2K and WWE Announce Multi-Year Extension for WWE Video Game Properties

NEW YORK & STAMFORD, Conn.–(BUSINESS WIRE)–2K
and WWE®
(NYSE:WWE) today announced that the companies have extended their
partnership with a new multi-year exclusive agreement granting 2K the
worldwide rights to develop and publish WWE video game
properties across all major platforms and distribution channels. WWE®
2K
, the simulation-based flagship series developed by 2K’s
Visual Concepts studio and Yuke’s, will continue a successful 18-year
tradition established by past WWE titles, including the
recently released WWE® 2K16. In addition, 2K will continue
to invest in WWE® SuperCard, the breakout hit
card-battling game developed by its Cat Daddy Games studio, which has
been downloaded more than nine million times since its initial release.
Financial terms of the new agreement were not disclosed.

“2K’s partnership with WWE over the past three years has resulted in a
successful and important addition to the Company’s portfolio of
profitable franchises,” said David Ismailer, Chief Operating Officer for
2K. “We are thrilled with the positive momentum of the WWE 2K series,
including generating year-over-year growth, as well as the success of WWE
SuperCard
. We are very pleased to extend our partnership with
WWE and look forward to many more years of collaboration.”

“2K’s leadership in authenticity, quality and overall brand dedication
has been a perfect complement for WWE,” said Casey Collins, WWE
Executive Vice President, Consumer Products. “Our continued partnership
ensures WWE remains at the forefront of global video game brands as we
continue innovating and publishing our offerings on multiple platforms.”

WWE 2K16, the newest addition to the simulation-based WWE
2K
franchise, released in October 2015 for the PlayStation®4 and
PlayStation®3 computer entertainment systems, Xbox One and Xbox 360.
Heavily praised for its annual growth by critics and consumers alike, WWE
2K16
delivers the most authentic, comprehensive and
action-packed WWE video game experience to date, including the largest
roster of WWE Superstars, Divas and Legends in WWE games history, the
story-driven 2K Showcase based on WWE 2K16 cover
Superstar Stone Cold Steve Austin® and significant additions to the
game’s Creation Suite and online offerings, as well as a host of
gameplay enhancements.

WWE SuperCard initially launched in August 2014, with
multiple add-ons to date, and is available now for download free of
charge on the App Store for iOS devices, including the iPhone®, iPad®
and iPod touch®, as well as the Google Play Store and Amazon Appstore
for Android™ devices. Featuring more than 700 cards in active play, the
game challenges players to build teams of WWE Superstars, Divas and
Legends, train them to their full potential, battle in various match
types and test their luck in fast-paced tournament action. In addition,
players can enhance their free-to-play experience through purchase of
individual card packs. WWE SuperCard has seen more
than nine million downloads to date and currently holds 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 2K16, visit WWE.2K.com,
become a fan on Facebook,
follow the game on Twitter
and Instagram
using the hashtags #WWE2K16 and #RaiseSomeHell or subscribe on YouTube.

For more information on WWE SuperCard, 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 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.

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 – 2015 Metacritic.com and The NPD
Group estimates of U.S. retail video game sales through December 2015.

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 September 30, 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
Take-Two
Interactive Software, Inc.

Alan Lewis (Corporate Press), (646)
536-2983
alan.lewis@take2games.com
or
Access
Communications for 2K

Erik Robertson, (415) 844-6266
erobertson@accesspr.com
or
WWE
Matthew
Altman, (203) 352-1177
matthew.altman@wwecorp.com

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