Table of Contents

UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549

FORM 10-K

(Mark one)  

ý

 

ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934

For the Fiscal Year Ended December 31, 20102011

OR

o

 

TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934

For the transition period from                                to                               

Commission File Number 1-15839

ACTIVISION BLIZZARD, INC.
(Exact name of registrant as specified in its charter)

Delaware
(State or other jurisdiction of ncorporationincorporation or organization)
 95-4803544
(I.R.S. Employer Identification No.)

3100 Ocean Park Boulevard, Santa Monica, CA
(Address of principal executive offices)

 

90405
(Zip Code)

Registrant's telephone number, including area code: (310) 255-2000

Securities registered pursuant to Section 12(b) of the Act:

Title of each Class Name of Each Exchange on Which Registered
Common Stock, par value $.000001 per share The NASDAQ Global Select Market

Securities registered pursuant to Section 12(g) of the Act:
None

         Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ý No o

         Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15 (d) of the Act. Yes o No ý

         Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. Yes ý No o

         Indicate by check mark whether the registrant has submitted electronically and posted on its corporate Web site, if any, every Interactive Data File required to be submitted and posted pursuant to Rule 405 of Regulation S-T (§ 232.405 of this chapter) during the preceding 12 months (or for such shorter period that the registrant was required to submit and post such files). Yes ý No o

         Indicate by check mark if disclosure of delinquent filers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of the registrant's knowledge, in definitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. ýo

         Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, or a smaller reporting company. See the definitions of "large accelerated filer," "accelerated filer," and "smaller reporting company" in Rule 12b-2 of the Exchange Act.

Large Accelerated Filerý Accelerated Filero Non-accelerated Filero
(Do not check if a smaller reporting company)
 Smaller Reporting Companyo

         Indicate by check mark whether the registrant is a shell company (as defined in Rule 12b-2 of the Act). Yeso Noý

         The aggregate market value of the registrant's Common Stock held by non-affiliates on June 30, 20102011 (based on the closing sale price of $10.49$11.68 per share as reported on the NASDAQ) was $5,230,965,691.$4,843,916,612.

         The number of shares of the registrant's Common Stock outstanding at February 18, 201116, 2012 was 1,182,249,613.1,122,866,712.

         Documents Incorporated by Reference

         Portions of the registrant's definitive Proxy Statement, to be filed with the Securities and Exchange Commission with respect to the 20112012 Annual Meeting of Shareholders which is expected to be held on June 2, 2011,7, 2012, are incorporated by reference into Part III of this Annual Report.


Table of Contents


ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

Table of Contents

 
  
 Page No.
PART I.
 3
Explanatory Note3
  Cautionary Statement 3

Item 1.

 Business 3

Item 1A.

 Risk Factors 1413

Item 1B.

 Unresolved Staff Comments 3233

Item 2.

 Properties 3233

Item 3.

 Legal Proceedings 3334

Item 4.

 (Removed and Reserved)Mine Safety Disclosures33
PART II.  34
PART II.
 35

Item 5.

 Market for Registrant's Common Equity, Related Stockholder Matters, and Issuer Purchases of Equity Securities 3435

Item 6.

 Selected Financial Data 3739

Item 7.

 Management's Discussion and Analysis of Financial Condition and Results of Operations 3940

Item 7A.

 Quantitative and Qualitative Disclosures about Market Risk 7169

Item 8.

 Financial Statements and Supplementary Data 7270

Item 9.

 Changes in and Disagreements with Accountants on Accounting and Financial Disclosure 7370

Item 9A.

 Controls and Procedures 7371

Item 9B.

 Other Information 7472
PART III.
 7573

Item 10.

 Directors, Executive Officers, and Corporate Governance 7573

Item 11.

 Executive Compensation 7573

Item 12.

 Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters 7573

Item 13.

 Certain Relationships and Related Transactions, and Director Independence 7573

Item 14.

 Principal Accounting Fees and Services 7573
PART IV.
 7674

Item 15.

 Exhibits, Financial Statement Schedule 7674
SIGNATURES
 7775
Exhibit Index
 II-1

Table of Contents


PART I

EXPLANATORY NOTE

On July 9, 2008, a business combination (the "Business Combination") by and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiary of Activision, Inc., Vivendi S.A. ("Vivendi"), VGAC LLC, a wholly- owned subsidiary of Vivendi , and Vivendi Games, Inc. ("Vivendi Games"), a wholly-owned subsidiary of VGAC LLC, was consummated. As a result of the consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. ("Activision Blizzard"). For accounting purposes, the Business Combination is treated as a "reverse acquisition," with Vivendi Games deemed to be the acquirer. The historical financial statements of Activision Blizzard, Inc. prior to July 10, 2008 are those of Vivendi Games, Inc.


CAUTIONARY STATEMENT

        This Annual Report on Form 10-K contains, or incorporates by reference, certain forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. Such statements consist of any statement other than a recitation of historical fact and include, but are not limited to: (1) projections of revenues, expenses, income or loss, earnings or loss per share, cash flow or other financial items; (2) statements of our plans and objectives, including those relating to product releases; (3) statements of future economic performance; and (4) statements of assumptions underlying such statements. We generally use words such as "outlook," "forecast," "will," "could," "should," "would," "to be," "plans," "believes," "may," "expects," "intends," "anticipates," "estimate," "future," "positioned," "potential," "project," "remain," "scheduled," "set to," "subject to," "upcoming" and other similar expressions to help identify forward-looking statements. Forward-looking statements are subject to business and economic risk, reflect management's current expectations, estimates and projections about our business, and are inherently uncertain and difficult to predict. Our actual results could differ materially. The forward-looking statements contained herein speak only at the date on which this Form 10-K was first filed. Some of the risk factors that could cause our actual results to differ from those stated in forward-looking statements can be found in "Risk Factors" included in Part I, Item 1A of this Report. The forward-looking statements contained herein are based upon information available to us as of the date of this Annual Report on Form 10-K and we assume no obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of our future performance and are subject to risks, uncertainties and other factors, some of which are beyond our control and may cause actual results to differ materially from current expectations.

        Activision Blizzard'sBlizzard, Inc.'s ("Activision Blizzard") names, abbreviations thereof, logos, and product and service designators are all either the registered or unregistered trademarks or trade names of Activision Blizzard. All other product or service names are the property of their respective owners.

Item 1.    BUSINESS

Overview

        Activision Blizzard is a worldwide publisher of online, personal computer ("PC"), console, handheld, and mobile game publisher of interactive entertainment.entertainment products. Through Activision Publishing, Inc. ("Activision"), we are a leading international publisher of interactive software products and content. Activision developscontent, with a focus on developing and publishespublishing video games on various consoles, handheld platforms and the PC platform through internally developed franchises and license agreements. Activision currently offers games that operate on the Sony Computer Entertainment Inc. ("Sony") PlayStation 3 ("PS3"), Nintendo Co. Ltd. ("Nintendo") Wii ("Wii"), and Microsoft Corporation ("Microsoft") Xbox 360 ("Xbox 360") console systems; the Nintendo Dual Screen ("NDS") and Nintendo DSi ("DSi"DS") handheld devices;game systems; the PC; the Apple iPhone ("iPhone"), the Apple iPad ("iPad")iOS devices and other handheld and mobile devices. Through Blizzard Entertainment, Inc. ("Blizzard"), we are the leaderleading publisher of online subscription-based games in terms of subscriber base and revenues generated in the subscription-based massively multiplayer online role-playing game ("MMORPG") category.


Table of Contents


Blizzard also internally develops and publishes PC-based computer games and maintains its proprietary online-game related service, Battle.net.

        Our Activision business involves the development, marketing, and sale of products through retail channels or digital downloads, by license or from our affiliate label program with certain third-party publishers. Activision is focusing its efforts in the areas we believe have the most opportunity for growth and higher profitability, and we have reduced investments in areas we believe have less profit potential and limited growth opportunities. InvestmentsTo that end, investments are being focused on proven intellectual properties to develop deep, high-quality content that offers engaging online multiplayer gaming experiences. During 2010,For example, during 2011, Activision releasedCall of Duty: Black-OpsDuty®: Modern Warfare® 3,


Table of Contents

which set new interactive entertainment launch retail sales records with over $650$775 million of retail sales within five days of launch, exceeding the prior year's record-setting launch ofCall of Duty: Modern Warfare 2,Black Ops®, according to our internal estimates. TheCharttrack and retail customer sales information. Activision is currently developing sequels and additional content to build on the continued success of the Call of Duty franchise has provided players with a sustained online gaming experience, and has established a large online gaming community. franchise. Activision has also recognized that new digital distribution channels have emerged that offer efficiency and convenience for audiences, andas well as additional profit opportunities and recurring revenue models for content creators. As such, in November 2011, Activision is also focused on the delivery of new digital content and online services for thelaunchedCall of Duty Elite, franchise. In addition, Activision is currently developing sequels to build ona digital service that provides both free and paid subscription-based content and features for the continued success of theCall of Duty franchise franchise. It combines social networking features and we expectonline programming, offering the most accessible way to expand theconnect and play Call of Duty franchise into China. games with other people. Activision also expects to continue to release several other titles that economically utilize key licensed intellectual properties, such as Marvel'sMarvel Entertainment, Inc.'s ("Marvel")Spider-Man andX-Men franchises, MGM/Eon'sMGM Interactive and EON Productions Ltd.'s ("MGM & EON")James Bond franchise, Hasbro'sHasbro Properties Group's ("Hasbro")TransformersTransformers™ franchise and the long-standingCabela'sCabela's® hunting franchise, among others.

        While focusing on our proven intellectual properties is one of our priorities, we are also makingcontinue to make strategic investments to developin developing new intellectual property. Weproperties. On October 16, 2011, we launchedSkylanders Spyro's Adventure™, a new intellectual property that combines the use of toys with video games, delivering a new game play experience to our audiences. Additionally, we have established a long-term alliance with Bungie, the developer of game franchises includingHalo, Myth andMarathon, to bring Bungie's next big action game universe to market. We also expect to releaseSkylanders Spyro's Adventure, an innovative new game that will enable players to transport real-world toys into the virtual worlds of a video game through the use of "smart toys."market in future years.

        Blizzard is the development studio and publisher best known as the creator ofWorld of WarcraftWarcraft® and, as well as the multiple award winningDiabloDiablo®,StarCraft, andWorld of WarcraftStarCraft® franchises. Blizzard distributes its products and generates revenues worldwide through various means, including: subscriptions (which consist of fees from individuals playingWorld of Warcraft, including sales of prepaid-cards and other value-added service revenues such as realm transfers, faction changes, and other character customizations withinWorld of Warcraft gameplay); retail sales of physical "boxed" products; online download sales of PC products; and licensing of software to third-party or related party companies that distributeWorld of Warcraft andStarCraft IIII®. products. Blizzard has released three expansion packs toWorld of WarcraftWorld of Warcraft: The Burning CrusadeCrusade®,World of Warcraft: Wrath of the Lich KingKing®, and the third expansion pack,World of Warcraft: CataclysmCataclysm®, which released in all regions other than China in December 2010.. In August 2010, Blizzard released the secondWorld of Warcraft expansion pack,World of Warcraft: Wrath of the Lich King, in China. Also, in July 2010, the company launched the sequel toStarCraft,StarCraft II: Wings of Liberty. In conjunction with the release ofStarCraft II: Wings of Liberty, Blizzard launched a new version of its 24/7 online gaming service, Battle.net,Battle.net®, facilitating the creation of user generated content, digital distribution and online social connectivity amongst theWorld of Warcraft andStarCraft players. Recently, Blizzard is currently developing a sequelhas announced its intention to shipDiablo III® in theDiablo franchise, second quarter of 2012, released a trailer showcasing the multiplayer aspect of itsStarCraft II's first expansion, pack,Heart of the SwarmSwarm®, and announced plans for the fourthWorld of Warcraft expansion—World of Warcraft: Mist of Pandaria®. In addition to developing these games, Blizzard is also currently developing a new massive multiplayer online ("MMO") game.

        Our distributionThe Activision Blizzard Distribution ("Distribution") business consists of operations in Europe that provide warehousing, logistical, and sales distribution services to third-party publishers of interactive entertainment software, our own publishing operations, and manufacturers of interactive entertainment hardware.


Table of Contents

The Company

        Activision, Inc. was originally incorporated in California in 1979 and was reincorporated in Delaware in December 1992. As described in the explanatory note above, Activision, Inc. consummatedOn July 9, 2008, a business combination with(the "Business Combination") by and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiary of Activision, Inc., Vivendi S.A. ("Vivendi"), VGAC LLC, a wholly-owned subsidiary of Vivendi , and Vivendi Games, duringInc. ("Vivendi Games"), a wholly-owned subsidiary of VGAC LLC, was consummated. As a result of the year ended December 31, 2008 and


Table of Contents

consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. Activision Blizzard is a public company traded on the NASDAQ under the ticker symbol "ATVI."

Our Strategy

        Our objective is to continue to be a worldwide leader in the development, publishing, and distribution of quality interactive entertainment software, online content and services that deliver a highly satisfying entertainment experience.

        Continue to Improve Profitability.    We continually strive to manage risk and increase our operating leverage and efficiency with the goal of increased profitability. We believe the key factors affecting our future profitability will be the success of our core properties, proven franchises and genres, cost discipline, and our ability to leveragebenefit from the continued growth of online and digital revenue opportunities.

        Create Shareholder Value.    We continue to focus on enhancing shareholder return through growing operating margin, maintaining a strong balance sheet and generating strong cash flows. As a result, we expect to continue to achieve long-term growth and have been able to provide value to our shareholders through stock repurchase programs and cash dividends.

        Grow Through Continued Strategic Acquisitions and Alliances.    We intend to continue to evaluate the expansion of our resources and intellectual properties library through acquisitions, strategic relationships, and key license transactions. We will also continue to evaluate opportunities to increase our proven development expertise through the acquisition of, or investment in, selected experienced software development firms.

        Focus on Delivery of Digital Content and Online Services.    We continue to shift towards digital delivery of content and to establish and develop direct and long-term relationships with our gamers. We will also continue to support, maintain and enhance the World of Warcraft andCall of Duty online communities. We believe that focusing our efforts on online product innovations, such as additional online content, services and social connectivity, provides lasting value enhancement to our global communities of players.

Competition

        We compete for the leisure time and discretionary spending of consumers with other video game companies, as well as with other providers of different forms of entertainment, such as motion pictures, television, social networking, online casual entertainment and music.

        The interactive entertainment industry is intensely competitive and new interactive entertainment software products and platforms are regularly introduced. Our competitors vary in size from small companies with limited resources to large corporations withwho may have greater financial, marketing, and product development resources than we have. Due to their different focuses and allocation of resources, certain of our competitors may spend more money and time on developing and testing products, undertake more extensive marketing campaigns, adopt more aggressive pricing policies, pay higher fees to licensors for desirable motion picture, television, sports and character properties, and pay more to third-party software developers. In addition, competitors with large product lines and popular titles typically have greater leverage with retailers, distributors, and other customers who may be willing to promote titles with less consumer appeal in return for access to such competitor's most popular titles. We believe that the main competitive factors in the interactive entertainment industry include: product


Table of Contents


features, game quality and playability; brand name recognition; compatibility of products with popular platforms; access to distribution channels; online capability and functionality; ease of use; price; marketing support; and quality of customer service.


Table of Contents

        We compete primarily with other publishers of personal computer,PC, online and video game console interactive entertainment software. In addition to third-party software competitors, integrated video game console hardware and software companies, such as Sony, Nintendo and Microsoft, compete directly with us in the development of software titles for their respective platforms. In addition, certain major media companies, such as Time Warner, Inc., which have been investing in social gaming and video game products, have increased competition within the industry. Further, a number of software publishers have developed and commercialized, or are currently developing, online games for use by consumers over the Internet, and we expect new competitors to continue to emerge in the subscription-based MMORPG category. Lastly, we compete with mobile-game publishers for alternative handheld devices such as Apple's iPhone, Apple's iPadApple iOS devices and other emerging handheld and mobile devices.

Employees

        We had approximately 7,6007,300 total full-time and part-time employees at December 31, 2010.2011. At December 31, 2010,2011, approximately 138117 of our full-time employees were subject to term employment agreements with us. These agreements generally commit the employees to employment terms of between one and five years from the commencement of their respective agreements. Most of the employees subject to these agreements are executive officers or key members of the product development, sales, or marketing divisions. These individuals perform services for us as executives, directors, producers, associate producers, computer programmers, game designers, sales directors, or marketing product managers. In our experience, entering into employment agreements with these employees reduces our turnover during the development, production, and distribution phases of our entertainment software products and allows us to plan more effectively for future development and marketing activities. Other employees outside of the United States are also party to employment agreements that do not specify a fixed term.

        A small numberThe majority of our employees in France, Spain, Italy and in our distribution companies in Germany are subject to collective bargaining agreements. To date, we have not experienced any labor-related work stoppages.

Intellectual Property

        Like other entertainment companies, our business is significantly baseddependent on the creation, acquisition, exploitation and protection of intellectual property. Some of this intellectual property is in the form of software code, patented technology, and other technology and trade secrets that we use to develop our games and to make them run properly. Other intellectual property is in the form of audio-visual elements that consumers can see, hear and interact with when they are playing our games.

        We develop some of our products from wholly-owned intellectual properties that we create within our own studios. We also acquire the rights to include proprietary intellectual property in our products through acquisitions. In addition, we obtain intellectual property through licenses and service agreements. These agreements typically limit our use of the licensed rights in products for specific time periods. In addition, our products that play on game consoles and handheld platforms include technology that is owned by the console or wireless device manufacturer, and licensed non-exclusively to us for use. We also license technology from providers other than console manufacturers. While we may have renewal rights for some licenses, our business and the justification for the development of many of our products is dependent on our ability to continue to obtain the intellectual property rights from the owners of these rights on reasonable terms and at reasonable rates.

        We actively engage in enforcement and other activities to protect our intellectual property. We typically own the copyright to the software code as well asin our products. Moreover, we own or license the brand or title name trademark under


Table of Contents


which our products are marketed. We register copyrights, trademarks and patents in the United States and other countries as appropriate.

        We often distribute our PC products using copy protection technology or other technological protection measures to prevent piracy and the use of unauthorized copies of our products. In addition,


Table of Contents

console manufacturers typically incorporate technological protections and other security measures in their consoles in an effort to prevent the use of unlicensed product.products. We are actively engaged in enforcement and other activities to protect against unauthorized copying and piracy, including monitoring online channels for distribution of pirated copies, and participating in various enforcement initiatives, education programs and legislative activity around the world.

Significant Customers

        We did not have any single customer that accounted for 10% or more of our consolidated net revenues for the year ended December 31, 2011. We had one customer, GameStop, which accounted for approximately 12% and 10% of our consolidated net revenues for the years ended December 31, 2010 and 2009, respectively.

Operating Segments

        We operatehave three operating segments: (i) Activision Publishing, Inc. and its subsidiaries—publishing interactive entertainment software products and downloadable content, which includes studios, assets, and titles previously included in Vivendi Games' Sierra Entertainment operating segment prior to the Business Combination ("Activision"), (ii) Blizzard Entertainment, Inc. and its subsidiaries—publishing real-time strategy, role-playing PC games and online subscription-based games in the MMORPG category, ("Blizzard"), and (iii) Activision Blizzard Distribution—distributing interactive entertainment software and hardware products ("Distribution"). These three operating segments form Activision Blizzard's core operations. Activision Blizzard's non-core exit operations ("Non-Core") represent legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a resultSee Note 13 of the Business Combination, but that do not meet the criteriaNotes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for separate reporting of discontinued operations. Prior to July 1, 2009, Non-Core activities were managed as a stand-alonecertain additional information regarding operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment and, consequently, we are no longer providing separate operating segment disclosure. In accordance with the provisions of the Financial Accounting Standards Board ("FASB") Accounting Standards Codification ("ASC") regarding disclosures about segments of an enterprise and related information, all prior period segment information has been restated to conform to this new segment presentation.segments.

