we have made and will continue to make both internal and external software development commitments and product investment decisions well in advance of the introduction of new hardware platforms, resulting in cash outflows without corresponding revenues
If new hardware platforms are delayed or do not achieve 11 ______________________________________________________________________ [82]Back to Index consumer acceptance, we may be unable to recover our investments and our business and operating results could be materially adversely affected
Furthermore, during such transition, our operating results may become more volatile and more difficult to predict, which could cause wide fluctuations in our stock price
A number of software publishers who compete with us have developed and commercialized or are currently developing online games for use by consumers over the Internet
Future increased consumer acceptance and increases in the availability of online games or technological advances in online game software or the Internet could result in a decline in platform-based software and negatively impact sales of our products
Direct sales of software over the Internet by competitors could materially adversely affect our distribution business
A substantial portion of our revenues is derived from a limited number of titles, and we must continue to publish “hit” titles in order to succeed
Grand Theft Auto and certain of our other titles are “hit” products and have historically accounted for a substantial portion of our revenues
For the year ended October 31, 2005, our ten best selling titles accounted for approximately 48dtta2prca of our revenues, with Grand Theft Auto: San Andreas for the PlayStation 2 accounting for 25dtta6prca of our revenues; Midnight Club 3: DUB Edition for the PlayStation 2 accounting for 4dtta4prca of our revenues; Grand Theft Auto: San Andreas for Xbox accounting for 4dtta1prca of our revenues; and Grand Theft Auto: Liberty City Stories for the PSP accounting for 3dtta0prca of our revenues
For the year ended October 31, 2004, our ten best selling titles accounted for approximately 46dtta3prca of our revenues, with Grand Theft Auto: San Andreas for the PlayStation 2 accounting for 20dtta9prca of our revenues; Grand Theft Auto Double Pack for the Xbox accounting for 5dtta7prca of our revenues; Grand Theft Auto: Vice City for the PlayStation 2 accounting for 3dtta6prca of our revenues; and Max Payne 2: The Fall of Max Payne for the PlayStation 2 accounting for 3dtta2prca of our revenues
For the year ended October 31, 2003, our ten best selling titles accounted for approximately 50dtta6prca of our revenues, with Grand Theft Auto: Vice City for the PlayStation 2 and PCaccounting for 36dtta2prca of our revenues
If we fail to continue to develop and sell new commercially successful “hit” titles or experience any delays in product releases or disruptions following the commercial release of our “hit” titles, our revenues and profits may decrease substantially and we may incur losses
We are dependent on our management and other key personnel for our success
If we fail to retain creative and product development personnel, our business could be seriously harmed
We rely on our management and other key personnel for the successful operation of our business
In particular, we are highly dependent on the expertise, skills and knowledge of certain of our Rockstar employees responsible for content creation and development of Grand Theft Auto and other titles
We have reached an agreement in principle with respect to mutually satisfactory incentive compensation arrangements to retain these individuals for a three-year period, subject to the execution of a definitive agreement
The compensation arrangements could result in increased expenses and have a negative impact on our operating results
If we are unable to enter into a definitive agreement to continue to retain these individuals, or if one or more of these individuals otherwise leave the company, we may lose additional personnel, experience material interruptions in product development and delays in bringing products to market (including delays to our previously announced product release schedule), which could have a material adverse effect on our operating results
Additionally, failure to continue to attract and retain qualified management personnel could adversely affect our business and prospects
Our efforts to diversify our product offerings and expand into the market for sports and other licensed titles may not be successful
Our significant investments in licenses for sports titles may not result in profitable operations
We have recently diversified our product offerings by capitalizing on significant growth opportunities in the market for sports and other licensed action and strategy titles
Our success in this market will depend in part on our ability to attract licensors with popular properties and to enter into favorable arrangements with these licensors, including licensors representing the major sports leagues and players’ associations
Competition for sports and other licensed properties is intense
If we are unable to continue to obtain and maintain licenses to popular properties, our revenue and profitability with respect to these products could decline dramatically
Competition for licenses has also increased advances and royalties payable to licensors, which currently represent substantial financial commitments on our behalf
We may be unable to continue to enter into favorable license agreements, for financial or other reasons, and despite our efforts to diversify our product offerings, we may be unable to achieve increased levels of revenues or profitability
12 ______________________________________________________________________ [83]Back to Index Our business is dependent on our ability to enter into favorable publishing and intellectual property licensing arrangements with third parties
