2K and GameStop Announce WWE® SuperToken™ Retail Availability

Biggest mobile game in WWE and 2K history delivers added value
through limited edition collectible tokens featuring in-game content

NEW YORK–(BUSINESS WIRE)–2K
and GameStop
Corp.
today announced that WWE® SuperToken™, the
collectible token series offering in-game content for 2K’s popular
mobile card-battling game, WWE SuperCard, is available now
exclusively at GameStop retail locations nationwide.


Offered as a limited edition, WWE SuperToken delivers a
power-packed lineup of WWE talent through 10 collectible tokens,
including WWE Superstars John Cena, Brock Lesnar, Roman Reigns and Dean
Ambrose, as well as WWE Diva Paige. Each collectible token, available
for $6.99, grants three cards in WWE SuperCard: one Ultra
Rare card featuring the likeness of the featured WWE Superstar or Diva
and two Rare mystery cards. The tokens can then be shared up to three
times, giving others access to a Super Rare card of the featured WWE
Superstar or Diva. In addition, each token will have a unique
distribution quantity, making some offerings rarer in nature than others.

“Since its launch in August 2014, WWE SuperCard
has become the biggest mobile video game in WWE and 2K history,
captivating fans with its breadth of collectible cards, as well as
variety of quick play and team-based action,” said Chris Snyder, Vice
President of Marketing at 2K. “Our new partnership with GameStop to
deliver limited edition content through WWE SuperToken
presents exciting opportunities to extend the mobile gameplay experience
through a retail platform and reach an even larger audience.”

WWE SuperToken in-game content is transferred to a mobile
device and linked to a user’s WWE SuperCard account in one
of two different ways. Consumers with NFC-enabled technology for Android
can tap tokens against their devices to transfer the new cards.
Alternatively, both Android and iOS users can utilize QR codes included
with each WWE SuperToken retail package to acquire the
content. In support, WWE SuperCard now includes an in-game
QR scanner to help facilitate WWE SuperToken redemptions
via QR code.

“WWE has some of the most spirited fans out there, and their passion for
their favorite WWE Superstars and Divas is amplified though the power of
video games such as WWE SuperCard,” said Eric Bright,
Senior Director of Merchandising at GameStop. “Having an exclusive
partnership with 2K to offer WWE SuperToken in our more
than 4,000 GameStop stores nationwide allows for gamers everywhere to
discover and experience new limited edition content like never before.”

About WWE SuperCard

WWE SuperCard challenges players to build teams of WWE
Superstars, Divas and Legends, train them to full potential, battle in
various match types and test their luck in fast-paced tournament action.
Featuring more than 800 cards in active play, with each card
representing one of eight different rarity levels, WWE SuperCard delivers
an extensive array of collectible content with high replay value. In
addition, players can enhance their free-to-play experience through
purchase of individual card packs.

Developed by Cat Daddy Games in conjunction with Visual Concepts, both
2K studios, WWE SuperCard is available now for download
free of charge on the App Store for iOS devices, including the iPhone,
iPad and Pod touch, as well as the Google Play Store and Amazon Appstore
for Android devices. The game has exceeded nine million downloads since
its initial release and currently has an average rating of 4.5/5 stars
on the App Store, as well as a 4/5 rating on Google Play.

For more information on WWE SuperCard and 2K, visit wwe.2k.com,
become a fan on Facebook,
follow the game on Twitter
or subscribe on YouTube.

2K is a wholly owned publishing label of Take-Two Interactive Software,
Inc. (NASDAQ:TTWO).

All trademarks and copyrights contained herein are the property of their
respective holders.

About WWE

WWE,
a publicly traded company (NYSE:WWE), is an integrated media
organization and recognized leader in global entertainment. The company
consists of a portfolio of businesses that create and deliver original
content 52 weeks a year to a global audience. WWE is committed to family
friendly entertainment on its television programming, pay-per-view,
digital media and publishing platforms. WWE programming reaches more
than 650 million homes worldwide in 25 languages. WWE Network, the
first-ever 24/7 over-the-top premium network that includes live
pay-per-views, scheduled programming and a massive video-on-demand
library, is currently available in more than 175 countries. The company
is headquartered in Stamford, Conn., with offices in New York, Los
Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Dubai, Munich
and Tokyo.