Activision Publishing Segment ("Activision")—Activision—Business Overview

Strategy

        Create, Acquire and Maintain Strong Franchises.    Activision focuses on development and publishing activities, principally for products and content that are, or have the potential to become, franchises with sustainable mass consumer appeal and recognition. It is our experience that these products and content can then serve as the basis for sequels, prequels and related new products and content that can be released over an extended period of time. We believe that the publishing and distribution of products and content based on proven franchises enhances predictability of revenues and the probability of high unit volume sales and operating profits. We own the highlyseveral successful intellectual propertyproperties including Call of Duty and the newly released Skylanders franchise, and we intend to continue development of owned franchises in the future. We have entered into a series of strategic relationships with the owners of intellectual properties, such as Marvel, MGM & EON, Hasbro, Mattel, Inc. and Cabela, pursuant to which we have acquired the rights to publish products based on franchises such as, Hasbro Properties Group ("Hasbro")Spider-Man, MGM InteractiveX-Men,James Bond, Transformers™ and EON Productions Ltd. ("MGM & EON"), Mattel, Inc. ("Mattel"), and Marvel Entertainment, Inc. ("Marvel").theCabela's® hunting franchise. We also have an exclusive 10-year alliance with Bungie, a developer of successful game franchises, to bring Bungie's next big action game universe to market.

        Execute Disciplined Product Selection and Development Processes.    The success of our publishing business depends, in significant part, on our ability to develop high quality games that will generate high unit volume sales. Our publishing units have implemented a formal control process for the


Table of Contents


selection, development, production and quality assurance of our products. We apply this process, which we refer to as the "Greenlight Process," to all of our products, whether externally or internally developed. The Greenlight Process includes in-depth reviews of each project at several important stages of development by a team that includes many of our highest-ranking operating managers and coordination among our sales, marketing and development staff at each step in the process.

        We develop our products using a combination of our internal development resources and external development resources acting under contract with us. We typically select our external developers based on their track records and expertise in producing products in the same category. One developer will


Table of Contents

often produce the same game for multiple platforms and will produce sequels to the original game. We believe that selecting and using development resources in this manner allows us to leverage the particular expertise of our internal and external development resources, which we believe enhances the quality of our products and accelerates the timing of releases.

        Focused Product Offerings, Diversity in Platforms and Geographies.    We believe Activision has aligned its product offerings and cost structure to position the business for long termlong-term growth. Through our online-enabled products and content, we believe we are best positioned to take advantage of retail and digital distribution channels that allow us to deliver content to a diversity of gamers ranging from children to adults and from core gamers andto mass-market consumers to "value" buyers who seekseeking budget-priced software, in a variety of geographies. Presently, the majority of products that we develop, publish and distribute operate on the PS3, Xbox 360, and Wii console systems, NDS, DSi, the iPhone, iPad, and the PC. TheIn addition, emerging and rapidly growing online-enabled platforms, in which we will support in-game integration and bring together online experience and gameplay, will continue to be oura focus. We typically offer our products for use on multiple platforms to reduce the risks associated with any single platform, leveragespread our costs over a larger installed hardware base, and increase unit sales. We intend to continue to offer both online and packaged software and games with localized content in different geographies.

Products

        In recent years, Activision has been best known for its success in the first-person action category from theCall of Duty original intellectual property, including the latest release,Call of Duty: Black Ops,Modern Warfare 3, which continues to set sell through records with over $650$775 million of retail sales during the first five days from its launch in November 2010,2011, according to our internal estimates. We plan on continuing to develop this franchise.Charttrack and retail customer sales information. The Call of Duty franchise has achieved approximately $4.2$6 billion life-to-date revenue and has an active global community of millions of players.Call of Duty: Black OpsModern Warfare 3, released in the fourth quarter of 2010,2011, is also setting online usage records that illustrate the game has become one of the leading global entertainment experiences of all time. At the same time we releasedCall of Duty: Modern Warfare 3 on November 8, 2011, we launchedCall of Duty Elite which had more than 7 million registered users, including more than 1.5 million paying premium members, at January 31, 2012.

        In 2012, we expect to continue to develop and expand our Call of Duty franchise. Activision has announcedCall of Duty: Modern Warfare 3 Content Season for Call of Duty Elite, which will provideCall of Duty Elite premium members with regular updates of new content. At least 20 content releases are planned from January through September of 2012, of which three have been released during the first two months of 2012 and two are planned for March 2012. These content releases are currently first made available on Xbox Live, followed by availability on additional platforms at a later time. For players who would like to buy released content a la carte, we have announced theCall of Duty Modern Warfare 3 Content Collection, the first installment of which is expected to be released in March 2012.

        On October 16, 2011, we launchedSkylanders Spyro's Adventure™, a new intellectual property that combines the use of toys with video games, delivering a new game play experience to our audiences. In North America and Europe, including accessory packs and figures,Skylanders Spyro's Adventure was the #8 best-selling game in dollars for the fourth quarter of 2011 and the #1 selling kids' title in dollars in 2011 according to The NPD Group, Charttrack and Gfk. Additionally, in North America, including accessory packs and figures,Skylanders Spyro's Adventure was the #10 best-selling title in dollars according to The NPD Group.

Activision also develops products spanning other genres, including first personfirst-person action, action/adventure, role-playing, simulation and strategy.

        In 2011, For example, in April 2012, we expectplan to continue to build on the success of ourreleaseCall of Duty franchise. In the first quarter of calendar year 2011, Activision Publishing releasedCall of Duty: Black Ops First Strike, the first add-on map pack forCall of Duty: Black Ops. The map pack launched on Xbox Live on February 1, 2011 and will be available on PS3 and the PC later in the quarter. Activision is also focused on the delivery of new digital content and online services for theCall of Duty franchise. We also expect to introduceSkylanders Spyro's Adventure, an innovative new game that will enable players to transport real-world toys into the virtual worlds of a video game through the use of "smart toys". Additionally, we expect to release several other titles including two movie-based titles (X-Men: First Class andTransformers: Dark of the Moon) and games based on the best-sellingSpider-Man franchise, the toyBakuganPrototype 2, the TV showsWipe Out andFamily Guy, as well as the long-standingCabela's hunting franchise.sequel to our popular open-world action game that was originally released in 2009.


Table of Contents

Product Development and Support

        Activision develops and produces titles using a model in which a core group of creative, production, and technical professionals, in coordination with our marketing, finance and financeother departments, have responsibility for the entire development and production process, including the supervision and coordination of internal and external resources. This team assembles the necessary creative elements to complete a title using, where appropriate, outside programmers, artists, animators, scriptwriters, musicians and songwriters, sound effects and special effects experts, and sound and video studios. Activision believes that this model allows us to supplement internal expertise with top quality external resources on an as-needed basis.

        In addition, Activision often engages independent third-party developers to create products on Activision's behalf. We either own these products or have rights to commercially exploit these products. In other circumstances, a third-party developer may retain ownership of the intellectual property and/or technology included in the product and reserve certain exploitation rights. Activision typically selects these independent third-party developers based on their expertise in developing products in a specific category for specific platforms. Each of our third-party developers is under contract with us, either for a single or multiple titles. From time to time, Activision also acquires the license rights to publish and/or distribute software products that are or will be independently created by third-party developers. In such cases, the agreements with these developers typically provide us with exclusive publishing and/or distribution rights for a specific period of time, often for specified platforms and territories. In either case, Activision often has the ability to publish and/or distribute sequels, conversions, enhancements, and add-ons to the product initially being produced by the independent developer and Activision frequently has the right to engage the services of the original developer with regard to the further product development.

        In consideration for the services that independent third-party developers provide, the developers receive a royalty, which is generally based on net sales or operating income of the developed products. Typically, developers also receive an advance, which Activision recoups from the royalties otherwise payable to the developers. The advance generally is paid in "milestone" stages. The payment at each stage is tied to the completion and delivery of a detailed performance milestone. Working with independent developers allows us to reduce our fixed development costs, share development risks with the third-party developers, take advantage of the third-party developers' expertise in connection with certain categories of products or certain platforms, and gain access to proprietary development technologies.

        In April 2010, Activision entered into an exclusive 10-year relationship with Bungie, the developer of game franchises includingHalo, Myth andMarathon, to bring Bungie's next big action game universe to market. Under the terms of the agreement, Activision will have exclusive, worldwide rights to publish and distribute all future Bungie games based on the new intellectual property on multiple platforms and devices.

        Activision provides various forms of product support to both our internally and externally developed titles. Activision quality assurance personnel are involved throughout the development and production of each title published. Activision subjects all such products to extensive testing before release to ensure compatibility with all appropriate hardware systems and configurations and to minimize the number of bugs and other defects found in the products. To support our products after release, Activision generally provides its customers online access on a 24-hour basis, as well as live telephone operators who answer the help lines during regular business hours.

Marketing, Sales, and Distribution

        Activision's marketing efforts include activities on the Internet (including on Facebook, Twitter, YouTube and other online social networks and websites), public relations, print and broadcast


Table of Contents


advertising, coordinated in-store and industry promotions (including merchandising and point of purchase displays), participation in cooperative advertising programs, direct response vehicles, and product sampling through demonstration software distributed through the Internet or the digital online services provided by Microsoft, Sony and Nintendo. From time to time, we also receive marketing support from hardware manufacturers, mass appeal consumer products related to a game, and retailers in connection with their own promotional efforts. In addition, certain of our products contain software that enables customers to "electronically register" their purchases with us online.

        We believe that our strong proven franchises and genres generate a loyal and devoted customer base that continues to purchase our sequels as a result of their dedication to the franchise and satisfaction from previous product purchases. We therefore market these sequels, expansion packs and downloadable content toward the established customer base as well as to broader audiences. In addition, we believe that we derive benefits fromfor our continued marketing of licensed properties as well asfrom the marketing and promotional activities ofundertaken by the underlying intellectual property owners.owners, in addition to our own marketing efforts.

        North American Sales and Distribution.    Our products are available for sale or rental in thousands of retail outlets in North America. Our North American retail customers include, among others, Best Buy, GameStop, Target, Toys "R" Us and Wal-Mart.

        In the United States ("U.S.") and Canada, our products are primarily sold on a direct basis to mass-market retailers, consumer electronics stores, discount warehouses and game specialty stores. We believe that a direct relationship with retail accounts results in more effective inventory management, merchandising, and communications than would be possible through indirect relationships. We have implemented electronic data interchange linkages with many of our retailers to facilitate the placing and shipping of orders. We also sell our products to a limited number of distributors.

        International Sales and Distribution.    Our products are sold internationally on a direct-to-retail basis, through third-party distribution and licensing arrangements, and through our wholly-owned European distribution subsidiaries. We conduct our international publishing activities through offices in the United Kingdom ("U.K."), Germany, France, Italy, Spain, Norway, the Netherlands, Sweden, Australia and Ireland. We often seek to maximize our worldwide revenues and profits by releasing high-quality foreign language releases concurrently with English language releases and by continuing to expand the number of direct selling relationships we maintain with key retailers in major territories.

        On a worldwide basis, our largest customer, GameStop, accounted for approximately 12% of consolidated net revenues for the year ended December 31, 2010. Two of our customers, GameStop and Wal-Mart, each accounted for approximately 10% and 11% of consolidated net revenues for the years ended December 31, 2009 and 2008, respectively.

        Digital Distribution.    Online and digital distribution channels are emerging rapidly and growing.continuing to grow. Some of our products and content are sold in a digital format, which allows consumers to purchase and download the content at their convenience directly to their PC, console systemssystem or wireless devices.device. We partner with digital distributors to leverageutilize this growing method of distribution. We also make available to our customers value-added downloadable content to enhance their gaming experience through the digital online services provided by Microsoft, Sony and Nintendo.

        Affiliate Labels.    In addition to our own products, we distribute a select number of interactive entertainment products that are developed and marketed by other third-party publishers through our "affiliate label" programs in North America, Europe, and the Asia Pacific region. The distribution of other publishers' products allows us to increase the efficiencies of our sales force and provides us with the ability to better ensure adequate shelf presence at retail stores for all of the products that we distribute. Services we provide under our affiliate label programs include order solicitation, in-store marketing, logistics and order fulfillment, and sales channel management, as well as other accounting and general administrative functions. Our current affiliate label partners include LucasArts, as well as


Table of Contents


several affiliate label partners in our "value" business, which offers budget-priced software to the public. Each affiliate label relationship is unique and may pertain only to distribution in certain geographic territories and may be further limited only to a specific title or titles for specific platforms.


Table of Contents

Manufacturing

        Activision prepares a set of master program copies, documentation and packaging materials for our products for each hardware platform on which the product will be released. With respect to products for use on the Sony, Nintendo and Microsoft systems, our disk duplication, packaging, printing, manufacturing, warehousing, assembly and shipping are performed by third-party subcontractors and Company-owned distribution facilities.

        To maintain protection over their hardware technologies, Sony, Nintendo and Microsoft generally specify or control the manufacturing and assembly of finished products.products and license their hardware technologies to us. We deliver the master materials to the licensor or its approved replicator, which then manufactures finished goods and delivers them to us for distribution under our label. At the time our product unit orders are filled by the manufacturer, we become responsible for the costs of manufacturing and the applicable per unit royalty on such units, even if the units do not ultimately sell.

Blizzard Entertainment Segment ("Blizzard")—Blizzard—Business Overview

Strategy

        Maintain and Build upon Our Leadership Position in the Subscription-Based MMORPG Category and PC Online Categories. Blizzard plans to maintain and build upon our leadership position in the subscription-based MMORPG genrecategory by regularly providing new content, game features and online services to further solidify the loyalty of our subscriber base, as well as to expand our global game footprint to new geographies.

        We believe that the PC online platform will remain a growing category throughout the world. The large and growing PC installed base in all regions and the continuing development of broadband connectivity facilitates online games and community experiences while creating access to new potential customers. Given the success ofWorld of Warcraft andStarCraft in Asia, we expect to continue to be well positioned to capture the growing consumer demand in this region. Blizzard is among the few companies with video game franchises created and developed in the U.S. that have gained and retained success in Asia with World of Warcraft and StarCraft. Titles in those series have been among the most played games in the region for many years. During 2009, Blizzard entered into licensing arrangements forWorld of Warcraft,StarCraft II, Battle.net andWarcraft III with an affiliated company of NetEase.com, Inc. in China. Further, asWorld of Warcraft is a server-based game, only playable online, thus allowing Blizzard isto be one of the few companies that can target markets that have been dominated by piracy and monetize former illegitimate players, as well as expand in markets that have not been penetrated by consoles, but offer a large PC installed base.

Products

        Blizzard is athe leading company in the subscription-based MMORPG category.World of Warcraft was initially launched in November 2004 and today is available in North America, Europe (including Russia), Southeast Asia, China, South Korea, Australia, New Zealand, Malaysia, Singapore, Chile, Brazil,


Table of Contents


Argentina, and the regions of Taiwan, Hong Kong and Macau. As of December 31, 2010, more than 122011, approximately 10.2 million gamers worldwide were subscribed* to play Blizzard'sWorld of Warcraft.World of Warcraft is available in various languages based on the regions in which it is played and has earned awards and praise from publications around the world. Since the first release ofWorld of Warcraft, Blizzard has launched three expansion packs in all regions in which the game is supported. The three expansion packs areWorld of Warcraft: The Burning Crusade, which was first available in January 2007,World of Warcraft: Wrath of the Lich King, which was first available in November 2008, andWorld of Warcraft: Cataclysm which was first available in December 2010. Revenues associated with theWorld of Warcraft franchises accounted for 90%, 89%, and 98% of Blizzard's consolidated net revenues for the years ended December 31, 2011, 2010, and 2009, respectively. Additionally, in July


*
We defineWorld of Warcraft subscribers are defined to include:as: (1) individuals who have paid a subscription fee or have an active prepaid card to playWorld of Warcraft, (2) thoseindividuals who have purchased the game and are within their free month of access, and (3) Internet Game Room players who have accessed the game over the last thirty days. TheOur definition of subscribers does not include any players under free promotional subscriptions, expired or cancelled subscriptions, or expired prepaid cards.

available in various languages based on the regions in which it is played and has earned awards and praise from publications around the world. Blizzard launched an expansion pack toWorldTable of Warcraft,World of Warcraft: The Burning Crusade, in January 2007 in North America, Europe, Australia, New Zealand, Singapore, Malaysia, and Thailand; in South Korea in February 2007; in Taiwan, Hong Kong, and Macau in April 2007; and in China in September 2007. Blizzard launched the secondWorld of Warcraft expansion pack,World of Warcraft: Wrath of the Lich King, in November 2008 in all territories except China, where it launched in August 2010. On December 7, 2010, Blizzard launched the thirdWorld of Warcraft expansion pack,World of Warcraft: Cataclysm, in all regions in which the game is supported, other than China. Revenues associated with theWorld of Warcraft franchises accounted for 89%, 98%, and 97% of Blizzard's consolidated net revenues for the years ended December 31, 2010, 2009, and 2008, respectively.Contents

        Additionally, in July 2010, Blizzard launched the sequel to StarCraft,StarCraft II: Wings of Liberty simultaneously around the world, including in North America, Europe (including Russia), Southeast Asia, South Korea, Australia, New Zealand, Chile, Brazil, Argentina, and the regions of Taiwan, Hong Kong and Macau. In conjunction with the release ofStarCraft II: Wings of Liberty, Blizzard launched a new version of its 24/7 online gaming service, Battle.net, providing user generated content, digital distribution and online social connectivity amongst theWorld of Warcraft andStarCraft players. Blizzard is currently developing a sequel in theDiablo franchise,StarCraft II's first expansion pack,Heart of the Swarm, and a new MMO game.

Product Development and Support

        As a development studio and the creator and publisher of theWorld of Warcraft,,Diablo, andStarCraft franchises, Blizzard focuses on creating well-designed, high quality games. Product development is handled internally by a strong core group of talented designers, producers, programmers, artists, and sound engineers. To maintain its current subscribers and attract new subscribers, Blizzard continues to develop new patches to upgradeWorld of Warcraft. In addition to its headquarters in Irvine, California, Blizzard maintains offices in or around Austin, Texas; Paris, France; Cork, Ireland; Seoul, South Korea; Singapore; Shanghai, China; and Taipei, Taiwan to provide 24/24/7 game support toWorld of Warcraft players in their native language, enhance online community management, and tailor marketing initiatives to specific regions.

Marketing, Sales, and Distribution

        Blizzard distributes its products and generates revenues worldwide through various means: subscriptions (which consist of fees from individuals playingWorld of Warcraft, prepaid cards, and other value-added services such as the ability to change "factions", the ability to transfer "realms" and other character customizations), retail sales of physical "boxed" product,products, online download sales of PC products, and licensing of software to third-party or related party companies that distributeWorld of Warcraft andStarCraft II. Many of itsour services and products are digitally enabled, which allows us to take advantage of this emerging and rapidly growing channel and to reinforce Blizzard's long-term relationships with its gamers. In addition, Blizzard operates the online game service, Battle.net, which attracts millions of active players, making it one of the largest online-game related services in the


Table of Contents


world. Battle.net powers Blizzard'sStarCraft II: Wings of Liberty andWorld of Warcraft, and is expected to power future releases from Blizzard.releases. The service offers players advanced communications features, social networking, player matching and digital content delivery and is designed to allow people to connect regardless of what Blizzard game they are playing.

Activision Blizzard Distribution Segment ("Distribution")—Distribution—Business Overview

        We distribute interactive entertainment hardware and software products in Europe through our European distribution subsidiaries: Centresoft in the U.K. and NBG in Germany. These subsidiaries act as wholesalers in the distribution of products and also provide packaging, logistical and sales services. They provide services to our publishing operations and to various third-party publishers, including Sony, Nintendo, and Microsoft. Centresoft is Sony's preferred distributor of PlayStation products to the independent retail sector of the U.K.

        We entered into the distribution business to obtain distribution capacity in Europe for our own products, while supporting the distribution infrastructure with third-party sales, and to diversify our operations in the European market. Centresoft and our other distribution subsidiaries operate in accordance with strict confidentiality procedures to provide independent services to various third-party publishers.


Table of Contents

Additional Financial Information

        See Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations" and Note 1413 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for certain additional information regarding operating segments and geographic areas. See the Critical Accounting Policies section under Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations" for a discussion of our practices with regard to several working capital items, such as rights of returns, and inventory practices. See the Management's Overview of Business Trends under Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations" for a discussion of the impact of seasonality on our business.

Available Information

        Our website is located athttp://www.activisionblizzard.com. Our allows access free of charge to our Annual Report on Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, and amendments to those reports filed or furnished pursuant to Section 13(a) or 15(d) of the Securities Exchange Act of 1934, as amended (the "Exchange Act"), are available free of charge through our website.. The information found on our website is not a part of, and is not incorporated by reference into, this or any other report that we file with or furnish to the Securities and Exchange Commission ("SEC").