Our success depends on our ability to continually identify and develop new titles on a timely basis
We have entered into agreements with third parties to acquire the rights to publish and distribute interactive entertainment software as well as to use licensed intellectual properties in our titles
These agreements typically require us to make advance payments, pay royalties and satisfy other conditions
Our advance payments may not be sufficient to permit developers to develop new software successfully, which could result in material delays and significantly increase our costs to bring particular products to market
Software development costs, promotion and marketing expenses and royalties payable to software developers and third-party licensors have increased significantly in recent years and reduce potential profits derived from sales of our software
Future sales of our titles may not be sufficient to recover advances to software developers and licensors, and we may not have adequate financial and other resources to satisfy our contractual commitments, which are approximately dlra60dtta0 million for licensing and marketing and approximately dlra50dtta0 million for software development for the fiscal year ending October 31, 2006
If we fail to satisfy our obligations under agreements with third-party developers and licensors, the agreements may be terminated or modified in ways that may be burdensome to us, and materially adversely affect our operating results
Failure to commercialize products that require significant investments could result in corresponding charges to earnings
” 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 rely on third-party software developers for the development of certain of our titles
Quality third-party developers are continually in high demand
Due to the limited number of third-party software developers and the limited control that we exercise over them, these developers may not be able to complete titles for us on a timely basis or within acceptable quality standards, if at all
We depend on third-party software developers and our internal development studios to develop new interactive entertainment software within anticipated release schedules and cost projections
The development cycle for new titles ranges from twelve to thirty-six months and is expected to increase in connection with the development of next generation software
After development of a product, it may take between nine to twelve additional months to develop the product for other hardware platforms
If developers experience financial difficulties, additional costs or unanticipated development delays, we will not be able to release titles according to our schedule and at budgeted costs
Additionally, in order to stay competitive, our internal development studios must anticipate and adapt to rapid technological changes affecting software development
Any inability to respond to technological advances and implement new technologies could render our products obsolete or less marketable
The interactive entertainment software industry is highly competitive both for our publishing and distribution operations
We compete for both licenses to properties and the sale of interactive entertainment software with Sony, Microsoft and Nintendo, each of which is a large developer and marketer of software for its own platforms
Each of these competitors has the financial resources to withstand significant price competition and to implement extensive advertising campaigns, particularly for television spots
These companies may also increase their own software development efforts or focus on developing software products for third-party platforms
We also compete with domestic game publishers such as Electronic Arts, Activision, THQ, Midway Games and Atari and international publishers, such as SEGA, Vivendi, Ubi Soft, SCi Entertainment, Capcom, Konami and Namco
As our business is driven by hit titles, which require increasing budgets for development and marketing, the availability of significant financial resources has become a major competitive factor in developing and marketing software games
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 and make higher offers to licensors and developers for commercially desirable properties
Our titles also compete with other forms of entertainment such as motion pictures, television and audio and video products featuring 13 ______________________________________________________________________ [84]Back to Index similar themes, online computer programs and forms of entertainment which may be less expensive or provide other advantages to consumers
Our distribution business also operates in a highly competitive environment
Competition is based primarily on breadth, availability and quality of product lines; price; terms and conditions of sale; credit terms and availability; speed and accuracy of delivery; and effectiveness of sales and marketing programs
Our competitors include regional, national and international distributors, as well as hardware manufacturers and software publishers
We may lose market share or be forced in the future to reduce our prices in response to our competitors
Our distribution business has been adversely affected by lower sales volume of software titles, a decrease in average selling prices of interactive entertainment products as our industry transitions to next generation technology and increased competition in the value software market
Increased competition for limited shelf space and promotional support from retailers could affect the success of our business and require us to incur greater expenses to market our titles
Retailers have limited shelf space and promotional resources, and competition is intense among an increasing number of newly introduced interactive entertainment software titles for adequate levels of shelf space and promotional support
Competition for retail shelf space is expected to increase, which may require us to increase our marketing expenditures to maintain desirable levels of sales of our titles