Additional information on WWE (NYSE:WWE) can be found at wwe.com
and corporate.wwe.com.
For information on our global activities, go to http://www.wwe.com/worldwide/.

Trademarks: All WWE programming, talent names, images, likenesses,
slogans, wrestling moves, trademarks, logos and copyrights are the
exclusive property of WWE and its subsidiaries. All other trademarks,
logos and copyrights are the property of their respective owners.

Forward-Looking Statements: This press release contains forward-looking
statements pursuant to the safe harbor provisions of the Securities
Litigation Reform Act of 1995, which are subject to various risks and
uncertainties. These risks and uncertainties include, without
limitation, risks relating to: WWE Network; major distribution
agreements; our need to continue to develop creative and entertaining
programs and events; the possibility of a decline in the popularity of
our brand of sports entertainment; the continued importance of key
performers and the services of Vincent K. McMahon; possible adverse
changes in the regulatory atmosphere and related private sector
initiatives; the highly competitive, rapidly changing and increasingly
fragmented nature of the markets in which we operate and greater
financial resources or marketplace presence of many of our competitors;
uncertainties associated with international markets; our difficulty or
inability to promote and conduct our live events and/or other businesses
if we do not comply with applicable regulations; our dependence on our
intellectual property rights, our need to protect those rights, and the
risks of our infringement of others’ intellectual property rights; the
complexity of our rights agreements across distribution mechanisms and
geographical areas; potential substantial liability in the event of
accidents or injuries occurring during our physically demanding events
including, without limitation, claims relating to CTE; large public
events as well as travel to and from such events; our feature film
business; our expansion into new or complementary businesses and/or
strategic investments; our computer systems and online operations; a
possible decline in general economic conditions and disruption in
financial markets; our accounts receivable; our revolving credit
facility; litigation; our potential failure to meet market expectations
for our financial performance, which could adversely affect our stock;
Vincent K. McMahon exercises control over our affairs, and his interests
may conflict with the holders of our Class A common stock; a substantial
number of shares are eligible for sale by the McMahons and the sale, or
the perception of possible sales, of those shares could lower our stock
price; and the relatively small public “float” of our Class A common
stock. In addition, our dividend is dependent on a number of factors,
including, among other things, our liquidity and historical and
projected cash flow, strategic plan (including alternative uses of
capital), our financial results and condition, contractual and legal
restrictions on the payment of dividends (including under our revolving
credit facility), general economic and competitive conditions and such
other factors as our Board of Directors may consider relevant.
Forward-looking statements made by the Company speak only as of the date
made and are subject to change without any obligation on the part of the
Company to update or revise them. Undue reliance should not be placed on
these statements. For more information about risks and uncertainties
associated with the Company’s business, please refer to the
“Management’s Discussion and Analysis of Financial Condition and Results
of Operations” and “Risk Factors” sections of the Company’s SEC filings,
including, but not limited to, our annual report on Form 10-K and
quarterly reports on Form 10-Q.

About GameStop

GameStop Corp. (NYSE:GME), a Fortune 500 and S&P 500 company
headquartered in Grapevine, Texas, is a global, multichannel video game,
consumer electronics and wireless services retailer. GameStop operates
more than 7,100 stores across 14 countries. The company’s consumer
product network also includes www.gamestop.com;
www.Kongregate.com,
a leading browser-based game site; Game Informer® magazine, the world’s
leading print and digital video game publication; and ThinkGeek, www.thinkgeek.com,
the premier retailer for the global geek community featuring exclusive
and unique video game and pop culture products. In addition, our
Technology Brands segment includes Simply Mac and Spring Mobile stores.
Simply Mac, www.simplymac.com,
operates 76 stores, selling the full line of Apple products, including
laptops, tablets, and smartphones and offering Apple certified warranty
and repair services. Spring Mobile, http://springmobile.com,
sells post-paid AT&T services and wireless products through its 890 AT&T
branded stores and offers pre-paid wireless services, devices and
related accessories through its 70 Cricket branded stores in select
markets in the U.S.