        The public may also read and copy any materials we file with the SEC at the SEC's Public Reference Room at 100 F Street, N.E., Washington, D.C. 20549 (information on the operation of the Public Reference Room is available by calling the SEC at 1-800-SEC-0330). The SEC also maintains a web site that contains reports, proxy and information statements, and other information regarding issuers that file electronically with the SEC athttp://www.sec.gov.


Table of Contents


Item 1A.    RISK FACTORS

        We wish to caution the reader that the following important risk factors, and those risk factors described elsewhere in this report or in our other filings with the Securities and Exchange Commission, could cause our actual results to differ materially from those satedstated in forward-looking statements contained in this document and elsewhere. These risks are not presented in order of importance or probability of occurrence.

If general economic conditions do not improve,decline, demand for our products could continue to decline.

        Our products involve discretionary spending on the part of consumers. Consumers are generally more willing to make discretionary purchases, including purchases of products like ours, during periods in which favorable economic conditions prevail. As a result, our products are sensitive to general economic conditions and economic cycles. In recent years, adverse worldwide economic conditions, including declining consumer confidence, global economic recession, rising unemployment and volatile gasoline prices, have led consumers to delay or reduce discretionary spending, including purchases of some types of our products. If conditions do not improve, these delays or reductions in purchases may continue. WeReduced consumer spending may also result in an increase in our selling and promotional expenses, in an effort to offset reduced consumer spending.that reduction. A continued reduction or shift in domestic or international consumer spending could negatively impact our business, results of operations and financial condition.

We depend on a relatively small numberThe uncertainty of franchises for a significant portion of our revenuescurrent worldwide economic conditions makes budgeting and profits.forecasting very difficult.

        A significant portion        We are unable to predict the likely duration of the current adverse worldwide economic conditions, and all of the effects those conditions may have on our revenues has historically been derived from products based on a relatively small numberbusiness. In particular, the uncertainty of popular franchisescurrent worldwide economic conditions subjects our forecasts to heightened risks and these products are responsible for a disproportionately high percentageuncertainties.


Table of our profits. For example, our top two franchises,Call of Duty andWorld of Warcraft, accounted for approximately 62% of our consolidated net revenues, and a significantly higher percentage of our operating income, in 2010. We expect that a limited number of popular franchises will continue to produce a disproportionately high percentage of our revenues and profits. Due to this dependence on a limited number of franchises, the failure to achieve anticipated results by one or more products based on these franchises may significantly harm our business and financial results.Contents

Our business is "hit" driven. If we do not deliver "hit" titles, or if consumers prefer competing products, our sales could suffer.

        While many new products are regularly introduced in our industry, increasingly only a relatively small number of high-quality "hit" titles account for a significant portion of net revenue, and an even greater portion of net profit. It is difficult to produce high-quality products and to predict prior to production and distribution what products will be well received, even if they are well-reviewed, high-quality titles. Competitors may develop titles that imitate or compete with our "hit" titles, and take sales away from them or reduce our ability to command premium prices for those titles. "Hit" products published by our competitors may take a larger share of consumer spending than anticipated, which could cause our product sales to fall below expectations. Consumers may lose interest in a genre of games we produce. If we do not continue to develop consistently high-quality and well received products, or if our competitors develop more successful products or offer competitive products at lower prices, our revenues, margins, and profitability could decline. In addition, our own "hit" products could compete with our other titles, reducing sales for those other titles. Further, a failure by us to develop a high-quality product, or our development of a product that is otherwise not well received, could harm our reputation and increase the likelihood that our future products will be similarly poorly received.

We depend on a relatively small number of franchises for a significant portion of our revenues and profits.

        A significant portion of our revenues has historically been derived from products based on a relatively small number of popular franchises and these products are responsible for a disproportionately high percentage of our profits. For example, the three key franchises of Call of Duty, World of Warcraft, and Skylanders accounted for approximately 73% of our net revenues, and a significantly higher percentage of our operating income, in 2011. We expect that a limited number of popular franchises will continue to produce a disproportionately high percentage of our revenues and profits. Due to this dependence on a limited number of franchises, the failure to achieve anticipated results by one or more products based on these franchises may significantly harm our business and financial results.

A substantial portion of our revenue and profitability depends on the success of our Call of Duty franchise in the first-person action game category. If we do not maintain our leadership position in this category, our financial results could suffer.

        Activision Blizzard is a leading global developer, publisher and distributor in terms of revenues in the first-person action game category, due to the popularity of Activision'sCall of Duty franchise. Revenues from this game comprise a significant portion of our consolidated revenues. To remain a leader in the first-person action game category, it is important that we continue to develop new games in theCall of Duty franchise that are favorably received by both our existing customer base and new customers. A number of software publishers have developed and commercialized, or are currently developing, first-person action games which pose a threat to the popularity ofCall of Duty, and we expect new competitors to continue to emerge in the first-person action category. If consumer demand forCall of Duty games declines and we have not introduced new first-person action games or other products that replaceCall of Duty's potentially decreasing revenue, or added other sources of revenue, our financial condition could suffer. Additionally, if consumer preferences trend away from first-person action games, our revenue and profitability may decline.

A substantial portion of our revenue and profitability depends on the subscription-based massively multiplayer online role-playing game category. If we do not maintain our leadership position in this category, our financial results could suffer.

        Blizzard is the leading global developer, publisher and distributor in terms of subscriber base and revenues in the subscription-based MMORPG category, due primarily to the popularity of Blizzard's


Table of Contents


World of Warcraft and related expansion packs. Subscription revenues from this game comprise a significant portion of our consolidated revenues. To remain the leader in the subscription-based MMORPG category, it is important that we continue to refreshWorld of Warcraft or develop new MMORPG products that are favorably received by both our existing customer base and new customers. A number of software publishers have developed and commercialized, or are currently developing, online games for use by consumers over the Internet which pose a threat to the popularity ofWorld of Warcraft, and we expect new competitors to continue to emerge in the MMORPG category. If consumer demand forWorld of Warcraft games declines and we have not introduced new MMORPG or other products that replaceWorld of Warcraft's potentially decreasing revenue, or added other sources of revenue, our financial condition could suffer. Additionally, if new technologies are developed that replace MMORPGs, consumer preferences trend away from MMORPGs or new business models emerge that offer online subscriptions for free or at a substantial discount to current MMORPG subscription fees, our revenue and profitability may decline.

If we do not continue to attract and retain skilled personnel, we will be unable to effectively conduct our business.

        Our success depends to a significant extent on our ability to identify, hire, retain and utilize the abilities of qualified personnel, particularly personnel with the specialized skills needed to create the high-quality "hit" titles upon which our business is substantially dependent. The software industry is characterized by a high level of employee mobility and aggressive recruiting among competitors for employees with technical, marketing, sales, product development, and management skills. We may have difficulties in attracting and retaining skilled personnel or may incur significant costs in order to do so. If we are unable to attract additional qualified employees or retain and utilize the services of key personnel, our business and financial results could be negatively impacted.

If our games and services do not function as consumers expect, our business may suffer.

        If our games and services do not function as consumers expect, whether because they fail to work as advertised or otherwise, our sales may suffer. The risk that this may occur is particularly pronounced with respect to our games with online features, likeWorld of Warcraft, and our digital service,Call of Duty Elite, because they involve ongoing obligations to the consumers and, in the case ofCall of Duty Elite, require us to develop new technology, which we may not be able to do successfully. If our games and services do not function as expected, our revenue may decline.

The future success of our business depends on our ability to release popular products in a timely manner.

        The life of any given console or hand-heldhandheld game product is relatively short and generally involves a relatively high level of sales during the first few months after the product's 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 an adverse effect on our operating results and cause our operating results to be materially different from expectations. It is therefore important for us to be able to continue to develop many high quality new products that are popularly received and to release those products in a timely manner. If we are unable to continue to do so, our business and financial results may be negatively affected.

Our market is subjectIf we are unable to rapid technological change, and if we do not adapt to, and appropriately allocatesustain premium pricing on current-generation titles, our new resources among, emerging technologies, our revenues would be negatively affected.operating results will suffer.

        Technology changes rapidly in the interactive entertainment industry. We must continually anticipate and adapt our products to emerging technologies. When we choose to incorporate a new technology into a product or to develop a product for a new platform, operating system or media format, we often are required to make a substantial investment one to two years prior to the introduction of the product. If we invest inare unable to sustain premium pricing on current-generation titles for the developmentMicrosoft Xbox 360, Sony's PS3 and the Nintendo Wii for so long as those platforms remain current generation, whether due to competitive pressure, because retailers elect to price these products at a lower price or otherwise, we may experience a negative effect on our margins and operating results. Further, we make


Table of video games incorporatingContents

provisions for price migration and channel protection based upon certain assumed lowest prices and if competitive pressures force us to lower our prices below those levels, we may experience a new technology or for a new platform that does not achieve significant commercial success,negative effect on our revenues from those products likely will be lower than we anticipatedmargins and may not cover our development costs. If, on the other hand, we elect not to pursue the development of products incorporating a new technology or for new platforms that achieve significant commercial success, our revenues would also be adversely affected, and it may take significant time and resources to shift product development resources to that technology or platform. Any such failure to adapt to, and appropriately allocate resources among, emerging technologies would harm our competitive position, reduce our share and significantly increase the time we take to bring popular products to market.operating results.

If we fail to successfully manage our new product development, or if we fail to anticipate the issues associated with such development, our business may suffer.

        Our business model is evolving and we believe that our growth will depend upon our ability to successfully develop and sell new types of products and to otherwise expand the methods by which we reach our consumers, including via digital distribution. Developing new products and distribution channels will require substantial up-front expenditures. If such products or distribution channels do not achieve expected market acceptance or generate sufficient revenues upon introduction, whether because of competition or otherwise, we may not be able to recover the substantial development and marketing costs associated with those products and distribution channels. In addition, expanding our business model will add complexity to our business and require us to effectively adapt our business and management processes to address the unique challenges and different requirements of any new areas in which we operate, which we may not be able to do, for lack of institutional expertise or otherwise. If any of these occur, our revenues, margins and profitability could decline.

Our market is subject to rapid technological change, and if we do not adapt to, and appropriately allocate our new resources among, emerging technologies, our revenues would be negatively affected.

        Technology changes rapidly in the interactive entertainment industry. We must continually anticipate and adapt our products to emerging technologies in order to keep such products competitive. When we choose to incorporate a new technology into a product or to develop a product for a new platform, operating system or media format, we often are required to make a substantial investment prior to the introduction of the product. If we invest in the development of video games incorporating a new technology or for a new platform that does not achieve significant commercial success, our revenues from those products likely will be lower than we anticipated and may not cover our development costs. Further, our competitors may adapt to an emerging technology more quickly or effectively than we do, creating products that are technologically superior to ours, more appealing to consumers, or both. If, on the other hand, we elect not to pursue the development of products incorporating a new technology or for new platforms that achieve significant commercial success, our revenues would also be adversely affected, and it may take significant time and resources to shift product development resources to that technology or platform. For example, digital content delivery is increasingly important in our industry, requiring us to develop or acquire the expertise needed to remain competitive. Any failure to successfully adapt to, and appropriately allocate resources among, emerging technologies would harm our competitive position, reduce our share and significantly increase the time we take to bring popular products to market.

The increasing importance of digital sales to our business exposes us to the risks of that business model, including greater competition.

        The proportion of our revenue derived from digital content delivery as compared to traditional retail sales is increasing. The increased importance of digital content delivery in the industry overall increases our potential competition, as the minimum capital needed to produce and publish a game delivered digitally may be significantly less than that needed to produce and publish one that is purchased through retail distribution and is played on a game console. This will also require us to dedicate capital to developing and implementing alternative marketing strategies, which we may not do successfully. It may also reduce overall demand for our distribution services. If either occurs, our revenues, margins, and profitability could decline.


Table of Contents

If we are unable to successfully develop or market owned intellectual property, we may publish fewer successful titles and our revenues may decline.

        Some of our products are based on intellectual property that we have developed internally or acquired from third parties. Consumers have historically preferred titles which are part of established franchises to titles based on new intellectual property, and if new intellectual property does not gain market acceptance, whether because we are unable to successfully create consumer appeal and brand recognition or otherwise, our revenues, margins, and profitability could decline. Further, if the popularity of our owned intellectual property declines, our revenues, margins, and profitability could decline, and we may have to write off the unrecovered portion of the underlying intellectual property assets, any of which could harm our business and financial results.

If we are unable to maintain or acquire licenses to intellectual property, we may publish fewer "hit" titles and revenues may decline.

        Some of our products are based on intellectual property and other character or story rights licensed from third parties. These license and distribution agreements are limited in scope and time, and we may not be able to renew key licenses when they expire or to include new products in existing licenses. Our loss of a significant number of intellectual property licenses or relationships with licensors, or inability to obtain additional licenses of significant commercial value, could have an adverse effect on our ability to develop new products and therefore on our business and financial results. Additionally, the failure of intellectual property we license to be, or remain, popularly received could impact the market acceptance of those products in which the intellectual property is included. Such lack of market acceptance could result in the write-off of the unrecovered portion of acquired intellectual property assets, which could harm our business and financial results. Furthermore, the competition for these licenses and distribution agreements is often intense. Competition for these licenses may also increase the advances, guarantees, and royalties that must be paid to the licensor.

Competition within, and to, the interactive entertainment industry is intense, and competitors may succeed in reducing our sales.

        We compete with other publishers of PC and video game console interactive entertainment software. Those competitors vary in size from small companies with limited resources to very large corporations with significantly greater financial, marketing, and product development resources than we have. For example, integrated video game console hardware and software companies such as Sony, Nintendo and Microsoft compete directly with us in the development of software titles for their respective platforms. Further, certain major media companies, such as the Time Warner, Inc., have


Table of Contents


been investing in video game products and have increased competition within the industry. Our competitors may spend more money and time on developing and testing products, undertake more extensive marketing campaigns, adopt more aggressive pricing policies, pay higher fees to licensors for desirable motion picture, television, sports, music and character properties, pay more to third-party software developers, or otherwise develop more commercially successful products for the PC or video game platforms than we do. In addition, competitors with large product lines and popular titles typically have greater leverage with retailers, distributors, and other customers who may be willing to promote titles with less consumer appeal in return for access to those competitors' more popular titles.

        We also compete with other forms of interactive entertainment, such as casual games like iPhone applications and other mobile phone games, and games developed for use by consumers on the iPad or social networking sites, most of which are currently free to play. Increased consumer acceptance and increases in the availability of such games or other online games, availabilityconsumer acceptance and consumer acceptanceavailability of technology which allows users to play games on televisions without consoles, 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 console and hand-heldhandheld products.


Table of Contents

        Additionally, we compete with other forms of entertainment and leisure activities. For example, the overall growth in the use of the Internet and online services such as social networking sites by consumers may pose a competitive threat if customers and potential customers spend less of their available time using interactive entertainment software and more using the Internet, including those online services.

We have taken,The development of quality products requires substantial up-front expenditures, and continuewe may not be able to take, cost-reduction actions. Our ability to complete these actions and the impact of such actions onrecover those costs for our business may be limited by a variety of factors. The cost-reduction actions, in turn, may expose us to additional development risk and have an adverse effect on our revenue and profitability.future products.

        A significant portionConsumer preferences for games are usually cyclical and difficult to predict, and even the most successful titles remain popular for only limited periods of our sellingtime, unless refreshed with new content or otherwise enhanced. In order to remain competitive, we must continuously develop new products or enhancements to existing products. The amount of lead time and general and administrative expense is comprised of personnel and facilities. We have been reducing costs by discontinuingcost involved in the development of quality products is increasing, and publicationthe longer the lead time involved in developing a product and the greater the allocation of titles, closing facilitiesfinancial resources to such product, the more critical it is that we accurately predict consumer demand for such product. If our future products do not achieve expected market acceptance or generate sufficient revenues upon introduction, we may not be able to recover the substantial development and reducingmarketing costs associated with those products, and our employee population. The impactfinancial results could suffer.

Sales of these cost-reduction actions on our revenue and profitabilitySkylanders Spyro's Adventure may be influencedaffected by factors including:

The uncertainty of current worldwide economic conditions makes budgeting and forecasting very difficult.We may overestimate demand for a product, incurring unrecoverable manufacturing costs

        We pay a licensing fee to the hardware manufacturer for each copy of a product manufactured for that manufacturer's game platform, regardless of whether that product is sold. If we overestimate demand and make too many physical "boxed" copies of any title, we will incur unrecoverable manufacturing costs for unsold units, which may negatively affect our profitability.

A substantial portion of Activision Blizzard's revenues is derived from subscriptions paid by World of Warcraft subscribers. If we are unable to predictsustain this business model or these customers cancel their subscriptions, our results of operations may suffer.

        A substantial portion of our revenues is generated by subscription fees paid by consumers who playWorld of Warcraft. Typically,World of Warcraft subscribers purchase one to six month memberships that are cancelable, without penalty, at the likely durationend of the current adversemembership period. IfWorld of Warcraft subscribers become dissatisfied, they may chose not to renew their memberships in order to engage in other forms of entertainment (including competing MMORPG offerings) and we may not be able to replace lost subscribers. Additionally, if general economic conditions in the U.S.decline, consumers may decrease their discretionary spending on entertainment items such as MMORPGs and other countries, and all of the effects those conditionsusers may have on our business. In particular, the uncertainty of current worldwide economic conditions subjects our forecastschoose not to heightened risks and uncertainties.renew


Table of Contents

theirWorld of Warcraft subscriptions. A decrease in the overall subscription base ofWorld of Warcraft could substantially harm our operating results.

We are exposed to seasonality in the sale of our products.

        The interactive entertainment industry is highly seasonal, with the highest levels of consumer demand occurring during the year-end holiday buying season in the fourth quarter of the year. As a result, net revenues, gross profits, and operating income have historically been highest during the second half of the year. Receivables and credit risk are likewise higher during the second half of the year, as customers stock up on our products for the holiday season. Further, delays in development, licensor approvals, or manufacturing can also affect the timing of the release of products, causing us to miss key selling periods such as the year-end holiday buying season.

We depend on servers to operate our games with online features, such as our MMORPG, and our digital service with online features. If we were to lose server capacity, for any reason, our business could suffer.

        Our business relies on the continuous operation of our data servers. Any broad-based catastrophic server malfunction, a significant intrusion by hackers that circumvents our security measures, or a failure of our disaster recovery service would likely interrupt the operation of our MMORPG,World of Warcraft, and other games of ours with online features, and our digital service,Call of Duty Elite, and could result in the loss of sales for such games (including subscription-based sales forWorld of Warcraft) or subscriptions forCall of Duty Elite. An extended interruption of service could also harm our reputation and operating results.

        We must project our future server needs and make advance purchases of servers to accommodate expected business demands. If we underestimate the amount of server capacity our business requires or if our business were to grow more quickly than expected, our customers may experience service problems, such as slow or interrupted gaming access. Insufficient server capacity may result in decreased sales, a loss of our customer base, and adverse consequences to our reputation. Conversely, if we overestimate the amount of server capacity required by our business, we may incur additional operating costs that would adversely affect our operating margins.

We may not accurately predict the amount of Internet bandwidth necessary to sustain our online gaming businesses.

        Our online gaming businesses are dependent on the availability of sufficient Internet bandwidth. An increase in the price of bandwidth could have an adverse effect on operating margins, since we may not be able to increase our prices or subscriber levels to compensate for such costs. Because of the importance of our online business to our revenues and results of operations, our ability to access adequate bandwidth to support our business is critical. To secure bandwidth access, we have entered into arrangements with several bandwidth providers and entered into long-term contracts with some of them to secure future bandwidth capacity. If the price of bandwidth were to decrease, our contractual commitments to pay higher prices could affect our ability to compete with other video game producers.

        Conversely, because we purchase additional bandwidth based on anticipated growth, our bandwidth capacity is sometimes larger than necessary to sustain our existing needs. If our projected online business growth is delayed or does not occur, we will incur larger bandwidth expenses than necessary. If we underestimate the amount of bandwidth that our online business requires, and our purchased bandwidth capacity is insufficient to meet demand, our business and reputation may suffer.


Table of Contents

Vivendi owns a majority of our outstanding shares of common stock and the interests of Vivendi and its subsidiaries may conflict with the interests of our other shareholders.

        Vivendi and its subsidiaries currently ownowned approximately 61%60% of our issued and outstanding shares of common stock.stock at December 31, 2011.