Competitors with more extensive lines and popular titles may have greater bargaining power with retailers
Accordingly, we may not be able to achieve the levels of promotional support and shelf space that such competitors receive
A limited number of customers account for a significant portion of our sales
The loss of a principal customer could seriously hurt our business
A substantial portion of our product sales are made to a limited number of customers, two of which have recently merged
Sales to our five largest customers accounted for approximately 40dtta7prca and 38dtta9prca of our net revenues, respectively, for the fiscal years ended October 31, 2005 and 2004
For the fiscal year ended October 31, 2005, sales of our products to Wal-Mart accounted for 14dtta9prca of our net revenues
Our sales are made primarily pursuant to purchase orders without long-term agreements or other commitments, and our customers may terminate their relationship with us at any time
The loss of our relationships with principal customers or a decline in sales to principal customers, including as a result of a product being re-rated to “AO” (age 18 and over), could materially adversely affect our business and operating results
Bankruptcies or consolidations of certain large retail customers could seriously hurt our business
Returns of our published titles by our customers and price concessions granted to our customers may adversely affect our operating results
We are exposed to the risk of product returns and price concessions with respect to our customers
Our distribution arrangements with customers generally do not give them the right to return titles to us or to cancel firm orders
However, we sometimes accept product returns from our distribution customers for stock balancing and negotiate accommodations to customers which include credits and returns, when demand for specific products falls below expectations
We accept returns and grant price concessions in connection with our publishing arrangements and revenue is recognized after deducting estimated reserves for returns and price concessions
While we believe that we can reliably estimate future returns and price concessions, if return rates and price concessions for our published titles exceed our reserves, our revenues could decline
Failure to collect our accounts receivables on a timely basis will negatively impact our cash flow
We do not hold any collateral to secure payment by our customers
As a result, we are subject to credit risks, particularly in the event that any of our receivables represent sales to a limited number of retailers or are concentrated in foreign markets
Although we continually assess the creditworthiness of our customers, which are principally large, national retailers, if we are unable to collect our accounts receivable as they become due, it could adversely affect our financial condition and cash flow
From time to time we purchase insurance from financial institutions on our receivables, with certain limits, to help protect us from loss in the event of a customer’s bankruptcy or insolvency
14 ______________________________________________________________________ [85]Back to Index We are subject to the rating of our content by the Entertainment Software Rating Board
Failure to obtain “M” ratings for certain of our products could negatively impact our sales
We are also subject to a Federal Trade Commission inquiry, class action complaints and a certain civil complaint
The Entertainment Software Rating Board, sometimes referred to as the ESRB, requires game publishers to provide consumers with information relating to graphic violence, profanity or sexually explicit material contained in software titles, and imposes significant penalties for noncompliance
Certain countries have also established similar rating systems as prerequisites for product sales in those countries
In some instances, we may be required to modify our products to comply with the requirements of rating systems, which could delay or disrupt the release of our products
Our software titles receive a rating of “E” (age 6 and older), “E10+” (age 10 and older), “T” (age 13 and over) or “M” (age 17 and over)
We believe that we comply with rating systems and properly display the ratings and content descriptions received for our titles
Although game publishers have been able to modify content to satisfy ESRB ratings standards for “M” ratings, if we are unable to obtain “M” ratings as a result of changes in the ESRB’s ratings standards or for other reasons, including the adoption of legislation in this area, our business and prospects could be negatively affected
The ESRB requires publishers to conduct pertinent content audit certifications with respect to certain top selling titles, the objective of which is to assess what portion, if any, of the games on the market include undisclosed pertinent content on the disc that undermines the accuracy of the ESRB rating
This self audit procedure applies to certain current titles and may be applied to additional titles in the future
We are currently conducting a self audit in accordance with the ESRB’s requirements
It is possible that there may be content in our games that could be determined to be pertinent content that causes a change to our current ESRB rating
In such event, we may be required to record a reserve for anticipated product returns and inventory obsolescence which could expose us to additional litigation, administrative fines and penalties and other potential liabilities, and could adversely affect our operating results
In July 2005, we were notified that the staff of the Federal Trade Commission’s Division of Advertising Practices is conducting an inquiry into advertising claims made for Grand Theft Auto: San Andreas following the re-rating of the title by the ESRB from an “M” rating to an “AO” rating (18 and over)