General information about GameStop Corp. can be obtained at the
company’s corporate website. Follow GameStop on Twitter @ www.twitter.com/GameStop
and find GameStop on Facebook @ www.facebook.com/GameStop.

About 2K

Founded in 2005, 2K develops and publishes interactive entertainment
globally for console systems, handheld gaming systems and personal
computers, including smartphones and tablets, which are delivered
through physical retail, digital download, online platforms and cloud
streaming services. 2K publishes titles in today’s most popular gaming
genres, including shooters, action, role-playing, strategy, sports,
casual, and family entertainment. The 2K label has some of the most
talented development studios in the world today, including Firaxis
Games, Visual Concepts, Hangar 13, Cat Daddy Games and 2K China. 2K’s
stable of high quality titles includes the critically acclaimed
BioShock®, Borderlands™, and XCOM® franchises, the beloved Sid Meier’s
Civilization series, the innovative Evolve™, the popular WWE 2K
franchise and NBA 2K, the #1 rated and #1 selling basketball franchise*.
2K is headquartered in Novato, California and is a wholly owned label of
Take-Two Interactive Software, Inc. (NASDAQ: TTWO). For more
information, please visit www.2k.com.

*According to 2008 – 2016 Metacritic.com and The NPD
Group estimates of U.S. retail video game sales through February 2016.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a
leading developer, publisher and marketer of interactive entertainment
for consumers around the globe. The Company develops and publishes
products through its two wholly-owned labels Rockstar Games and 2K. Our
products are designed for console systems and personal computers,
including smartphones and tablets, and are delivered through physical
retail, digital download, online platforms and cloud streaming services.
The Company’s common stock is publicly traded on NASDAQ under the symbol
TTWO. For more corporate and product information please visit our
website at http://www.take2games.com.

Cautionary Note Regarding Forward-Looking Statements

The statements contained herein which are not historical facts are
considered forward-looking statements under federal securities laws and
may be identified by words such as “anticipates,” “believes,”
“estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,”
“projects,” “seeks,” “will,” or words of similar meaning and include,
but are not limited to, statements regarding the outlook for the
Company’s future business and financial performance. Such
forward-looking statements are based on the current beliefs of our
management as well as assumptions made by and information currently
available to them, which are subject to inherent uncertainties, risks
and changes in circumstances that are difficult to predict. Actual
outcomes and results may vary materially from these forward-looking
statements based on a variety of risks and uncertainties including: our
dependence on key management and product development personnel, our
dependence on our Grand Theft Auto products and our ability to
develop other hit titles, the timely release and significant market
acceptance of our games, the ability to maintain acceptable pricing
levels on our games, our ability to raise capital if needed and risks
associated with international operations. Other important factors and
information are contained in the Company’s Annual Report on Form 10-K
for the fiscal year ended March 31, 2015, including the risks summarized
in the section entitled “Risk Factors,” the Company’s Quarterly Report
on Form 10-Q for the fiscal quarter ended December 31, 2015, and the
Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com.
All forward-looking statements are qualified by these cautionary
statements and apply only as of the date they are made. The Company
undertakes no obligation to update any forward-looking statement,
whether as a result of new information, future events or otherwise.

Contacts

2K
Jaime Jensen, 415-507-7910
jaime.jensen@2k.com
or
Access
Communications for 2K

Jessica Roache, 415-844-6203
jroache@accesspr.com
or
Take-Two
Interactive Software, Inc.

Alan Lewis (Corporate Press),
646-536-2983
alan.lewis@take2games.com
or
WWE
Matthew
Altman, 203-352-1177
matthew.altman@wwecorp.com
or
GameStop
Kyle
Stephenson, 817-722-7735
KyleStephenson@gamestop.com

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