        As a result of the Business Combination, Vivendi has the ability to nominate a majority of our board of directors and determine the outcome of certain matters submitted to our stockholders, such as the approval of significant transactions and the declaration of dividends on our common stock. As a result, actions that may be supported by a majority of stockholders other than Vivendi may be blocked by Vivendi. In addition, Vivendi's ownership may affect the liquidity in the market for our common stock.

        Furthermore, the ownership position and governance rights of Vivendi may discourage a third party from proposing a change of control or other strategic transaction concerning Activision Blizzard. As a result, our common stock may trade at prices that do not reflect a "control premium" to the same extent as do the stocks of similarly situated companies that do not have a stockholder with an ownership interest as large as Vivendi's ownership interest.

We are a "controlled company" within the meaning of NASDAQ rules and, as a result, are exempt from certain corporate governance requirements.

        For so long as Vivendi or any other entity or group owns more than 50% of the total voting power of our common shares, we will be a "controlled company" within the meaning of NASDAQ rules and, as a result, qualify for exemptions from certain corporate governance requirements. As a controlled company, we are exempt from several NASDAQ standards, including the requirements:

        We currently rely on these exemptions and as a result, a majority of our Board is not independent (as defined by the NASDAQ rules). In addition, while we have a nominating and corporate governance committee and a compensation committee, these committees do not consist entirely of independent directors. Accordingly, our stockholders do not have the same protections afforded to stockholders of companies that are subject to all of the NASDAQ corporate governance requirements.

Subject to certain limitations, Vivendi may sell common stock at any time, which could cause our stock price to decrease.

        Vivendi may sell the shares of our stock that it owns, including pursuant to a registered underwritten public offering under the Securities Act of 1933, as amended (the "Securities Act"), or in accordance with Rule 144 under the Securities Act. We have entered into an investor agreement with Vivendi, which includes registration rights and which gives Vivendi the right to require us to register all or a portion of its shares at any time, subject to certain limitations. The sale of a substantial number of shares of common stock by Vivendi within a short period of time could cause our stock price to decrease, and make it more difficult for us to raise funds through future offerings of common stock. On November 11, 2011, Vivendi and its affiliates sold 35 million shares of our stock for $12.05 per share.

Our salesWe are involved in legal proceedings that may decline substantially without warning andresult in a brief period of time because a substantial portion of our sales are made to a relatively small number of key customers and because we do not have long-term contracts for the sale of our products.adverse outcomes.

        InFrom time to time, we are involved in claims, suits, government investigations and proceedings arising from the U.S. and Canada, Activision has primarily sold its boxed products on a direct basisordinary course of our business, including actions with respect to mass-market retailers, consumer electronics stores, discount warehouses, and game specialty stores.intellectual property


Table of Contents


Activision boxedclaims, competition and antitrust matters, privacy matters, tax matters, labor and employment claims and commercial claims. Such claims, suits, government investigations and proceedings are inherently uncertain and their results cannot be predicted with certainty. Regardless of the outcome, such legal proceedings can have an adverse impact on us because of legal costs, diversion of management resources and other factors. In addition, it is possible that a resolution of one or more such proceedings could result in substantial fines and penalties, criminal sanctions, consent decrees or orders preventing us from offering certain features, functionalities, products or services, requiring us to change our development process or other business practices, which could adversely affect our business, financial position, results of operations or liquidity.

We may be subject to intellectual property claims.

        As the number of interactive entertainment software products increases and the features and content of these products continue to overlap, software developers increasingly may become subject to infringement claims. Further, many of our products are sold internationallyhighly realistic and feature materials that are based on a direct-to-retail basis, through third-party distribution and licensing arrangements and throughreal world examples, which may also be the subject of intellectual property infringement claims of others. In addition, our wholly-owned European distribution subsidiaries. Activision's salesproducts often utilize complex, cutting-edge technology that may become subject to emerging intellectual property rights of others. Although we take steps to avoid knowingly violating the intellectual property rights of others, it is possible that third parties still may claim infringement, particularly since there are made primarily on a purchase order basis without long-term agreements or other forms of commitments. We had one customer, GameStop, which accounted for approximately 12% of our consolidated net revenues in 2010. We had two customers, GameStop and Wal-Mart, which accounted for 12% and 18% of consolidated gross receivables at December 31, 2010, respectively. The loss of, or significant reduction in sales to, any of Activision's principal retail customers or distributors could significantly harm our business and financial results. The concentration of sales in a smallan increasing number of large customers alsocompanies which focus their efforts exclusively on enforcing their patent rights.

        From time to time, we receive communications from third parties regarding such claims. Existing or future infringement claims against us, whether valid or not, may be time consuming, distracting to management and expensive to defend. Further, intellectual property litigation or claims could makeforce us more vulnerable to collection risk ifdo one or more of these large customers becomes unable to pay for ourthe following:

        Any of these business partners are highly-leveraged or small businesses thatactions may be particularly vulnerable to difficult economic conditions. As a result of current economic conditions, we are subject to heightened counterparty risks, including the risks that our business partners may default on their obligations to us or seek protection under the bankruptcy laws.

        For example, retailers and distributors in the interactive entertainment industry have from time to time experienced significant fluctuations in their businesses and a number of them have failed. We typically make sales to most retailers and some distributors on unsecured credit, with terms that vary depending upon the customer's credit history, solvency, credit limits, and sales history, as well as whether the customer can obtain sufficient credit insurance. Challenging economic conditions may impair the ability of our customers to pay for products they have purchased, and as a result, our reserves for doubtful accounts and write-off of accounts receivable could increase and, even if increased, may turn out to be insufficient. Moreover, even in cases where we have insolvency risk insurance to protect against a customer's bankruptcy, insolvency, or liquidation, this insurance typically contains a significant deductible and co-payment obligation, and does not cover all instances of non-payment. As a result, a payment default by, or the insolvency or business failure of, a significant customer could significantly harm our business and financial results.

        The insolvency or business failure of other types of business partners could result in disruptions to the manufacturing or distribution of our products or the cancellation of contractual arrangements that we consider to be favorable.

The increasing importance of digital sales to our business exposes us to the risks of that business model, including greater competition

        The proportion of our revenue derived from digital content delivery as compared to traditional retail sales is increasing. This will also require us to dedicate capital to developing and implementing alternative marking strategies, which we may not do successfully. The increased importance of digital content delivery in the industry overall increases our potential competition, as the minimum capital needed to produce and publish a game delivered digitally may be significantly less than that needed to produce and publish one that is purchased through retail distribution and is played on a game console. It may also reduce overall demand for our distribution services. If either occurs, our revenues, margins, and profitability could decline.

We are exposed to seasonality in the sale of our products.

        The interactive entertainment industry is highly seasonal, with the highest levels of consumer demand occurring during the year-end holiday buying season. As a result, net revenues, gross profits, and operating income have historically been highest during the second half of the year. Receivables and credit risk are likewise higher during the second half of the year as customers stock up on our products for the holiday season. Further, delays in development, licensor approvals, or manufacturing can also


Table of Contents


affect the timing of the release of products, causing us to miss key selling periods such as the year-end holiday buying season.

As online functionality has become an increasingly important feature of our software products, we may need to defer the recognition of an increasing amount of revenue, which may adversely affect the net revenue, net income and earnings per share that we will report under U.S. GAAP in any given period.

        As online functionality has become a more important component of gameplay, an increasing number of our online-enabled games contain a more-than-inconsequential separate service deliverable in addition to the product, and our performance obligations for these games extend beyond the sale of the games. Vendor-specific objective evidence of fair value does not exist for the online services, as we do not plan to separately charge for this component of online-enabled games. As a result, we recognize revenues from the sale of certain online-enabled games for certain platforms ratably over an estimated service period. In addition, we defer the costs of sales of those titles. If we are required to recognize a greater portion of the revenue of a sale after shipment, or if we are required to recognize revenue over a longer service period, there may be an adverse effect on our reported net revenue, net income and earnings per share under accounting principles generally accepted in the United States of America.

We may permit our customers to return products and to receive pricing concessions which could reduce net revenues and results of operations.

        We are exposed to the risk of product returns and price protection with respect to our distributors and retailers. Return policies allow distributors and retailers to return defective, shelf-worn, damaged and certain other products in accordance with terms granted. Price protection, when granted and applicable, allows these distributors and retailers a credit against amounts owed with respect to merchandise unsold by them. We may permit product returns from, or grant price protection to, our customers under certain conditions. These conditions may include compliance with applicable payment terms, delivery of weekly inventory and sell-through reports, and consistent participation in the launches of premium title releases. We may also consider other factors, including the facilitation of slow-moving inventory and other market factors. When we offer price protection, it may be offered with respect to a particular product to all of our retail customers (although only customers who meet the conditions detailed above are entitled to such price protection). Activision also offers a 90-day limited warranty to its end users that Activision products will be free from manufacturing defects. Although we maintain a reserve for returns and price protection, and although we may place limits on product returns and price protection, we could be forced to accept substantial product returns and provide substantial price protection to maintain our relationships with retailers and our access to distribution channels. Product returns and price protection that exceed our reserves could significantly harm our business and financial results.

Changes in tax rates or exposureOur products may be subject to additional tax liabilities could adversely affect our operating results and financial condition.legal claims.

        We are subjectIn prior years, at least two lawsuits have been filed against numerous video game companies, including against Activision, by the families of victims who were shot and killed by teenage gunmen in attacks perpetrated at schools. These lawsuits alleged that the video game companies manufactured and/or supplied these teenagers with violent video games, teaching them how to income taxesuse a gun and causing them to act out in a violent manner. These lawsuits have been dismissed. Similar additional lawsuits may be filed in the U.S. and in various other jurisdictions. Significant judgmentfuture. Although our general liability insurance carrier has agreed to defend lawsuits of this nature with respect to the prior lawsuits, it is required in determining our worldwide provision for income taxes and,uncertain whether insurance carriers would do so in the ordinary course of business, there are many transactions and calculations where the ultimate tax determination is uncertain. We are required to estimate future, taxes. Althoughor if such insurance carriers would cover all or any amounts for which we currently believe our tax estimates are reasonable, the estimate process is inherently uncertain, andmight be liable if such estimatesfuture lawsuits are not binding on tax authorities. The effective tax rate could be adversely affected by changesdecided in our favor. If such future lawsuits are filed and ultimately decided against us and the business, includingrelevant insurance carrier does not cover the mix of earnings in countries with differing statutory tax rates, changes in tax elections, and changes in applicable tax laws, as well as other factors. Further, tax determinations are regularly subject to audit by tax authorities and developments in those audits could adversely affect our income tax provision.


Table of Contents


Should the ultimate tax liability exceed estimates, our income tax provision and net income could be adversely affected.

        We are also required to pay taxes other than income taxes, such as payroll, sales, use, value-added, net worth, property, and goods and services taxes, in both the U.S. and various other jurisdictions. Tax authorities regularly examine these non-income taxes. There can be no assurance that the outcomes from these examinations, changes in the business or changes in applicable tax rules will not have an adverse effect on our operating results and financial condition.

The development of quality products requires substantial up-front expenditures, andamounts for which we may not be able to recover those costs for our future products.

        Consumer preferences for games are usually cyclical and difficult to predict, and even the most successful titles remain popular for only limited periods of time, unless refreshed with new content or otherwise enhanced. In order to remain competitive, we must continuously develop new products or enhancements to existing products. The amount of lead time and cost involved in the development of quality products is increasing, and the longer the lead time involved in developing a product and the greater the allocation of financial resources to such product, the more criticalliable, it is that we accurately predict consumer demand for such product. If our future products do not achieve expected market acceptance or generate sufficient revenues upon introduction, we may not be able to recover the substantial development and marketing costs associated with those products, and our financial results could suffer.

A substantial portion of our revenue and profitability depends on the success of our Call of Duty franchise in the first-person action game category. If we do not maintain our leadership position in this category, our financial results could suffer.

        Activision Blizzard is a leading global developer, publisher and distributor in terms of revenues in the first-person action game category, due to the popularity of Activision'sCall of Duty franchise. Revenues from this game comprise a significant portion of our consolidated revenues. To remain a leader in the first-person action game category, it is important that we continue develop new games in theCall of Duty franchise that are favorably received by both our existing customer base and new customers. A number of software publishers have developed and commercialized, or are currently developing, first-person action games which pose a threat to the popularity ofCall of Duty, and we expect new competitors to continue to emerge in the first-person action category. If consumer demand forCall of Duty games declines and we have not introduced new first-person action games or other products that replaceCall of Duty's potentially decreasing revenue, or added other sources of revenue, our financial condition could suffer. Additionally, if consumer preferences trend away from first-person action games, our revenue and profitability may decline.

A substantial portion of our revenue and profitability depends on the subscription-based massively multiplayer online role-playing game category. If we do not maintain our leadership position in this category, our financial results could suffer.

        Blizzard is the leading global developer, publisher and distributor in terms of subscriber base and revenues in the subscription-based MMORPG category, due primarily to the popularity of Blizzard'sWorld of Warcraft and related expansion packs. Subscription revenues from this game comprise a significant portion of our consolidated revenues. To remain the leader in the MMORPG category, it is important that we continue to refreshWorld of Warcraft or develop new MMORPG products that are favorably received by both our existing customer base and new customers. A number of software publishers have developed and commercialized, or are currently developing, online games for use by consumers over the Internet which pose a threat to the popularity ofWorld of Warcraft, and we expect new competitors to continue to emerge in the MMORPG category. If consumer demand forWorld of


Table of Contents


Warcraft games declines and we have not introduced new MMORPG or other products that replaceWorld of Warcraft's potentially decreasing revenue, or added other sources of revenue, our financial condition could suffer. Additionally, if new technologies are developed that replace MMORPG games, consumer preferences trend away from MMORPG games or new business models emerge that offer online subscriptions for free or at a substantial discount to current MMORPG subscription fees, our revenue and profitability may decline.

A substantial portion of Activision Blizzard's revenues is derived from subscriptions paid by World of Warcraft subscribers. If we are unable to sustain this business model or these customers cancel their subscriptions, our results of operations may suffer.

        A substantial portion of our revenues is generated by subscription fees paid by consumers who playWorld of Warcraft. Typically,World of Warcraft subscribers purchase one to three month memberships that are cancelable, without penalty, at the end of the membership period. IfWorld of Warcraft subscribers become dissatisfied, they may chose not to renew their memberships in order to engage in other forms of entertainment (including competing MMORPG offerings) and we may not be able to replace lost subscribers. Additionally, if general economic conditions do not improve, consumers may decrease their discretionary spending on entertainment items such as MMORPG games and users may choose not to renew theirWorld of Warcraft subscriptions. A decrease in the overall subscription base ofWorld of Warcraft could substantially harm our operating results.

We depend on servers to operate our MMORPG business and other games of ours that have online features. If we were to lose server capacity, for any reason, our business could suffer.

        Our business relies on the continuous operation of our data servers. Any broad-based catastrophic server malfunction, a significant intrusion by hackers that circumvents our security measures, or a failure of our disaster recovery service would likely interrupt the operation of our MMORPG game,World of Warcraft, and other games of ours with online features and could result in the loss of sales for such games (including subscription-based sales forWorld of Warcraft). An extended interruption of service could also harm our reputation and operating results.

        We must project our future server needs and make advance purchases of servers to accommodate expected business demands. If we underestimate the amount of server capacity our business requires or if our business were to grow more quickly than expected, our customers may experience service problems, such as slow or interrupted gaming access. Insufficient server capacity may result in decreased sales, a loss of our customer base, and adverse consequences to our reputation. Conversely, if we overestimate the amount of server capacity required by our business, we may incur additional operating costs that would adversely affect our operating margins.

If we do not continue to attract and retain skilled personnel, we will be unable to effectively conduct our business.

        Our success depends to a significant extent on our ability to identify, hire, retain and utilize the abilities of qualified personnel, particularly personnel with the specialized skills needed to create the high-quality "hit" titles upon which our business is substantially dependent. The software industry is characterized by a high level of employee mobility and aggressive recruiting among competitors for employees with technical, marketing, sales, product development, and management skills. We may have difficulties in attracting and retaining skilled personnel or may incur significant costs in order to do so. If we are unable to attract additional qualified employees or retain and utilize the services of key personnel, our business and financial results could be negatively impacted.


Table of Contents


A substantial portion of World of Warcraft's subscribers pays their subscription fees using credit cards. Credit card fraud could have a negative impact on our business and operating results.

        A substantial portion of the subscription revenue generated byWorld of Warcraft is paid by subscribers using credit cards. At times, there may be attempts to use fraudulently obtained credit card numbers to pay forWorld of Warcraft upgrades or subscriptions. Additionally, the credit card numbers ofWorld of Warcraft's subscribers are maintained in a proprietary database that may be compromised internally or externally. As fraudulent schemes become more sophisticated, it may become more difficult and more costly for us to detect credit card fraud and protect subscriber information. An increase in credit card fraud could have an adverse effect on our business and operatingfinancial results. Payment of


Table of Contents

significant claims by insurance carriers may make insurance coverage materially more expensive or unavailable in the future, thereby exposing us to additional risk.

Our products are subject to the threat of piracy and unauthorized copying, and inadequate intellectual property laws and other protections could prevent us from enforcing or defending our proprietary technologies. We may not accurately predict the amountalso face legal risks arising out of Internet bandwidth necessary to sustain our online gaming businesses.user-generated content.

        OurWe regard our software as proprietary and rely on a variety of methods, including a combination of copyright, patent, trademark and trade secret laws and employee and third-party nondisclosure agreements, to protect our proprietary rights. We own or license various copyrights, patents and trademarks. We are aware that some unauthorized copying occurs, and if a significantly greater amount of unauthorized copying of our software products were to occur, it could cause harm to our business and financial results.

        Policing unauthorized sale, distribution and use of our products is difficult, and software piracy (including online gaming businessespiracy) is a persistent problem. Further, the laws of some countries where our products are dependentor may be distributed either do not protect their products and intellectual property rights to the same extent as the laws of the U.S., or are poorly enforced. Legal protection of our rights may be ineffective in such countries. In addition, though we take steps to make the unauthorized sale, distribution and use of our products more difficult and to otherwise enforce and police our rights, as do the manufacturers of consoles on which a majority of those games we publish are played, our efforts and the efforts of the console manufacturers may not be successful in controlling the piracy of our products in all instances. The proliferation of technology designed to circumvent the protection measures used in our products, the availability of sufficientbroadband access to the Internet, bandwidth. An increasethe ability to download pirated copies of games from various Internet sites and peer-to-peer networks, and the widespread proliferation of Internet cafes using pirated copies of our products all have contributed to an expansion in piracy. This could have a negative effect on our growth and profitability in the price of bandwidth could have an adverse effect on operating margins since we may not be able to increase our prices or subscriber levels to compensate for such costs. Because of the importance of our online business to our revenues and results of operations,future.

        Moreover, as user-generated content increases, our ability to accessprotect our intellectual property rights and to avoid infringing intellectual property rights of others may diminish. We cannot be certain that existing intellectual property laws will provide adequate bandwidth to supportprotection for our business is critical. To secure bandwidth access, we have entered into arrangementsproducts in connection with several bandwidth providers and entered into long-term contracts with some of them to secure future bandwidth capacity. If the price of bandwidth were to decrease, our contractual commitments to pay higher prices could affect our ability to compete with other video game producers.

        Conversely, because we purchase additional bandwidth based on anticipated growth, our bandwidth capacity is sometimes larger than necessary to sustain our existing needs. If our projected online business growth is delayed or does not occur, we will incur larger bandwidth expenses than necessary. If we underestimate the amount of bandwidth that our online business requires, and our purchased bandwidth capacity is insufficient to meet demand, our business and reputation may suffer.emerging technologies.

The importance to our business of the "smart toys" related to one of our expected new titles will exposeSkylanders Spyro's Adventure exposes us to hardware manufacturing and shipping risks, including availability of sufficient third-party manufacturing capacity and increases in manufacturing and shipping costs.

        A new title we expect to launch in 2011,Skylanders Spyro's Adventure, will involve involves "smart toys" consisting of action figures and an electronic "portal" which, when used together, will allow a player to store and access information about his character's performance in the game. We anticipate that manyMany of the manufacturers of those "smart toys" will beare located in China. Anything that impacts the ability of those manufacturers to produce or otherwise supply the toys for us or increases their costs of production, including the utilization of any such manufacturer's capacity by another company, changes in safety, environmental or other regulations applicable to the toys and the manufacturing thereof, natural or manmade disasters that disrupt manufacturing, transportation or communications, labor shortages, civil unrest or issues generally negatively impacting international companies operating in China, increases in the price of petroleum or other raw materials, increases in fuel prices and other shipping costs, and increases in local labor costs in China, may adversely impact our ability to supply those toys to the market and the prices we must pay for those toys, and therefore our financial performance. Moreover, the failure of those manufacturers to consistently deliver action figures and portals meeting the quality and safety standards we require could adversely impact our financial performance.