This title was re-rated after an unauthorized third-party made certain content accessible that was not intended by us to be accessible in the playable version of the title
We have also received requests for documents and information relating to such title from certain states, and we are subject to class action complaints alleging consumer deception, false advertising and common law fraud and an action brought by the City Attorney of Los Angeles
We cannot predict the outcome of these pending matters, which could result in the imposition of significant fines and penalties and judgments
Additionally, we have incurred and may continue to incur significant legal and other professional fees and expenses in connection with pending regulatory matters and litigation, and these matters have also diverted management’s attention from our business
” Our business and products are subject to increasing potential legislation
The adoption of such proposed legislation could limit the retail market for our products
Several proposals have been made for federal legislation to regulate our industry, including a bill, referred to as The Family Entertainment Protection Act, which was recently introduced into the Senate
If the bill is adopted into law, it may limit the potential market for our “M” rated products, and adversely affect our operating results
Several proposals have also been made by state legislators (including in California, Michigan and Illinois) to regulate the sale of interactive entertainment software products containing violent or sexually explicit material by prohibiting the sale of such products to under 17 or 18 audiences and proposing penalties for noncompliance
While such legislation has been successfully enjoined by industry and retail groups, the adoption into law of such legislation in federal and/or in state jurisdictions in which we do significant business could severely limit the retail market for our “M” rated titles
Content policies adopted by retailers, consumer opposition and litigation could negatively impact sales of our products
Retailers may decline to sell interactive entertainment software containing graphic violence or sexually explicit material that they deem inappropriate for their businesses
If retailers decline to sell our “M” rated products or products containing graphic violence or sexually explicit material generally, or if our “M” rated products are re-rated “AO,” we might be required to significantly change or discontinue particular titles, which in the case of our best selling Grand Theft Auto titles could seriously hurt our business
Consumer advocacy groups have opposed sales of interactive entertainment software containing graphic violence or sexually explicit material by pressing for legislation in these areas and by engaging in public demonstrations and media campaigns
Additionally, although lawsuits seeking damages for injuries allegedly suffered by third parties as a result of video games have been unsuccessful in the courts, claims of this kind have been asserted against us from time to time
See “Legal Proceedings
” 15 ______________________________________________________________________ [86]Back to Index We cannot publish our console titles without the approval of hardware licensors who are also our competitors
We are required to obtain a license from Sony, Microsoft and Nintendo, who are also our competitors, to develop and publish titles for their respective hardware platforms
Our existing platform licenses require that we obtain approval for the publication of new titles on a title-by-title basis
As a result, the number of titles we are able to publish for these hardware platforms, and our ability to manage the timing of the release of these titles and, accordingly, our net revenues from titles for these hardware platforms, may be limited
If any licensor chooses not to renew or extend our license agreement at the end of its current term, or if the licensor were to terminate our license for any reason, we would be unable to publish additional titles for that licensor’s platform
Termination of any such agreements could seriously hurt our business and prospects
Microsoft released its next generation hardware platform into the marketplace in November 2005, and we expect that each of Sony and Nintendo will introduce their respective next generation platforms into the marketplace in 2006
In order to publish products for a new platform, we will be required to enter into a license agreement in advance of a platform’s commercial introduction, which gives the platform licensor the opportunity to set our fee structure
Certain platform licensors have retained the right to change fee structures for online game play, and each licensor’s ability to set royalty rates makes it difficult for us to forecast our costs
Increased costs could negatively impact our operating margins
We may be unable to enter into license agreements for certain next generation platforms on satisfactory terms or at all
Failure to enter into any such agreement could also seriously hurt our business
Sony and Nintendo are the sole manufacturers of the titles we publish under license from them
Games for the Xbox and Xbox 360 must be manufactured by manufacturers pre-approved by Microsoft
Each of these manufacturers also publishes software for its own platforms and manufactures titles for all of its other licensees and may choose to give priority to its own titles or those of other publishers if it has insufficient manufacturing capacity or if there is increased demand for its or other publishers’ products
In addition, these manufacturers may not have sufficient production capacity to satisfy our scheduling requirements during any period of sustained demand
If manufacturers do not supply us with finished titles on favorable terms without delays, our operations would be materially interrupted, and we would be unable to obtain sufficient amounts of our product to sell to our customers