Sales of one of our expected new titles may be affected by the availability of toys, which will increase our exposure to imbalances between projected and actual demand.

Skylanders Spyro's Adventure will involve "smart toys" consisting of action figures and an electronic "portal" which, when used together, will allow a player to store and access information about his


Table of Contents


character's performance in the game. We intend to sell the toys both bundled with the software for the title and on a stand-alone basis. Consumers may not want to buy the related software if they cannot also buy the "smart toys". If we underestimate demand or otherwise are unable to produce sufficient quantities of toys of an acceptable quality or allocate too few toys to geographic markets where demand exceeds supply, we will forego revenue. This may also create greater opportunities for competitors to develop competitive product offerings. In addition, if we overestimate demand and make too many toys, or allocate too many toys to geographic markets where there is insufficient demand, we will incur unrecoverable manufacturing costs for unsold units as well as for unsold game software. In either case, toy manufacturing and allocation decisions may negatively affect our financial performance.

If we are unable to successfully develop or market owned intellectual property, we may publish fewer successful titles and our revenues may decline.

        Some of our products are based on intellectual property that we have developed internally or acquired from third parties. Consumers have historically preferred titles which are part of established franchises to titles based on new intellectual property, and if new intellectual property does not gain market acceptance, whether because we are unable to successfully create consumer appeal and brand recognition or otherwise, our revenues, margins, and profitability could decline. Further, if the popularity of our owned intellectual property declines, our revenues, margins, and profitability could decline, and we may have to write off the unrecovered portion of the underlying intellectual property assets, any of which could harm our business and financial results.

If we are unable to maintain or acquire licenses to intellectual property, we may publish fewer "hit" titles and revenues may decline.

        Some of our products are based on intellectual property and other character or story rights licensed from third parties. These license and distribution agreements are limited in scope and time, and we may not be able to renew key licenses when they expire or to include new products in existing licenses. Our loss of a significant number of intellectual property licenses or relationships with licensors, or inability to obtain additional licenses of significant commercial value, could have an adverse effect on our ability to develop new products and therefore on our business and financial results. Additionally, the failure of intellectual property we license to be, or remain, popularly received could impact the market acceptance of those products in which the intellectual property is included. Such lack of market acceptance could result in the write-off of the unrecovered portion of acquired intellectual property assets, which could harm our business and financial results. Furthermore, the competition for these licenses and distribution agreements is often intense. Competition for these licenses may also increase the advances, guarantees, and royalties that must be paid to the licensor.

We may be subject to intellectual property claims.

        As the number of interactive entertainment software products increases and the features and content of these products continue to overlap, software developers increasingly may become subject to infringement claims. Many of our products are highly realistic and feature materials that are based on real world examples, which may be the subject of intellectual property infringement claims of others. In addition, our products often utilize complex, cutting-edge technology that may become subject to emerging intellectual property rights of others. Although we take steps to avoid knowingly violating the intellectual property rights of others, it is possible that third parties still may claim infringement. From time to time, we receive communications from third parties regarding such claims. Existing or future infringement claims against us, whether valid or not, may be time consuming, distracting to management and expensive to defend.


Table of Contents

        Intellectual property litigation or claims could force us to do one or more of the following:

    cease selling, incorporating, supporting or using products or services that incorporate the challenged intellectual property;

    obtain a license from the holder of the infringed intellectual property, which if available at all, may not be available on commercially favorable terms;

    redesign the affected interactive entertainment software products, which could result in additional costs, delay introduction and possibly reduce commercial appeal of the affected products; or

    pay damages to the holder of the infringed intellectual property for past infringements.

        Any of these actions may harm our business and financial results.

Fluctuations in currency exchange rates may have a negative impact on our results of operations.

        We transact business in various currencies other than the U.S. dollar and have significant international sales and expenses denominated in currencies other than the U.S. dollar, subjecting us to currency exchange rate risks. A substantial portion of our international sales and expenses are denominated in local currencies, including certain major currencies, such as the euro and U.K. pound, and emerging market currencies, such as the South Korean won and Chinese renminbi, which could fluctuate against the U.S. dollar. We have, in the past, utilized currency derivative contracts to hedge certain foreign exchange exposures, with hedge tenors of generally less than 12 months, as well as managing these exposures with natural offsets. We may also, from time to time, hedge non-U.S. dollar earnings. Our principal counterparty in respect of currency derivative contracts is Vivendi, though we periodically evaluate and may use similar arrangements with other counterparties. There can be no assurance that we will continue these programs, or that we will be successful in managing exposure to currency exchange rate risks.

We rely on independent third parties to develop some of our software products.

        We rely on independent third-party software developers to develop some of our software products. Because we depend on these developers, we are subject to the following risks:

    continuing strong demand for top-tier developers' resources, combined with the recognition they receive in connection with their work, may cause developers who worked for us in the past either to work for a competitor in the future or to renegotiate agreements with us on terms less favorable to us;

    limited financial resources and business expertise and inability to retain skilled personnel may force developers out of business prior to completing products or require us to fund additional costs; and

    a competitor may acquire the businesses of key developers or sign them to exclusive development arrangements. Inarrangements and, in either case, we would not be able to continue to engage such developers' services for our products, except for any period of time for which those developers that are contractually obligated to complete development for us.

        Increased competition for skilled third-party software developers also has compelled us to agree to make significant advance payments on royalties to game developers. If the products subject to these arrangements do not generate sufficient revenues to recover these royalty advances, we would have to write-off unrecovered portions of these payments, which could harm our business and financial results. Typically, we pay developers a royalty based on a percentage of net revenues from product sales, less agreed upon deductions, but from time to time, we have agreed to pay developers fixed per unit


Table of Contents


product royalties after royalty advances are fully recouped. To the extent that sales prices of products on which we have agreed to pay a fixed per unit royalty are marked down, our profitability could be adversely affected.

Our platform licensors set the royalty rates and other fees that must be paid to publish games for their platforms, and therefore have significant influence on our costs.

        We pay a licensing fee to the hardware manufacturer for each copy of a product manufactured for that manufacturer's game platform. In order to publish products for new hardware platforms, we must take a license from the platform licensor which gives the platform licensor the opportunity to set the fee and/or price that we must pay in order to publish games for that platform. Similarly, the platform licensors have retained the flexibility to change their fee structures and/or pricing for online gameplay and features for their consoles and the manufacturing of products. The control that platform licensors have over the fee structures and/or pricing for their platforms and online access makes it difficult for us to predict our costs and profitability in the medium to longmedium-to-long term. It is also possible that platform licensors will not renew our existing licenses. Any increase in fee structures and/or pricing, or nonrenewal of licenses, could have a significant negative impact on our business models and profitability, particularly for Activision, as the publishing of products for console systems is the largest portion of Activision's business.

Our business is highly dependent on the success, timely release and availability of new video game platforms and on the continued availability of, and support for, existing video game platforms, as well as our ability to develop commercially successful products for these platforms.

        We derive a substantial portion of our revenue from the sale of products for play on video game platforms manufactured by third parties, such as Sony's PlayStation 3PS3 and PlayStation Portable, Microsoft's Xbox 360 and Nintendo's Wii and NDS.DS. For example, sales of products for consoles accounted for 52%51% of our consolidated net revenue in 2010.2011. The success of our business is driven in large part by the availability of an adequate supply of these video game platforms and the continued support for these


Table of Contents

platforms by their manufacturers, our ability to accurately predict which platforms will be successful in the marketplace, and our ability to develop commercially successful products for these platforms. We must make product development decisions and commit significant resources well in advance of the anticipated introduction of a new platform. A new platform for which we are developing products may be delayed, may not succeed or may have a shorter life cycle than anticipated. Alternatively, a platform for which we have not devoted significant resources could be more successful than initially anticipated, causing us to miss a meaningful revenue opportunity. Additionally, if the platforms for which we are developing products are not released when anticipated, are not available in adequate quantities to meet consumer demand, or do not attain wide market acceptance ore are not adequately supported by their manufacturers, our revenues may suffer, we may be unable to fully recover our investment in developing those products, and our financial performance may be harmed.

Transitions in console platforms could adversely affect the market for interactive entertainment software.

        In 2005, Microsoft released the Xbox 360 and, in 2006, Sony and Nintendo introduced the PlayStation 3PS3 and Wii, respectively. Nintendo has announced that it intends to launch its next-generation console, the Wii U, in all major regions by the 2012 year-end holiday buying season. When new console platforms are announced or introduced into the market, consumers typically reduce their purchases of game console entertainment software products for current console platforms in anticipation of new platforms becoming available. During these periods, sales of game console entertainment software products we publish may slow or even decline until new platforms are introduced and achieve wide consumer acceptance. This decline may not be offset by increased sales of products for the new console platforms. As console hardware moves through its life cycle, hardware manufacturers typically enact price reductions and decreasing prices may put downward pressure on software prices. During platform transitions, we may simultaneously incur costs both in continuing to develop and market new titles for prior-generation video game


Table of Contents


platforms, which may not sell at premium prices, and also in developing products for current-generation platforms, which will not generate immediate or near-term revenue. As a result, our operating results during platform transitions may be more volatile and more difficult to predict than during other times, and such volatility may cause greater fluctuations in our stock price.

We must make significant expenditures to develop products for new platforms that may not be successful.

        We must make substantial product development and other investments in a particular platform well in advance of introduction of the platform and may be required to realign our product portfolio and development efforts in response to market changes. Furthermore, development costs for new console platforms are greater than such costs for current console platforms. If increased costs are not offset by higher revenues and other cost efficiencies, operating results will suffer and our financial position will be harmed. If the platforms for which we develop new software products or modify existing products do not attain significant market penetration, we may not be able to recover our development costs, which could be significant, and our business and financial results could be significantly harmed.

If we are unable to sustain launch pricing on current-generation titles, our operating results will suffer.

        We expect to be able to price current-generation titles for the Microsoft Xbox 360, Sony's PlayStation 3 and the Nintendo Wii at a premium launch level, but if we are unable to sustain launch pricing on these current-generation titles, whether because retailers elect to price these products at a lower price, due to competitive pressure or otherwise, we may experience a negative effect on our margins and operating results.

Platform licensors are our chief competitors and frequently control the manufacturing of, and have broad approval rights over, our console and handheld video game products.

        Generally, when we develop interactive entertainment software products for hardware platforms offered by Sony, Nintendo or Microsoft, the products are manufactured exclusively by that hardware manufacturer or their approved replicator.

        The agreements with these manufacturers include certain provisions, such as approval rights over all software products and related promotional materials and the ability to change the fee they charge for the manufacturing of products, which allow them substantial influence over the cost and the release schedule of such interactive entertainment software products. In addition, because each of the


Table of Contents

manufacturers is also a publisher of games for its own hardware platforms and manufactures products for all of its other licensees, a manufacturer may give priority to its own products or those of our competitors in the event of insufficient manufacturing capacity. Accordingly, Sony, Nintendo or Microsoft could cause unanticipated delays in the release of our products as well as increases to projected development, manufacturing, marketing, or distribution costs, any of which could harm our business and financial results.

        In addition, platform licensors control our ability to provide online game capabilities for console platform products and, in large part, establish the financial terms and/or pricing on which these products and services are offered to consumers. Currently, Microsoft provides online capabilities for the Xbox 360, Sony provides online capabilities for PlayStation 3PS3 products, and Nintendo provides online capabilities for the Wii. In each case, compatibility code and/or the consent of the licensor are required for us to include online capabilities in its console products. As these capabilities become more significant, the failure or refusal of licensors to approve our products may harm our business and financial results.

Our sales may decline substantially without warning and in a brief period of time because a substantial portion of our sales are made to a relatively small number of key customers and because we do not have long-term contracts for the sale of our products.

        In the U.S. and Canada, Activision has primarily sold its boxed products on a direct basis to mass-market retailers, consumer electronics stores, discount warehouses, and game specialty stores. Activision boxed products are sold internationally on a direct-to-retail basis, through third-party distribution and licensing arrangements and through our wholly-owned European distribution subsidiaries. Activision's sales are made primarily on a purchase order basis without long-term agreements or other forms of commitments. While we did not have any single customer who accounted for 10% or more of our consolidated net revenues for 2011, we had one customer, GameStop, which accounted for approximately 12% of our consolidated net revenues in 2010. We had one customer, Wal-Mart, which accounted for 21% of consolidated gross receivables at December 31, 2011, and two customers, GameStop and Wal-Mart, which accounted for 12% and 18% of consolidated gross receivables at December 31, 2010, respectively. The loss of, or significant reduction in sales to, any of Activision's principal retail customers or distributors could significantly harm our business and financial results. The concentration of sales in a small number of large customers also could make us more vulnerable to collection risk if one or more of these large customers becomes unable to pay for our products or seeks protection under the bankruptcy laws. In addition, having such a large portion of our total net revenue concentrated in a few customers reduces our negotiating leverage with these customers.

Our business may be harmed if our distributors, retailers or other parties with which we do business cannot honor their existing credit arrangements, default on their obligations to us, or seek protection under the bankruptcy laws.

        We rely on various business partners for several important aspects of our business, including distribution of our products, product development and intellectual property licensing. Some of these business partners are highly-leveraged or small businesses that may be particularly vulnerable to difficult economic conditions. As a result of current economic conditions, we are subject to heightened counterparty risks, including the risks that our business partners may default on their obligations to us or seek protection under the bankruptcy laws.

        For example, retailers and distributors in the interactive entertainment industry have from time to time experienced significant fluctuations in their businesses and a number of them have failed. We typically make sales to most retailers and some distributors on unsecured credit, with terms that vary depending upon the customer's credit history, solvency, credit limits, and sales history, as well as whether the customer can obtain sufficient credit insurance. Challenging economic conditions may


Table of Contents

Weimpair the ability of our customers to pay for products they have purchased, and as a result, our reserves for doubtful accounts and write-off of accounts receivable could increase and, even if increased, may face difficulty obtaining access to retail shelf space necessary to market and sell our products effectively.

        Retailers typically have a limited amount of shelf space and promotional resources, and there is intense competition among consumer interactive entertainment software products for high quality retail shelf space and promotional support from retailers. To the extent that the number of products and platforms increases, competition for shelf space may intensify and may require us to increase our marketing expenditures. Retailers with limited shelf space typically devote the most and highest quality shelf space to those products expectedturn out to be best sellers. We cannot be certain that our new products will consistently achieve such "best seller" status. Dueinsufficient. Moreover, even in cases where we have insolvency risk insurance to increased competition for limited shelf space, retailersprotect against a customer's bankruptcy, insolvency, or liquidation, this insurance typically contains a significant deductible and distributors are in an increasingly better position to negotiate favorable termsco-payment obligation, and does not cover all instances of sale, including price discounts, price protection, marketing and display fees, and product return policies. Our products constitutenon-payment. As a relatively small percentageresult, a payment default by, or the insolvency or business failure of, most retailers' sales volume. We cannot be certain that retailers will continue to purchase our products or to provide those products with adequate levels of shelf space and promotional support on acceptable terms. A prolonged failure in this regard maya significant customer could significantly harm our business and financial results.

Increased sales        The insolvency or business failure of used video game productsother types of business partners could lower our sales.

        Certainresult in disruptions to the manufacturing or distribution of our larger customers sell used video games, which are generally priced lower than new video games and do not result in any revenueproducts or the cancellation of contractual arrangements that we consider to the publisher of the games. The market for these games may be growing. Sales of used video games could negatively affect our sales of new video games and have an adverse impact on our operating results.favorable.

We may not be able to maintain our distribution relationships with key vendors and customers.

        Our NBG and Centresoft subsidiaries distribute interactive entertainment software and hardware products and provide related services in Germany and the U.K., respectively, and via export in other European countries for a variety of entertainment software publishers, many of which are our competitors, and hardware manufacturers. From time to time, these subsidiaries also maintain exclusive relationships to serve certain retail customers. These services are generally performed subject to limited-term arrangements. Although we expect to use reasonable efforts to retain these vendors and retail customer relationships, we may not be successful in this regard. The cancellation or non-renewal of one or more of these arrangements could adversely affect our business and financial results.

Our products may bebusiness is subject to legal claims.the risks and uncertainties of international trade.

        In prior years, at least two lawsuits have been filed against numerous video game companies, including against Activision, byWe conduct business throughout the familiesworld, and we derive a substantial amount of victims who were shotrevenue from international trade, particularly from Europe, Asia and killed by teenage gunmen in attacks perpetrated at schools. These lawsuits allegedAustralia. We expect that the video game companies manufactured and/or supplied these teenagers with violent video games, teaching them howinternational revenues will continue to useaccount for a gun and causing them to act out in a violent manner. These lawsuits have been dismissed. Similar additional lawsuits may be filed in the future. Althoughsignificant portion of our general liability insurance carrier has agreed to defend lawsuits of this nature with respect to the prior lawsuits, it is uncertain whether insurance carriers would do sototal revenues in the future and, moreover, that our growth will depend on increased sales in emerging markets in Asia and elsewhere.

        As such, we are, and may be increasingly, subject to risks inherent in foreign trade generally, as well as risks inherent in doing business in emerging markets, including increased tariffs and duties, fluctuations in currency exchange rates, shipping delays, increases in transportation costs, international political, regulatory and economic developments and differing local business practices, all of which may impact operating margins or make it more difficult, if such insurance carriers would cover allnot impossible, for us to conduct business in foreign markets.

        A deterioration in relations between either us or the U.S. and any amounts forcountry in which we might be liable ifhave significant operations or sales, or the implementation of government regulations in such future lawsuits are not decideda country, including China in our favor. If such future lawsuits are filed and ultimately decided against us andparticular, could result in the relevant insurance carrier does not cover the amounts for which we may be liable, it could have an adverse effect onadoption or expansion of trade restrictions that harm our business and financialoperating results. PaymentFor instance, to operate in China,World of significant claimsWarcraft, StarCraft II and any other game must have regulatory approval. A decision by insurance carriers may make insurance coverage materially more expensivethe Chinese government to revoke its approval forWorld of Warcraft or unavailableStarCraft II or to decline to approve any other products we desire to sell in China in the future thereby exposing uswould adversely impact our operating results. Additionally, in the past, legislation has been implemented in China that has required modifications to additional risk.theWorld of Warcraft software. The future implementation of similar laws in China or any other country in which we have operations or sales may require engineering modifications to our products that are not cost-effective, if even feasible at all, or could degrade the customer experience to the point where customers cease to purchase such products.

        We are also subject to risks that our operations outside the U.S. could be conducted by our employees, contractors, representatives or agents in ways that violate the Foreign Corrupt Practices Act or other similar anti-bribery laws. While we have policies and procedures intended to ensure compliance with these laws, our employees, contractors, representatives and agents may take actions


Table of Contents


that violate our policies. Moreover, it may be more difficult to oversee the conduct of any such persons who are not our employees, potentially exposing us to greater risk from their actions. Any violations of those laws by any of those persons could have a negative impact on our business.

        Further, if government regulations or restrictions prevent us from repatriating internationally derived revenue into the U.S., or a country's tax structure makes repatriation prohibitively expensive, we may not transfer such revenue into the U.S., which could affect our ability to reinvest or utilize such amounts in our business.

        In addition, cultural differences may affect consumer preferences and limit the popularity of titles that are "hits" in the U.S or require us to modify the content of the games or the method by which we charge our customers for the games in order to be successful. If we do not correctly assess consumer preferences in the countries in our market, our sales and revenue may be lower than expected.

IfChanges in tax rates or exposure to additional tax liabilities could adversely affect our operating results and financial condition.

        We are subject to income taxes in the U.S. and in various other jurisdictions. Significant judgment is required in determining our worldwide provision for income taxes and, in the ordinary course of business, there are many transactions and calculations where the ultimate tax determination is uncertain. We are required to estimate future taxes. Although we currently believe our tax estimates are reasonable, the estimate process is inherently uncertain, and such estimates are not binding on tax authorities. The effective tax rate could be adversely affected by a variety of factors, including changes in the business, including the mix of earnings in countries with differing statutory tax rates, changes in tax elections, and changes in applicable tax laws. Further, tax determinations are regularly subject to audit by tax authorities and developments in those audits could adversely affect our income tax provision. Should the ultimate tax liability exceed estimates, our income tax provision and net income could be adversely affected.