If we cannot obtain sufficient product supplies, our net revenues will decline and we could incur losses
Our quarterly operating results are highly seasonal and may fluctuate significantly, which could cause our stock price to decline
We have experienced and may continue to experience wide fluctuations in quarterly operating results
The interactive entertainment industry is highly seasonal, with sales typically higher during the fourth calendar quarter (our fourth and first fiscal quarters), due primarily to increased demand for games during the holiday buying season
Our failure or inability to introduce products on a timely basis to meet seasonal fluctuations in demand could adversely affect our business and operating results
The uncertainties associated with software development, manufacturing lead times, production delays and the approval process for products by hardware manufacturers and other licensors make it difficult to predict the quarter in which our products will ship and therefore may cause us to fail to meet financial expectations
In future quarters, our operating results may fall below the expectations of securities analysts and investors and the price of our stock could decline significantly
Our expansion and acquisitions may strain our operations, and we may not have sufficient financial resources to continue to expand our operations at previous levels
We have expanded through internal growth and acquisitions, which has placed and may continue to place a significant strain on our management, administrative, operational, financial and other resources
We have expanded our publishing operations, significantly increased our advances to licensors and developers and manufacturing expenditures and enlarged our work force
To successfully manage this growth, we must continue to implement and improve our operating systems as well as hire, train and manage a substantial and increasing number of management, technical, marketing, administrative and other personnel
We may be unable to effectively manage our expanding and geographically dispersed operations
16 ______________________________________________________________________ [87]Back to Index We have acquired rights to various properties and businesses, and we intend to continue to pursue opportunities by making selective acquisitions consistent with our business strategy
We may be unable to successfully integrate new personnel, properties or businesses into our operations
If we are unable to successfully integrate personnel, properties or businesses into our operations, we may incur significant charges
Our publishing and distribution activities require significant cash resources
We may be required to seek debt or equity financing to fund the cost of continued expansion
The issuance of equity securities would result in dilution to the interests of our stockholders
Our business is subject to risks generally associated with the entertainment industry, and we may fail to properly assess consumer tastes and preferences
Our business is subject to all of the risks generally associated with the entertainment industry and, accordingly, our future operating results will depend on numerous factors beyond our control, including the popularity, price and timing of new hardware platforms being released; economic, political and military conditions that adversely affect discretionary consumer spending; changes in consumer demographics; the availability and popularity of other forms of entertainment; and critical reviews and public tastes and preferences, which may change rapidly and cannot be predicted
In order to plan for acquisition and promotional activities, we must anticipate and respond to rapid changes in consumer tastes and preferences
A decline in the popularity of certain game genres or particular platforms could cause sales of our titles to decline dramatically
The period of time necessary to develop new game titles, obtain approvals of platform licensors and produce finished products is unpredictable
During this period, consumer appeal for a particular title may decrease, causing product sales to fall short of expectations
We may not be able to protect our proprietary rights or avoid claims that we infringe on the proprietary rights of others
We develop proprietary software and have obtained the rights to publish and distribute software developed by third parties
We attempt to protect our software and production techniques under copyright, trademark and trade secret laws as well as through contractual restrictions on disclosure, copying and distribution
Our software is susceptible to piracy and unauthorized copying
Unauthorized third parties may be able to copy or to reverse engineer our software to obtain and use programming or production techniques that we regard as proprietary
Well organized piracy operations have also proliferated in recent years resulting in the ability to download pirated copies of our software over the Internet
Although we attempt to incorporate protective measures into our software, piracy of our products could negatively impact our future profitability
With advances in technology, game content and software graphics are expected to become more realistic
As a result, we believe that interactive entertainment software will increasingly become the subject of claims that such software infringes the intellectual property rights of others
From time to time, we receive notices from third parties or are named in lawsuits by third parties alleging infringement of their proprietary rights
Although we believe that our software and technologies and the software and technologies of third-party developers and publishers with whom we have contractual relations do not and will not infringe or violate proprietary rights of others, it is possible that infringement of proprietary rights of others has or may occur
Any claims of infringement, with or without merit, could be time consuming, costly and difficult to defend