        We are also required to pay taxes other than income taxes, such as payroll, sales, use, value-added, net worth, property, and goods and services taxes, in both the U.S. and various other jurisdictions. Tax authorities regularly examine these non-income taxes. There can be no assurance that the outcomes from these examinations, changes in the business or changes in applicable tax rules will not have an adverse effect on our operating results and financial condition.

Fluctuations in currency exchange rates may have a negative impact on our results of operations.

        We transact business in various currencies other than the U.S. dollar and have significant international sales and expenses denominated in currencies other than the U.S. dollar, subjecting us to currency exchange rate risks. A substantial portion of our international sales and expenses are denominated in local currencies, including certain major currencies, such as the euro and U.K. pound, and emerging market currencies, such as the South Korean won and Chinese renminbi, which could fluctuate against the U.S. dollar. We have, in the past, utilized currency derivative contracts to hedge certain foreign exchange exposures, with hedge tenors of generally less than 12 months, as well as managing these exposures with natural offsets. We may also hedge non-U.S. dollar earnings from time to time. Our principal counterparty in respect of currency derivative contracts is Vivendi, though we periodically evaluate and may use similar arrangements with other counterparties. There can be no assurance that we will continue these programs, or that we will be successful in managing exposure to currency exchange rate risks.


Table of Contents

Our reported financial results could be adversely affected by changes in financial accounting standards or by the application of existing or future accounting standards to our business as it evolves.

        Our reported financial results are impacted by the accounting policies promulgated by the SEC and national accounting standards bodies and the methods, estimates, and judgments that we use in applying our accounting policies. Policies affecting software revenue recognition have and could further significantly affect the way we report revenue related to our products contain defects,and services. We recognize all of the revenue from bundled sales (i.e., packaged goods video games that include an online service component) on a deferred basis over an estimated online service period for such games. In addition, we defer the costs of sales of those titles. We expect that an increasing number of our games will be online-enabled in the future and we could be required to recognize the related revenue over an extended period of time rather than at the time of sale. Further, as we increase our downloadable content and add new features to our online service, our estimate of the online service period may change and we could be required to recognize revenue, and defer related costs, over a longer period of time. As we enhance, expand and diversify our business and reputationproduct offerings, the application of existing or future financial accounting standards, particularly those relating to the way we account for revenue and taxes, could be harmed significantly.have an adverse effect on our reported net revenue, net income and earnings per share under accounting principles generally accepted in the United States of America in any given period.

We may permit our customers to return products and to receive pricing concessions which could reduce net revenues and results of operations.

        SoftwareWe are exposed to the risk of product returns and price protection with respect to our distributors and retailers. Return policies allow distributors and retailers to return defective, shelf-worn, damaged and certain other products as complex asin accordance with terms granted. Price protection, when granted and applicable, allows these distributors and retailers a credit against amounts owed with respect to merchandise unsold by them. We may permit product returns from, or grant price protection to, our customers under certain conditions. These conditions may include compliance with applicable payment terms, delivery of weekly inventory and sales, and consistent participation in the oneslaunches of premium title releases. We may also consider other factors, including the facilitation of slow-moving inventory and other market factors. When we publishoffer price protection, it may contain undetected errorsbe offered with respect to a particular product to all of our retail customers who meet the applicable conditions. Activision also offers a 90-day limited warranty to its consumer end users that Activision products will be free from manufacturing defects. Although we maintain a reserve for returns and defects. This risk is often higher when such products are first introduced or when new versions are released. Failureprice protection, and although we may place limits on product returns and price protection, we could be forced to avoid, oraccept substantial product returns and provide substantial price protection to timely detectmaintain our relationships with retailers and correct, such errors or defects could result in loss of, or delay in, market acceptance,our access to distribution channels. Product returns and price protection that exceed our reserves could significantly harm our business and financial results, and reputation.results. We face similar issues, including exposure to risk of chargebacks, with respect to consumer end users to whom we sell products directly, whether through Battle.net or otherwise.

Our products are subject to the threat of piracy and unauthorized copying, and inadequate intellectual property laws and other protections could prevent us from enforcing or defending our proprietary technologies. We may also face legal risks arising out of user-generated content.

        We regard our software as proprietarydifficulty obtaining access to retail shelf space necessary to market and rely on a variety of methods, including a combination of copyright, patent, trademark and trade secret laws and employee and third-party nondisclosure agreements, to protect our proprietary rights. We own or license various copyrights, patents, and trademarks. We are aware that some unauthorized copying occurs, and if a significantly greater amount of unauthorized copying of our software products were to occur, it could cause harm to our business and financial results.

        Policing unauthorized use ofsell our products is difficult, and software piracy (including online piracy) is a persistent problem for us,. Further, the laws of some countries where our products are or may be distributed either do not protect their products and intellectual property rights to the same extent as the laws of the U.S., or are poorly enforced. Legal protection of our rights may be ineffective in such countries. In addition, though we take steps to make the unauthorized copying and distribution of our products more difficult and to otherwise enforce and police our rights, as do the manufacturers of consoles on which some of those games (and a majority of those games published by Activision) are played, our efforts and the efforts of the console manufacturers may not be successful in controlling the piracy of our products in all instances. Organized pirate operations have been expanding globally. In addition, the proliferation of technology designed to circumvent the protection measures used in our products, the availability of broadband access to the Internet, the ability to download pirated copies of games from various Internet sites and peer-to-peer networks, and the widespread proliferation of Internet cafes using pirated copies of our products all have contributed to an expansion in piracy. This could have a negative effect on our growth and profitability in the future.

        Moreover, as user-generated content increases, our ability to protect our intellectual property rights and to avoid infringing intellectual property rights of others may diminish. We cannot be certain that existing intellectual property laws will provide adequate protection for our products in connection with emerging technologies.

Data breaches involving the source code for our products or customer or employee data stored by us could adversely affect our reputation and revenues.effectively.

        We store the source codeRetailers typically have a limited amount of shelf space and game assets for ourpromotional resources, and there is intense competition among consumer interactive entertainment software products as created. In addition, we store confidential information with respectfor high quality retail shelf space and promotional support from retailers. To the extent that the number of products and platforms increases, competition for shelf space may intensify and may require us to increase our customers and employees. A breach ofmarketing expenditures. Those issues are exacerbated to the systems on which such source code and assets, account information (including personally identifiable information) and other sensitive data is stored could lead to piracyextent one of our products involves something in addition to software or fraudulent activity resulting in claims and, lawsuits against us in connection with data security breaches. A data intrusion into a server for a game with online features,as such, asrequires additional shelf space, likeWorld of Warcraft orCall of DutySkylanders Spyro's Adventure, could also disrupt the operation of such game. If we are subject to data security breaches, we may have a loss in sales or be forced to pay damages or other amounts, which could adversely affect profitability. In addition, any damage to our reputation resulting from a data breach could haveincludes both action figures and an adverse impact on our revenues and future growth prospects, or increased costs arising from the implementation of additional security measures.electronic "portal". Retailers with limited shelf


Table of Contents


space typically devote the most and highest quality shelf space to those products expected to be best sellers. We cannot be certain that our new products will consistently achieve such "best seller" status. Due to increased competition for limited shelf space, retailers and distributors are in an increasingly better position to negotiate favorable terms of sale, including price discounts, price protection, marketing and display fees, and product return policies. Our products constitute a relatively small percentage of most retailers' sales volume. We cannot be certain that retailers will continue to purchase our products or to provide those products with adequate levels of shelf space and promotional support on acceptable terms. A prolonged failure in this regard may significantly harm our business and financial results.

If our marketing and advertising efforts fail to resonate with our customers, our business and operating results could be adversely affected.

        Our products are marketed worldwide through a diverse spectrum of advertising and promotional programs. Our ability to sell our products and services is dependent in part upon the success of these programs. If the marketing for our products and services fail to resonate with our customers, particularly during the critical holiday season or during other key selling periods, or if advertising rates or other media placement costs increase, these factors could have a material adverse impact on our business and operating results.

Increased sales of used video game products could lower our sales.

        Certain of our larger customers sell used video games, which are generally priced lower than new video games and do not result in any revenue to the publisher of the games. The market for these games may be growing. Sales of used video games could negatively affect our sales of new video games and have an adverse impact on our operating results.

Our products are subject to ratings by the Entertainment Software Rating Board and similar agencies. Our failure to obtain our target ratings for our products could negatively impact our sales.

        The Entertainment Software Rating Board (the "ESRB") is a self-regulatory body in the U.S. that provides consumers of interactive entertainment software with ratings information, including information relating to violence, nudity or sexual content contained in software titles. Certain countries other than the U.S. have also established similar rating systems as prerequisites for product sales in those countries. In some countries, a company may be required to modify its products to comply with the requirements of the rating systems, which could delay or disrupt the release of any given product, or may prevent its sale altogether in certain territories. The relevant ESRB ratings includerating categories are "Early Childhood" (age three and older), "Everyone" (age 6six and older), "Everyone 10+" (age 10 and older), "Teen" (age 13 and over), or "Mature" (age 17 and over) and "Adults Only"). Certain of our titles have received a "Mature" rating. Nonerating; none of our titles has received thean "Adults Only" rating (18 and over).rating. If we are unable to obtain the ratings we have targeted for our products 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.

Our business, products, and distribution are subject to increasing regulation of content in key territories. If we do not successfully respond to these regulations, our business may suffer.

        Legislation is continually being introduced that may affect both the content and the distribution of our products. Those laws and regulations vary by territory.territory and may be inconsistent with one another or with our current practices. For example, privacy laws in the U.S. and Europe impose various restrictions on the collection, storage and use of personal information.

We may be required to modify certain of our product development processes or alter our marketing strategies to comply with such regulations, which could be costly or delay the release of our products. In addition, many foreign


Table of Contents

countries, such as China and Germany, have laws that permit governmental entities to restrict the content and/or advertising of interactive entertainment software or prohibit certain types of content. InFurther, legislation which attempts to restrict distribution of such products because of the U.S, numerous laws havecontent therein has been introduced at one time or another at the federal and state levels which attempt to restrictin the content of games or the distribution of such products.

U.S. The adoption and enforcement of such legislation which restricts the content of our products in the U.S. and other countries in which we do business may harm the sales of our products, as the products we are able to offer to our customers and the size of the potential market for our products may be limited. WeFailure to comply with any applicable legislation may also result in governmental imposed fines.

If our products contain defects, our business and reputation could be harmed significantly.

        Software products as complex as the ones we publish may contain undetected errors and defects. This risk is often higher when such products are first introduced or when new versions are first released. Failure to avoid, or to timely detect and correct, such errors or defects could result in loss of, or delay in, market acceptance, and could significantly harm our business, financial results, and reputation.

A substantial portion of World of Warcraft's subscribers pays their subscription fees using credit cards. Credit card fraud could have a negative impact on our business and operating results.

        A substantial portion of the subscription revenue generated byWorld of Warcraft is paid by subscribers using credit cards. At times, there may be attempts to use fraudulently obtained credit card numbers to pay forWorld of Warcraft upgrades or subscriptions. Additionally, the credit card numbers ofWorld of Warcraft's subscribers are maintained in a proprietary database that may be subject to malicious intrusion by hackers or otherwise compromised internally or externally. As fraudulent schemes become more sophisticated, it may become more difficult and more costly for us to detect credit card fraud and we may be required to modify certainincur costs to implement additional security measures to protect subscriber information. An increase in credit card fraud could have an adverse effect on our business, reputation, and operating results. In addition, we may be subject to legal claims or legal proceedings, including regulatory investigations and actions, if there is loss, disclosure or misappropriation of or access to our customers' credit card information.

Data breaches involving the source code for our products or customer or employee data stored by us could adversely affect our reputation and revenues.

        We store the source code and game assets for our interactive entertainment software products as created. In addition, we store confidential information with respect to our customers and employees. A malicious intrusion by hackers or other breach of the systems on which such source code and assets, account information (including personally identifiable information) and other sensitive data is stored could lead to piracy of our product development processessoftware, fraudulent activity or alterless, disclosure or misappropriation of or access to our marketing strategiescustomers' and employees' personally identifiable information or our own sensitive business data. A data intrusion into a server for a game with online features, such asWorld of Warcraft, or a digital service with online features, likeCall of Duty Elite, could also disrupt the operation of such game or platform. If we are subject to comply with new and possibly inconsistent regulations,data security breaches, we may have a loss in sales or subscriptions or be forced to pay damages or incur other costs, including from the implementation of additional security measures, any of which could adversely affect profitability. Any damage to our reputation resulting from a data breach could have an adverse impact on our revenues and future growth prospects. In addition, we may be costlysubject to legal claims or delay the releaseproceedings in connection with data security breaches, including regulatory investigations and actions, which may adversely impact our business, operating results and financial condition.


Table of our products.Contents

Our results of operations or reputation may be harmed as a result of offensive consumer-posted content.

        We are subject to risks associated with the collaborative online features in our games which allow consumers to post narrative comment, in real time, which is visible to other players. Despite our efforts to restrict inappropriate consumer content, from time to time objectionable and offensive consumer content may be posted to a gaming or other site with online chat features or game forums which allow consumers to post comments. We may be subject to lawsuits, governmental regulation or restrictions, and consumer backlash (including decreased sales and harmed reputation), as a result of consumers posting offensive content, any of which could harm our operating results. We may also be subject to consumer backlash from comments made in response to postings we make on social media sites such as Facebook, YouTube and Twitter, which could similarly harm our reputation or operating results.

If one or more of our titles were found to contain objectionable undisclosed content, our business could suffer.

        Throughout the history of the interactive entertainment industry, many video games have been designed to include certain hidden content and gameplay features that are accessible through the use of in-game cheat codes or other technological means that are intended to enhance the gameplay experience. However, inIn some cases, objectionablesuch undisclosed content or features havehas been found in our and other publishers' interactive entertainment software products.considered to be objectionable. In a few cases, the ESRB has


Table of Contents


reacted to discoveries of such undisclosed content and features in other publisher's products by changing the rating that wasor associated content descriptors originally assigned to the product, requiring the publisher to change the game and/or game packaging and/or finingresulting in fines to the publisher. Retailers have on occasion reacted to the discovery of such undisclosed content by removing these games from their shelves, refusing to sell them, and demanding that their publishers accept them as product returns. Likewise, some interactive entertainment software consumers have reacted to the revelation of undisclosed content by refusing to purchase such games, demanding refunds for games they have already purchased, refraining from buying other games published by the company whose game contained the objectionable material, and, on at least one occasion, filing a lawsuit against the publisher of the product containing such content.

        We have implemented preventive measures designed to reduce the possibility of objectionable undisclosed content from appearing in the video games we publish. Nonetheless, these preventive measures are subject to human error, circumvention, overriding, and reasonable resource constraints. If a video game we publish is found to contain undisclosed content, we could be subject to any of these consequences and our reputation could be harmed, which could have a negative impact on our operating results and financial condition, and our business and financial performance could be significantly harmed.

We may not be able to adequately adjust our cost structure in a timely fashion in response to a sudden decrease in demand.

        In the event of a significant decline in demand for one or more of our products, we may not be able to reduce personnel or make other changes to our cost structure without disrupting our operations or incurring costs. Further, we may not be able to implement such actions in a timely manner, if at all, to offset an immediate shortfall in revenue and profit. Moreover, cost-reduction actions may decrease our employee morale and result in the failure to execute upon our business plan due to the loss of employees or impact our ability to retain or recruit key employees, any of which could harm our operating results. In addition, any such action may involve the risk that our senior management's attention will be excessively diverted from our other operations, thereby further harming our operating results.


Table of Contents

We engage in strategic transactions and may encounter difficulties in integrating acquired businesses or otherwise realizing the anticipated benefits of the transactions.

        As part of our business strategy, we acquire, make investments in, andor enter into strategic alliances and joint ventures with complementary businesses from time to time. These transactions may involve significant risks and uncertainties, including: (A) in the case of an acquisition, (i) the difficulty in integrating the acquired business and operations in an efficient and effective manner, (ii) any liabilities assumed as part of the acquisition, and (iii) the potential loss of key employees of the acquired businesses, and, (B) in the case of an investment, alliance or joint venture, our ability to cooperate with our partner. If any such transaction involves an entity outside of the United States, it may also subject us to the risks and uncertainties of international trade, including the risk that our operations outside the U.S. could be conducted by our employees, contractors, representatives or agents in ways that violate the Foreign Corrupt Practices Act or other similar anti-bribery lawslaws. Further, any such transaction may involve the risk that our senior management's attention will be excessively diverted from our other operations, the risk that our industry does not evolve as anticipated and that any intellectual property or personnel skills acquired do not prove to be those needed for our future success, and the risk that our strategic objectives, cost savings or other anticipated benefits are otherwise not achieved. Any of the foregoing could adversely affect our business and results of operations.

Our involvement in joint ventures decreases our ability to manage risk.

        We conduct some of our operations through joint ventures in which we share control with our joint venture partners. Although we enter into joint venture arrangements in order to share risks with our joint venture partners, these arrangements may also decrease our ability to manage risk. As with any joint venture arrangement, differences in views among the joint venture participants may result in delayed decisions or in failures to agree on major issues. There is the risk that our joint venture partners may at any time have economic, business or legal interests or goals that are inconsistent with ours. There is also risk that our joint venture partners may be unable to meet their economic or other obligations and we may be required to fulfill those obligations alone. Failure by us, or an entity in which we have a joint venture interest, to adequately manage the risks associated with any joint ventures could have an adverse effect on the financial condition or results of operations of our joint ventures and, in turn, our business and operations.


Table of Contents

        We anticipate entering into additional joint ventures with other entities. We cannot assure that we will undertake such joint ventures or, if undertaken, that such joint ventures will be successful or produce the anticipated benefits.

Historically, our stock price has been highly volatile.

        The trading price of our common stock has been, and could continue to be, subject to wide fluctuations in response to many factors, including for example, but without limitation:

    quarter to quarter variations in results of operations;

    the announcement of new products;

    the announcement of lower prices on competing products;

    product development or release schedules;

    general conditions in the computer, software, entertainment, media or electronics industries, and in the worldwide economy;

    timing of the introduction of new platforms and delays in the actual release of new platforms;

Table of Contents

    hardware manufacturers' announcements of price changes for hardware platforms;

    consumer acceptance of hardware platforms;

    consumer spending trends;

    the outcome of lawsuits or regulatory investigations in which we may become involved;

    changes in earnings estimates or buy/sell recommendations by analysts;

    sales or acquisitions of common stock by our directors or executive management, or by Vivendi and its affiliates; and

    investor perceptions and expectations regarding our products, plans and strategic position, and those of our competitors and customers.

        In addition, the public stock markets have been experiencing extreme price and trading volume volatility. This volatility has significantly affected the market prices of securities of many technology companies for reasons often unrelated to the operating performance of the specific companies. These broad market fluctuations may adversely affect the market price of our common stock.

Catastrophic events may disrupt our business.

        Our corporate headquarters are located in the Los Angeles, California area, which is near a major earthquake fault. A major earthquake or other catastrophic event that results in the destruction or disruption of any of our critical business or information technology systems, or otherwise prevents us from conducting our normal business operations, could harm our operating results.

Item 1B.    UNRESOLVED STAFF COMMENTS

        None.

Item 2.    PROPERTIES

        Our principal corporate and administrative offices are located at 3100 Ocean Park Boulevard, Santa Monica, California 90405 under a lease set to expire in December 2020.California. Other significant leased facilities include: our Blizzard offices located in Irvine, California 92612 and our North America


Table of Contents


distribution warehouse located in Fresno, California 93725, for which the leases are set to expire in November 2014 and February 2016, respectively.California.

        The following is a summary of the principal leased offices we maintained as of December 31, 2010:2011:

Purpose
 North
America
 Europe Asia Total  North America Europe Asia Total 

 Square footage of leased properties
  Square footage of leased properties
 

Corporate Offices

 140,151 9,203  149,354  140,031 9,203  149,234 

Activision Product Development & Publishing Facilities (Activision Segment)

 473,331 143,292 31,637 648,260  886,508 70,301 31,665 624,218 

Blizzard Product Development & Publishing Facilities (Blizzard Segment)

 444,742 86,000 5,600 536,342  444,781 187,405 7,617 639,803 

Distribution Facilities (Distribution Segment)

 364,256 502,700  866,956   503,317  867,573 

Sales offices

 14,394   14,394  18,959 14,991 300 34,250 
                  

Total

 1,436,874 741,195 37,237 2,215,306  1,490,279 785,217 39,582 2,315,078 
                  

        In total, we lease approximately 50 facilities in 19 countries, including the Argentina, Australia, Canada, China, Denmark, France, Germany, Ireland, Italy, Mexico, the Netherlands, Norway, Singapore, South Korea, Spain, Sweden, Taiwan, United States and the U.K.United Kingdom. We anticipate no difficulty in extending the leases of our facilities or obtaining comparable facilities in suitable locations, as needed, and we consider our facilities to be adequate for our current needs.


Table of Contents


Item 3.    LEGAL PROCEEDINGS

        We are currently involved in certain legal proceedings and where liabilities are probable and estimable, we have accrued appropriate amounts.

        After concluding an internal human resources inquiry into breaches of contract and insubordination by two senior employees at Infinity Ward, the Company terminated its employment of Jason West and Vince Zampella on March 1, 2010. On March 3, 2010, West and Zampella filed a complaint against the Company in Los Angeles Superior Court for breach of contract and wrongful termination, among other claims. In their complaint, West and Zampella alleged damages, including punitive damages, in excess of $36 million, an amount they have since significantly increased during discovery, as well as declaratory relief. On April 9, 2010, the Company filed a cross complaint against West and Zampella, asserting claims for breach of contract and fiduciary duty, among other claims. The discussionCompany is seeking damages and declaratory relief.

        In addition, 38 current and former employees of Infinity Ward filed a complaint against the Company in NoteLos Angeles Superior Court on April 27, 2010 (Alderman et al. v. Activision Publishing, Inc. et al). An amended complaint was filed on July 8, 2010, which added seven additional plaintiffs. On October 5, 2010, five plaintiffs, all current employees of Infinity Ward, filed dismissals without prejudice. There are currently 40 plaintiffs in the case. The plaintiffs have asserted claims for breach of contract, violation of the Labor Code of the State of California, conversion and other claims. In their complaint, the plaintiffs claimed that the Company failed to pay bonuses and other compensation allegedly owed to them in an amount at least between $75 million to $125 million, plus punitive damages, an amount they have since increased in discovery responses to approximately $300 million, plus punitive damages. On October 12, 2010, the court consolidated this matter with the West and Zampella matter.

        On January 18, 2011, the court granted the Company's motion to amend its cross complaint against West and Zampella to add allegations with respect to them and to add Electronic Arts, Inc. as a party. On January 31, 2011, the case was transferred to the Consolidated Financial Statements regardingcomplex division.

        Some of the parties have filed, and are likely to file, additional pre-trial motions, including dispositive motions, and discovery continues in the ordinary course of the litigation. The court has set a trial date of May 7, 2012.

        The Company has accrued and will continue to accrue appropriate amounts related to bonuses and other monies allegedly owed in connection with this matter. Due to the inherent uncertainties of litigation, other potential outcomes are reasonably possible, including outcomes which are above the amount of the accrual. The Company does not expect this lawsuit to have a material impact on the Company's business, financial condition, results of operation or liquidity. However, an unfavorable resolution of this lawsuit above the amount of the accrual could have a material adverse effect on the Company's business and results of operations in an interim period in which the lawsuit is ultimately resolved.

        In addition, we are party to other routine claims and suits brought by us and against us in the ordinary course of business, including disputes arising over intellectual property rights, contractual claims, employment laws, regulations and relationships, and collection matters. In the opinion of management, after consultation with legal proceedings is incorporated herein by reference.counsel, the outcome of such routine claims and lawsuits will not have a material adverse effect on our business, financial condition, results of operations, or liquidity.

Item 4.    (Removed and Reserved)Mine Safety Disclosures

        Not applicable


Table of Contents


PART II

Item 5.    MARKET FOR REGISTRANT'S COMMON EQUITY, RELATED STOCKHOLDER MATTERS, AND ISSUER PURCHASES OF EQUITY SECURITIES

        Our common stock is quoted on the NASDAQ National Market under the symbol "ATVI."

        The following table sets forth, for the periods indicated, the high and low reported sale prices for our common stock. At February 18, 2011,16, 2012, there were 1,8101,813 holders of record of our common stock.


 High Low  High Low 

2009

 

First Quarter Ended March 31, 2009

 $10.99 $8.14 

Second Quarter Ended June 30, 2009

 13.14 9.85 

Third Quarter Ended September 30, 2009

 13.00 10.79 

Fourth Quarter Ended December 31, 2009

 12.96 10.25 

2010

  

First Quarter Ended March 31, 2010

 $12.18 $9.93  $12.18 $9.93 

Second Quarter Ended June 30, 2010

 12.58 9.99  12.58 9.99 

Third Quarter Ended September 30, 2010

 12.09 10.32  12.09 10.32 

Fourth Quarter Ended December 31, 2010

 12.65 10.78  12.65 10.78 

2011

 

First Quarter Ended March 31, 2011

 $12.64 $10.40 

Second Quarter Ended June 30, 2011

 12.06 10.85 

Third Quarter Ended September 30, 2011

 12.30 10.40 

Fourth Quarter Ended December 31, 2011

 14.40 11.60 

Table of Contents

Stock Performance Graph

        This performance graph shall not be deemed "filed" for purposes of Section 18 of the Exchange Act or otherwise subject to the liabilities under that Section, and shall not be deemed to be incorporated by reference into any filing of Activision Blizzard Inc. under the Exchange Act or the Securities Act of 1933, as amended.

        The graph below matches the cumulative 69-month total return of holders of our common stock with the cumulative total returns of the NASDAQ Composite index and the RDG Technology Composite index. The graph assumes that the value of the investment in our common stock and in each of the indexes (including reinvestment of dividends) was $100 on March 31, 20052006 and tracks each such investment through December 31, 2010.2011.

        For periods prior to July 9, 2008, before the Business Combination, the share price information for the Company is for Activision, Inc. In connection with the Business Combination, Activision, Inc. changed its name to Activision Blizzard, Inc. and changed its fiscal year end from March 31 to December 31.


COMPARISON OF 69 MONTH CUMULATIVE TOTAL RETURN*
Among Activision Blizzard, Inc., the NASDAQ Composite Index,
and the RDG Technology Composite Index


*
100 invested on 3/31/0506 in stock or index, including reinvestment of dividends.
Fiscal year ending December 31.


 3/05 3/06 3/07 3/08 12/08 12/09 12/10  3/06 3/07 3/08 12/08 12/09 12/10 12/11 

Activision Blizzard, Inc.

 100.00 124.23 170.63 246.04 155.68 200.18 227.24  100.00 137.35 198.04 125.31 161.13 182.91 183.90 

NASDAQ Composite

 100.00 116.44 123.31 117.13 80.99 117.60 138.24  100.00 106.12 100.26 69.58 100.89 118.80 117.43 

RDG Technology Composite

 100.00 118.16 122.41 118.74 79.77 128.27 144.98  100.00 103.63 100.69 67.68 108.89 122.84 122.60 

Table of Contents

The stock price performance included in this graph is not necessarily indicative of future stock price performance.

Cash Dividends

        On February 9, 2012, our Board of Directors declared a cash dividend of $0.18 per common share payable on May 16, 2012 to shareholders of record at the close of business on March 21, 2012.

        On February 9, 2011, our Board of Directors approveddeclared a cash dividend of $0.165 per common share payable on May 11, 2011 to shareholders of record at the close of the Company's common stockbusiness on March 16, 2011.2011, and on May 11, 2011, we made an aggregate cash dividend payment of $192 million to such shareholders. On August 12, 2011, the Company made dividend equivalent payments of $2 million related to that cash dividend to the holders of restricted stock units.

        On February 10, 2010, our Board of Directors declared a cash dividend of $0.15 per common share payable on April 2, 2010 to shareholders of record at the close of business on February 22, 2010 and on April 2, 2010, we made aan aggregate cash dividend payment of $189 million to such shareholders. Additionally, on October 22, 2010, the Company made dividend equivalent payments of $2 million related to the 2010that cash dividend to the holders of restricted stock units.

        We did not pay cash dividends in 2009.

        Upon completion of the Business Combination on July 9, 2008, Vivendi Games returned $79 million of capital to Vivendi and distributed its excess cash on-hand, as defined in the Business Combination Agreement, of $79 million to Vivendi.

Future dividends will depend upon our earnings, financial condition, cash requirements, future prospects, and other factors deemed relevant by our Board of Directors. There can be no assurances that dividends will be declared in the future.

Return of capital to Vivendi related to settlement of pre-Business Combination taxes

        Prior to the Business Combination, Vivendi Games' income taxes are presented in the financial statements as if Vivendi Games were a stand-alone taxpayer even though Vivendi Games' operating results are included in the consolidated federal, certain foreign, and state and local income tax returns of Vivendi or Vivendi's subsidiaries. Based on the subsequent filing of these tax returns by Vivendi or Vivendi's subsidiaries, we determined that the amount paid by Vivendi Games was greater than the actual amount due (and settled) based upon filing of these returns. This difference between the amount paid and the actual amount due (and settled) represents a return of capital to Vivendi which, was required in accordance with the terms of the Business Combination agreement, occurred immediately prior to the close of the Business Combination.

Stock Splits

        In July 2008, the Board of Directors approved a two-for-one split of our outstanding common stock effected in the form of a stock dividend ("the split"). The stock dividend was issued on September 5, 2008 to shareholders of record as of August 25, 2008. The par value of our common stock was maintained at the pre-split amount of $.000001 per share. The Consolidated Financial Statements and Notes thereto, including all share and per share data, have been restated as if the split had occurred as of the earliest period presented.


Table of Contents

Issuer Purchase of Equity Securities (amounts in millions, except number of shares and per share data)

        The following table provides the number of shares purchased and average price paid per share during each quarter of 2010,2011, the total number of shares purchased as part of our publicly announced share repurchase programs, and the approximate dollar value of shares that could still be purchased under our $1$1.5 billion stock repurchase program as of the end of theeach relevant period.

Period
 Total number
of shares
purchased(1)(2)(3)
 Average
price paid
per share
 Total number of
shares purchased as part
of publicly announced
plans or programs(1)(2)
 Approximate dollar
value of shares that may
yet be purchased
under the plans or
programs
(in millions)
 

January 1, 2011—March 31, 2011

  29,425,935 $10.95  29,425,935 $1,178,799,876 

April 1, 2011—June 30, 2011

  14,089,448  11.21  14,089,448  1,020,884,422 

July 1, 2011—September 30, 2011

  1,991,457  11.61  1,991,457  997,758,050 

October 1, 2011—October 31, 2011

  1,094,364  11.91  1,094,364  984,727,826 

November 1, 2011—November 30, 2011

  2,625,000  11.89  2,625,000  953,520,526 

December 1, 2011—December 31, 2011

  10,266,232  12.05  10,266,232  829,862,703 

Subtotal for the fourth quarter of 2011

  
13,985,596
  
12.00
  
13,985,596
    
           

Total

  59,492,436 $11.28  59,492,436    
           

Period
 Total number
of shares
repurchased(1)
 Average
price paid
per share
 Total number of
shares purchased as part
of publicly announced
plans or programs
 Approximate dollar
value of shares that may
yet to be purchased
under the plan
(in millions)
 

January 1, 2010—March 31, 2010

  9,819,847 $10.91  9,819,847 $908 

April 1, 2010—June 30, 2010

  22,552,956  10.75  22,552,956  666 

July 1, 2010—September 30, 2010

  24,154,962  10.90  24,154,962  402 

October 1, 2010—October 31, 2010

  300,100  10.81  300,100  399 

November 1, 2010—November 30, 2010

  9,014,217  11.63  9,014,217  294 

December 1, 2010—December 31, 2010

  19,631,407  12.13  19,631,407  (1)
           

Subtotal for the fourth quarter of 2010

  28,945,724  11.96  28,945,724    
           

Total

  85,473,489 $11.22  85,473,489    
           

(1)
In January 2010, we settled a $15 million purchase of 1.3 million shares of our common stock that we had agreed to repurchase in December 2009 pursuant to the stock repurchase program authorized by our Board of Directors in 2008 and amended by the Board in 2009 under which we were authorized to repurchase up to $1.25 billion of our common stock until December 31, 2009. Purchases during the period from February 2010 through December 2010These purchases were made pursuant to the stock repurchase program (the "2011 Stock Repurchase Program") authorized by our Board of Directors on February 10, 2010, pursuant to which we were authorized to repurchase up to $1 billion of our common stock from time to time on the open market or in private transactions, including structured or accelerated transactions, until December 31, 2010. In addition to the repurchases in the table, in January 2011, we settled the purchase of 1.8 million shares of our common stock at an average price per share of $12.48 for $22 million that we had agreed to repurchase in December 2010 pursuant to that stock repurchase program.

        On February 3, 2011 our Board of Directors approved a stock repurchase programand announced on February 9, 2011 pursuant to which we may repurchase up to $1.5 billion of the Company'sour common stock from time to time on the open market or in private transactions, including structured or accelerated transactions, on terms and conditions to be determined by the Company, until the earlier of March 31, 2012 and a determination by the Board of Directors to discontinue the repurchase program. In addition to the repurchases in the table, in January 2012, we settled the purchase of 1 million shares of our common stock that we had committed to repurchase in December 2011 pursuant to the 2011 Stock Repurchase Program for $12 million.

(2)
In addition to purchases under the 2011 Stock Repurchase Program, included in this column are transactions under the Company's equity compensation plans involving the delivery to the Company of an aggregate of 94,550 shares of our common stock, with an average value of $10.92 per share as of the date of delivery, to satisfy tax withholding obligations in connection with the vesting of restricted stock awards to our employees.

(3)
This table excludes a $22 million purchase of 1.8 million shares of our common stock that we had agreed to repurchase in December 2010 pursuant to a stock repurchase program under which we were authorized to repurchase up to $1 billion of the Company's common stock until December 31, 2010.

        On February 2, 2012, our Board of Directors authorized a stock repurchase program pursuant to which we may repurchase up to $1 billion of the Company's common stock from time to time on the open market or in private transactions, including structured or accelerated transactions, on terms and conditions to be determined by the Company, during the period between April 1, 2012 and the earlier of March 31, 2013 and a determination by the Board of Directors to discontinue the repurchase program.


Table of Contents

Item 6.    SELECTED FINANCIAL DATA

        On July 9, 2008, a business combination (the "Business Combination") by and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiary of Activision, Inc., Vivendi S.A. ("Vivendi"), VGAC LLC, a wholly-owned subsidiary of Vivendi, and Vivendi Games, Inc. ("Vivendi Games"), a wholly-owned subsidiary of VGAC LLC, was consummated. As a result of the


Table of Contents


consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc.        For accounting purposes, the Business Combination is treated as a "reverse acquisition," with Vivendi Games deemed to be the acquirer. The historical financial statements of Activision Blizzard, Inc. prior to July 9, 2008 are those of Vivendi Games, Inc. (see Note 1 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K). Therefore, 2011, 2010, 2009 and 2008 financial data is not comparable with prior periods.

        The following table summarizes certain selected consolidated financial data, which should be read in conjunction with our Consolidated Financial Statements and Notes thereto and with Management's Discussion and Analysis of Financial Condition and Results of Operations included elsewhere in this Form 10-K. The selected consolidated financial data presented below at and for each of the years in the five-year period ended December 31, 20102011 is derived from our Consolidated Financial Statements. All amounts set forth in the following tables are in millions, except per share data.

 
 For the Years Ended December 31, 
 
 2011 2010 2009 2008 2007 

Statement of Operations Data:

                

Net Revenues

 $4,755 $4,447 $4,279 $3,026 $1,349 

Net income (loss)

  1,085  418(1) 113(2) (107) 227 

Basic net income (loss) per share(3)

  0.93  0.34  0.09  (0.11) 0.38 

Diluted net income (loss) per share(3)

  0.92  0.33  0.09  (0.11) 0.38 

Cash dividends declared per share(4)

  0.165  0.15       

Balance Sheet Data:

                

Total assets

 $13,277 $13,447 $13,742 $14,465 $879 

 
 For the Years Ended December 31, 
 
 2010 2009 2008 2007 2006 

Statement of Operations Data:

                

Net Revenues

 $4,447 $4,279 $3,026 $1,349 $1,018 

Net income (loss)

  418(1) 113(2) (107) 227  139 

Basic net income (loss) per share(3)

  0.34  0.09  (0.11) 0.38  0.24 

Diluted net income (loss) per share(3)

  0.33  0.09  (0.11) 0.38  0.24 

Cash dividends declared per share(4)

  0.15         

Balance Sheet Data:

                

Total assets

 $13,406 $13,742 $14,465 $879 $758 

(1)
In the fourth quarter of 2010, we recorded $326 million of impairment charges within our Activision segment. These charges consisted of impairments of $67 million, $9 million and $250 million to license agreements, game engines and internally developed franchises intangible assets, respectively.

(2)
In the fourth quarter of 2009, we recorded $409 million of impairment charges within our Activision segment. These charges consisted of impairments of $24 million, $12 million and $373 million to license agreements, game engines and internally developed franchise intangible assets, respectively.

(3)
Stock Split—In July 2008, the Board of Directors approveddeclared a two-for-one split of our outstanding shares of common stock effected in the form of a stock dividend ("the split").dividend. The stock dividend was issued on September 5, 2008 to shareholders of record at the close of business on August 25, 2008.

(4)
Cash Dividends—Dividends—On February 9, 2012, our Board of Directors declared a cash dividend of $0.18 per share to be paid on May 16, 2012 to shareholders of record at the close of business on March 21, 2012. On February 9, 2011, our Board of Directors declared a cash dividend of $0.165 per share to be paid on May 11, 2011 to shareholders of record at the close of business on March 16, 2011. On February 10, 2010, our Board of Directors declared a cash dividend of $0.15 per common share payable on April 2, 2010 to shareholders of record at the close of business on February 22, 2010. Future dividends will depend upon our earnings, financial condition, cash requirements, future prospects and other factors deemed relevant by our Board of Directors. There can be no assurances that dividends will be declared in the future. Prior to the cash dividend declared in February 2010, the Company had never paid a regular cash dividend.

Table of Contents

Item 7.    MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

Business Overview

        Activision Blizzard, Inc. is a worldwide online, personal computer ("PC"), console, handheld, and mobile game publisher of interactive entertainment.publisher. The terms "Activision Blizzard," the "Company," "we," "us," and "our" are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries. Based upon our organizational structure, we conduct our business through three operating segments as follows:

Activision Publishing, Inc.

        Activision Publishing, Inc. ("Activision") is a leading international developer and publisher of interactive software products and downloadable content. Activision develops games based on both internally-developed and publishes videolicensed intellectual property. Activision markets and sells games on various consoles, handheld platformsit develops and, the PC platform through internallyour affiliate label program, games developed franchisesby certain third-party publishers. We sell games both through retail channels and license agreements.by digital download. Activision currently offers games that operate on the Sony Computer Entertainment, Inc. ("Sony") PlayStation 3 ("PS3"), Nintendo Co. Ltd. ("Nintendo") Wii ("Wii"), and Microsoft Corporation ("Microsoft") Xbox 360 ("Xbox 360") console systems; the Nintendo Dual Screen ("NDS") and Nintendo DSi ("DSi") handheld devices;game systems; the PC; the Apple iPhone ("iPhone"), the Apple iPad ("iPad")iOS devices and other handheld and mobile devices. Our Activision business involves the development, marketing, and sale of products through retail channels or digital downloads, by license, or from our affiliate label program with certain third-party publishers.

Blizzard Entertainment, Inc.

        Blizzard Entertainment, Inc. ("Blizzard") is athe leader in terms of subscriber base and revenues generated in the subscription-based massively multi-player online role-playing game ("MMORPG") category.category in terms of both subscriber base and revenues generated through its World of Warcraft franchise, which it develops, supports, and hosts. Blizzard internallyalso develops, markets and publishessells role-playing action and strategy PC-based computer games, including games in the multiple-award winning Diablo®and StarCraft® franchises. Blizzard also maintains itsa proprietary online-game related service, Battle.net. Our Blizzard business involves the development, marketing, sales and support of role playing action and strategy games. Blizzard also develops, hosts, and supports its online subscription-based games in the MMORPG category. Blizzard is the development studio and publisher best known as the creator ofBattle.netWorld of Warcraft® and the multiple award winningDiablo,StarCraft, andWorld of Warcraft franchises.. Blizzard distributes its products and generates revenues worldwide through various means, including: subscription revenuessubscriptions (which consist of fees from individuals playingWorld of Warcraft®, prepaid cards and other value-added service revenues such as realm transfers, faction changes, and other character customizations within theWorld of Warcraft gameplay); retail sales of physical "boxed" products; online download sales of PC products; and licensing of software to third-party or related party companies that distributeWorld of Warcraft andStarCraft IIStarCraft..