Moreover, intellectual property litigation or claims could require us to discontinue the distribution of products, obtain a license or redesign our products, which could result in additional substantial costs and material delays
Our software is susceptible to errors, which can harm our financial results and reputation
The technological advancements of new hardware platforms results in the development of more complex software products
As software products become more complex, the risk of undetected errors in products when first introduced increases
If, despite testing, errors are found in new products or releases after shipments have been made, we could experience a loss of or delay in timely market acceptance, product returns, loss of revenues and damage to our reputation
17 ______________________________________________________________________ [88]Back to Index Gross margins relating to our distribution business have been historically narrow which increases the impact of variations in costs on our operating results
As a result of intense price competition, our gross margins in our distribution business have historically been narrow and may continue to be narrow in the future
Accordingly, slight variations in operating costs and expenses could result in losses in our distribution business from period to period
We may not be able to adequately adjust our cost structure in a timely fashion in response to a sudden decrease in demand
A significant portion of our selling and general and administrative expense is comprised of personnel and facilities
In the event of a significant decline in revenues, we may not be able to exit facilities, reduce personnel, or make other changes to our cost structure without disruption to our operations or without significant termination and exit costs
Management may not be able to implement such actions in a timely manner, if at all, to offset an immediate shortfall in revenues and profit
Our distribution business is dependent on suppliers to maintain an adequate supply of products to fulfil customer orders on a timely basis
Our ability to obtain particular products in required quantities and to fulfill customer orders on a timely basis is important to our success
In most cases, we have no guaranteed price or delivery agreements with suppliers
In certain product categories, limited price concessions or return rights offered by publishers may have a bearing on the amount of product we may be willing to purchase
Our industry may experience significant hardware supply shortages from time to time due to the inability of certain manufacturers to supply certain products on a timely basis
As a result, we have experienced, and may in the future continue to experience, short-term hardware inventory shortages
Further, manufacturers or publishers who currently distribute their products through us may decide to distribute, or to substantially increase their existing distribution, through other distributors, or directly to retailers
We are subject to the risk that our inventory values may decline and protective terms under supplier arrangements may not adequately cover the decline in values
The interactive entertainment software and hardware industry is characterized by the introduction of new and enhanced generations of products and evolving industry standards
These changes may cause inventory to decline substantially in value over time or to become obsolete
We are exposed to inventory risk in our distribution business to the extent that supplier price concessions are not available to us on all products or quantities
In addition, suppliers may become insolvent and unable to fulfil price concession obligations
We are subject to risks and uncertainties of international trade, including fluctuations in the values of local foreign currencies against the dollar
Sales in international markets, primarily in the United Kingdom and other countries in Europe, have accounted for a significant portion of our net revenues
Sales in international markets accounted for approximately 32dtta0prca and 27dtta5prca, respectively, of our net revenues for fiscal 2005 and 2004
We are subject to risks inherent in foreign trade, including increased credit risks; tariffs and duties; fluctuations in foreign currency exchange rates; shipping delays; and international political, regulatory and economic developments, all of which can have a significant impact on our operating results
While we may use forward exchange contracts to a limited extent to seek to mitigate foreign currency risk, our results of operations could be adversely affected by unfavorable foreign currency fluctuations
The market price for our common stock may be highly volatile as a result of, among other things, factors affecting the industry
The market price of our common stock has been and may continue to be highly volatile
Factors such as our operating results, announcements by us or our competitors and various factors affecting the interactive entertainment software industry may have a significant impact on the market price of our common stock
18 ______________________________________________________________________ [89]Back to Index We are subject to rapidly evolving regulation affecting financial reporting, accounting and corporate governance matters
In response to recent corporate events, legislators and government agencies have focused on the integrity of financial reporting, and regulatory accounting bodies have recently announced their intention to issue several new accounting standards, including a recently adopted standard that accounts for stock options as compensation expense
Additionally, recently enacted legislation focused on corporate governance, auditing and internal accounting controls imposes compliance burdens on us, and will require us to continue to devote substantial financial, technical and personnel resources to address various compliance issues and audit requirements