Activision Blizzard Distribution

        Activision Blizzard Distribution ("Distribution") consists of operations in Europe that provide warehousing, logistical, and sales distribution services to third-party publishers of interactive entertainment software, our own publishing operations, and manufacturers of interactive entertainment hardware.

Business CombinationResults and Highlights

        On July 9, 2008, a business combination (the "Business Combination") byIn 2011, Activision Blizzard's consolidated net revenues were $4.8 billion and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiaryconsolidated net income was $1.1 billion, resulting in diluted earnings per common share of Activision, Inc., Vivendi S.A. ("Vivendi"), VGAC LLC, a wholly-owned subsidiary$0.92. The Company grew net revenues, operating income, and earnings per share as compared to 2010. We also generated $952 million in cash from operating activities in 2011. Net revenues from digital online channels (as defined later in this filing) increased 14% year-over-year to $1.6 billion, accounting for 34% of Vivendi, and Vivendi Games, Inc. ("Vivendi Games"), a wholly-owned subsidiary of VGAC LLC, was consummated. As a result of the Company's total consolidated net revenues.


Table of Contents


consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. For accounting purposes, the Business Combination is treated as a "reverse acquisition," with Vivendi Games deemed to be the acquirer. The historical financial statements of Activision Blizzard, Inc. prior to July 10, 2008 are those of Vivendi Games.

Activision Blizzard's Non-Core Exit Operations

        Activision Blizzard's non-core exit operations ("Other" or "Non-Core") represent legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination described above, but that do not meet the criteria for separate reporting of discontinued operations. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

Key Industry Dynamics

        Overall, the installed base of current-generation console systems and handheld devices has continued to significantly expand. As of December 2010, according to The NPD Group with respect to North America and Charttrack and Gfk with respect to Europe, the installed base of current generation console systems and handhelds devices grew to 267 million units, an increase of 50 million units or 23% from December 2009. Additionally, the online-enabled consoles (the Microsoft Xbox 360 and the Sony PS 3) grew to 74 million units at December 2010, an increase of 19 million units, or 35%, year-over-year.

        Further, according to the same sources for North America and Europe, for the year ended December 31, 2010, retail sales of software for high-definition online-enabled platforms (Microsoft Xbox 360, Sony PS 3, and the PC) experienced an increase of 13% versus prior year, while software sales for the Wii and handheld devices were collectively down by 24%, resulting in an overall decrease in retail software sales of 7%.

        The sales of highly-rated core games with online functionality, such asCall of Duty: Black Ops, have continued to trend upwards and have gained share. According to the same information sources, first-person action genres increased retail share by 29% in 2010 as compared to 2009 in North America and Europe, collectively. On the other hand, considerable weakness in casual consumer titles, particularly in the music and casual genres, which declined in 2010, compared to 2009, was reflected in the decline in the retail sales of software for the Wii and handheld devices.

        Notably, digital distribution channels continue to experience significant growth and are estimated to be up approximately 14% over prior year for North America and Europe, based on our internal estimates. We also estimate that increasing revenues from the digital channel helped to offset weakness at retail, resulting in a total decrease of only 3% year-over-year for the industry. We include downloadable games and content, massively multiplayer online subscriptions and value-added services, and mobile and social games in our estimates of revenues from this digital channel.

Business Results and Highlights

        Notwithstanding the above-mentioned industry dynamics, Activision Blizzard's overall results were strong in 2010. Consolidated net revenues were $4.447 billion, and consolidated net income was $418 million, which included a $326 million non-cash pre-tax charge from the impairment of finite-lived intangible assets reflecting the impact of the weaker sales in the casual and music genres. The


Table of Contents


Company grew revenues, operating income, operating margin and earnings per share as compared to the same period in 2009 and generated $1.376 billion in net cash from operating activities for 2010.

        Also, according to The NPD Group with respect to North America, and Charttrack and Gfk forwith respect to Europe, and Microsoft, Sony and Activision Blizzard internal estimates, as applicable, during 2010:2011:

    Activision BlizzardPublishing was the #1 console and handheld publisher in North Americathe U.S. and Europe collectively;for the fourth quarter of 2011 and the #1 console and handheld publisher in the U.S. for the calendar year.

    For the calendar year, in aggregate across all platforms in North America and Europe, Activision BlizzardPublishing'sCall of Duty®: Modern Warfare 3® was the #1 publisherbest-selling title in North America on Xbox 360, PS3dollars, and PC, collectively;

    Activision'sCall of Duty: Black Ops® was the #1#5 best-selling title overall and has achieved more than $1 billion in retail sales worldwide;

    Blizzard Entertainment'sWorld of Warcraft: Cataclysm, which was launched on December 7, 2010, sold through more than 3.3 million copies worldwide to consumers during its first 24 hours of release, making it the fastest-selling PC game of all time and sold through more than 4.7 million copies in its first month of release; anddollars.

    In North America and Europe, Activisionincluding accessory packs and figures,Skylanders Spyro's AdventureTM was the #8 best-selling game in dollars for the fourth quarter of 2011 and the #1 selling kids' title in dollars for the calendar year. Additionally, in North America, including accessory packs and figures,Skylanders Spyro's Adventure was the #10 best-selling title in dollars for the calendar year.

    For the calendar year, Blizzard Entertainment had three of the top fivetwo top-10 PC titles:games in North America and Europe withStarCraft II, WorldII: Wings of Warcraft: CataclysmLiberty® andCallWorld of Duty: Black OpsWarcraft: Cataclysm®.

        In addition,Additional Highlights

        On February 2, 2012, our Board of Directors authorized a new stock repurchase program under which we may repurchase up to $1 billion of our common stock, on terms and conditions to be determined by the Company, during the December quarter, in North Americaperiod between April 1, 2012 and Europe, Callthe earlier of Duty: Black Ops wasMarch 31, 2013 or a determination by the #1 best-selling console title in revenues andBoard of Directors to discontinue theCall of Duty franchise was the #1 franchise overall according to The NPD Group with respect to North America and Charttrack and Gfk with respect to Europe. repurchase program.

        In April 2010, Bungie,On February 9, 2012, the Board of Directors declared a developercash dividend of successful game franchises, and Activision announced an exclusive 10-year alliance$0.18 per common share to bring Bungie's next big action game universebe paid on May 16, 2012 to market.shareholders of record at the close of business on March 21, 2012.

        On February 3, 2011, our Board of Directors authorized a new stock repurchase program (the "2011 Stock Repurchase Program") under which we may repurchase up to $1.5 billion of our common stock until the earlier of March 31, 2012 andor a determination by the Board of Directors to discontinue the repurchase program. As of December 31, 2011, we have repurchased 59 million shares of common stock under this program at an aggregate purchase price of approximately $670 million. Additionally, in January 2012, we settled the purchase of 1 million shares of our common stock that we had committed to repurchase in December 2011 pursuant to the 2011 Stock Repurchase Program for $12 million. In January 2011, we settled a $22 million purchase of 1.8 million shares of our common stock that we had agreed to repurchase in December 2010 pursuant to a stock repurchase program under which, until December 31, 2010, we were authorized to repurchase up to $1��billion of our common stock.

        On February 9, 2011, ourthe Board of Directors declared a cash dividend of $0.165 per common share to be paid on May 11, 2011 to shareholders of record at the close of business on March 16, 2011. On May 11, 2011, we made an aggregate cash dividend payment of $192 million to such shareholders. On August 12, 2011, we made dividend equivalent payments of $2 million related to this cash dividend to the holders of restricted stock units.

Product Release Highlights

        The following games, among other titles, were released during the year ended December 31, 2010:2011:

        Activision Publishing:Activision:

How to Train Your DragonCabela's® Adventure Camp

 

Guitar Hero: Warriors of RockNascar® The Game 2011™

Zhu Zhu PetsCabela's® Big Game Hunter™ 2012

 

•       Rapala®DJ Hero 2 for Kinect™

Cabela's Monster Buck HunterCabela's® Big Game Hunter™ Hunting Party

 

Tony Hawk: SHREDSkylanders Spyro's Adventure

•       Shrek Forever After

•       Cabela's Dangerous Hunts

•       Blur

•       James Bond 007: Bloodstone

•       Call of Duty: Modern Warfare 2 map packs

•       GoldenEye 007

•       Transformers: War For Cybertron

•       Bakugan: Defenders of the Core

•       Singularity

•       Call of Duty: Black Ops

•       Spider-Man: Shattered Dimensions

        Blizzard Entertainment:

    StarCraft II: Wings of Liberty
    World of Warcraft: Cataclysm

Table of Contents

        On August 31, 2010, Blizzard Entertainment and NetEase.com, Inc. launchedWorld of Warcraft: Wrath of the Lich King

Cabela's® Survival: Shadows of Katmai™, the second expansion forWorld of Warcraft, in mainland China. As of December 31, 2010, more than 12 million gamers worldwide were subscribed to playWorld of Warcraft.

Spiderman: Edge of Time

Call of Duty: Black Ops content packs

Transformers™: Dark of the Moon™

Call of Duty Elite

X-Men: Destiny

Call of Duty: Modern Warfare 3

Wipeout: In the Zone

GoldenEye 007™: Reloaded

Wipeout: Season 2

Lego Star Wars III(a Lucas Arts title)

        In 2011, we expect to continue to build on the success of ourCall of Duty franchise. We also expect to introducelaunchedSkylanders Spyro's Adventure, an innovative newa game that will enable players to transport real-world toys into the virtual worlds of a video game throughcombines the use of "smart toys". Additionally, we expecttoys with video games, delivering a new game play experience to our audiences. We also debutedCall of Duty Elite, a digital service that provides both free and paid subscription-based content and features for the Call of Duty franchise.

        In March 2012, Activision expects to release several other titles including two movie-based titles (the firstX-Men: First ClassCall of Duty Modern Warfare 3 Content Collection, a compilation of content previously released toCall of Duty Elite andTransformers: Dark of the Moon) and games basedpremium members, on the best-sellingXbox 360. In April 2012, we also plan to releaseSpider-ManPrototype franchise, the toy®Bakugan2, the TV showssequel to our popular open-world action game that was originally released in 2009.

        Recently, Blizzard has announced its intention to shipWipe OutDiablo III andin the second quarter of 2012, released a trailer showcasing the multiplayer aspect of itsFamily GuyStarCraft II expansion,Heart of the Swarm, as well asand announced plans for the long-standingfourthCabela'sWorld of Warcraft hunting franchise. In the first quarterexpansion pack—World of calendar year 2011, Activision Publishing releasedCallWarcraft: Mists of Duty: Black Ops First Strike, the first add-on map pack forCall of Duty: Black OpsPandaria. The map pack launched on Xbox Live on February 1, 2011 and will be available on PS3 and the PC later in the quarter.In addition to developing these games, Blizzard is currently developing a new massive multiplayer online game.

International Operations

        International sales are a fundamental part of our business. Net revenues from international sales accounted for approximately 46%50%, 48%46%, and 50%48% of our total consolidated net revenues for the years ended December 31, 2011, 2010 2009 and 2008,2009, respectively. We maintain significant operations in the United States ("U.S."), Canada, the United Kingdom ("U.K."), France, Germany, France,Ireland, Italy, Sweden, Spain, the Netherlands, Australia, Sweden, South Korea Norway, Denmark, China, and the Netherlands. We believe that itChina. An important element of our strategy is important to develop content locally that is specifically directed toward local cultures and customs to succeed internationally. Our international business is subject to risks typical of an international business, including, but not limited to, foreign currency exchange rate volatility. Accordingly, our future results could be materially and adversely affected by changes in foreign currency exchange rates.

Management's Overview of Business Trends

Online Content and Digital Downloads

        We provide our products through both the retail channel and through digital online delivery methods. Many of our video games that are available through retailers as packagedphysical "boxed" software products, such as DVDs, are also available bythrough direct digital download throughover the Internet (both from websites that we own and from otherssites owned by third parties). We also offer downloadable content andas add-ons to our products (e.g., new multi-player map packs and additional songs)content packs). DigitalSuch digital online-delivered content is generally offered to consumers for a one-time fee. Our subscription based

        We also offer subscription-based services forWorld of Warcraft, which are digitally delivered and hosted by Blizzard Entertainment'sBlizzard's proprietary online gamingonline-game related service, Battle.net. In November 2011, we launchedCall of Duty Elite, a digital service that provides both free and paid subscription-based content and features for the Call of Duty franchise. Digital revenues have become an increasingly important part of our business and we continue to focus on and grow them.develop products that can be delivered via digital online channels. We currently define digital online channel-related sales as revenues from subscriptions and memberships, licensing royalties, value-added services, downloadable content, digitally distributed


Table of Contents

products and wireless devices. This definition may differ from that used by our competitors or other companies.

        We experienced year-over-year growth of net revenues from the digital channel as a percentage of our total net revenues. For 2010 compared to 2009,the year ended December 31, 2011, our sales through the digital channel grew by $200 million, as compared to 2010. Furthermore our net revenues from digital online channels grewrepresent 34% of our total consolidated net revenues in 2011 as compared to 32% in 2010. Based on our internal estimates, industry sales through digital channel in 2011 were up double digits as compared to 2010. These estimates indicate that the increase in revenues from the digital channel more than offset the weakness in the retail channel, resulting in an increase in revenues in the total video games market of 7% year-over-year. We include downloadable games and content, massively multiplayer online subscriptions and value-added services, membership revenues and mobile and social games in our estimates of revenues from this digital channel.

        Please refer to the reconciliation between GAAP and non-GAAP financial measures later in this document for further discussions of retail and digital channels.

Conditions in the Retail Distribution Channels

        Conditions in the retail channel of the video game industry remained challenging through 2011. In the U.S. and Europe, retail sales within the industry experienced a decrease of 5% for the year ended December 31, 2011, as compared to 2010, according to The NPD Group, Charttrack and Gfk. The majority of the overall decline is attributable to the reduced demand for Nintendo Wii and handheld platform products, which declined by 20% year-over-year, while sales for high-definition platforms (i.e., Xbox 360 and PS3) increased by 9% in that same period, according to The NPD Group, Charttrack and Gfk. Our results have been less impacted by the overall decline in retail software sales than the industry as a whole. This is primarily due to the concentration of our more focused slate of titles on products for high-definition platforms and an increasing portion of our revenues coming from digital channels.

Current Generation of Game Consoles

        The current generation of game consoles began with Microsoft's launch of the Xbox 360 in 2005, and continued in 2006 when Sony and Nintendo launched the PS3 and the Wii, respectively. We have seen a significant decline in PS2 revenues during 2010 and 2009 as compared to 2008, suggesting that this prior-generation platform is very close to being completely replaced by the current generation of consoles. Overall console sales remained strong in 2010,2011, with an installed base of current generation hardware (i.e. Xbox 360, PS3 and Wii) in the U.S. and Europe of 267approximately 166 million units as of December 31, 2011, as compared to 138 million units at December 31, 2010, representing an increase of 23%20% in units year-over-year, according to The NPD Group, with respect to the U.S.,North America, and Charttrack and Gfk, with respect to Europe. The installed base of PS3 and Xbox 360 hardware units increased 35%27% year-over-year, while the installed base of Wii hardware units increased only 24%13% year-over-year. Nintendo announced in June 2011 that they expect to release a new high-definition version "next generation" console, the Wii U, during the 2012 holiday season. We will continue tocontinually monitor game console sales to managewhen managing our product delivery on each platform in a manner we believe to be most effective.


Table of Contentseffective to maximize our revenue opportunities and achieve the desired return on our investments in product development.

Concentration of Top Titles

        The concentration of retail revenues among key core titles has continued as a trend in the overall interactive software industry. According to The NPD Group, the top 10 titles accounted for 23%26% of the sales in the U.S. video game industry in 2010,2011 as compared to 21%23% in 2009.2010. Similarly, a significant portion of our revenues has historically been derived from video games based on a few popular franchises and these video games are responsible for a disproportionately high percentage of our


Table of Contents

profits. For example, our twothe three key franchises ofCall of Duty, andWorld of Warcraft,, and Skylanders accounted for over 62%approximately 73% of our net revenues, and a significantly higher percentage of our operating income, in 2010.2011. We expect that a limited number of popular franchises will continue to produce a disproportionately high percentage of the industry and our revenues and profits.

Seasonality

        The interactive entertainment industry is highly seasonal. We have historically experienced our highest sales volume in the year-end holiday buying season, which occurs in the fourth quarter, and our lowest sales volume in the second quarter of our calendar year.quarter. We defer the recognition of a significant amount of net revenue related to our software titles containing online functionality that constitutes a more-than-inconsequential separate service deliverable over an extended period of time (i.e., typically six months to less than a year). As a result, the quarter in which we generate the highest sales volume may be different than the quarter in which we recognize the highest amount of net revenue. Our results can also vary based on, but not limited to, a number of factors includingsuch as, title release dates,date, consumer demand, for our products, market conditions and shipment schedules.schedule.

Focused Product Offering and Restructuring Plan

        Driven by a desire to improve operating margin by focusing Activision's resources on titles it believes have the best potential for success and the anticipation of a continuing weak environment for casual and music-based games, we will be implementing a restructuring plan involving a focus on the development and publication of a reduced slate of titles on a going-forward basis. Specifically, we will be disbanding our Guitar Hero business unit and discontinuing the development of all music-based games, including the Guitar Hero title we had previously planned for 2011. In addition, we decided to discontinue development onTrue Crime: Hong Kong due to the concentration of competitive titles in that genre. The restructuring plan will also involve a re-alignment of our cost structure to correspond to our more focused product slate and a related reduction in studio headcount and corporate overhead. The reduction will result in the separation of approximately 500 employees.

        As a result of this shift in our focus, in 2011, we expect fewer overall releases but a more focused slate than in the past two years. As such, we expect our top line net revenues to be down year-over-year, primarily due to lower revenues from products with low-to-no profitability. In addition, since Blizzard had two major releases in 2010 and has not yet announced a launch date for its next global release, we are currently assuming two fewer titles from Blizzard in 2011 and, accordingly, lower revenues.

Consolidated Statements of Operations Data

        Note—The historical financial statements prior to July 10, 2008 are those of Vivendi Games only. The financial information of the businesses operated by Activision, Inc. prior to the Business Combination is included from the date of the Business Combination (i.e. from July 10, 2008 onwards), but not for prior periods.


Table of Contents

        The following table sets forth consolidated statements of operations data for the periods indicated in dollars and as a percentage of total net revenues (amounts in millions):



 For the Years Ended December 31,  For the Years Ended December 31, 


 2010 2009 2008  2011 2010 2009 

Net revenues:

Net revenues:

  

Product sales

 $3,257 68%$3,087 69%$3,080 72%

Subscription, licensing, and other revenues

 1,498 32 1,360 31 1,199 28 

Product sales

 $3,087 69%$3,080 72%$1,872 62%             

Subscription, licensing, and other revenues

 1,360 31 1,199 28 1,154 38 
             
 

Total net revenues

 4,447 100 4,279 100 3,026 100 

Total net revenues

 4,755 100 4,447 100 4,279 100 
                          

Costs and expenses:

Costs and expenses:

  

Cost of sales—product costs

 1,134 24 1,350 31 1,432 33 

Cost of sales—online subscriptions

 238 5 241 5 212 5 

Cost of sales—software royalties and amortization

 218 5 338 8 348 8 

Cost of sales—intellectual property licenses

 165 3 197 4 315 7 

Product development

 646 14 635 14 627 15 

Sales and marketing

 545 11 516 12 544 13 

General and administrative

 456 10 375 8 395 9 

Impairment of intangible assets

   326 7 409 10 

Restructuring

 25    23 1 

Cost of sales—product costs

 1,350 31 1,432 33 1,160 38              

Cost of sales—MMORPG

 241 5 212 5 193 7 

Cost of sales—software royalties and amortization

 338 8 348 8 267 9 

Cost of sales—intellectual property licenses

 197 4 315 7 219 7 

Product development

 642 14 627 15 592 20 

Sales and marketing

 520 12 544 13 464 15 

General and administrative

 364 8 395 9 271 9 

Impairment of intangible assets

 326 7 409 10   

Restructuring

   23 1 93 3 
             
 

Total costs and expenses

 3,978 89 4,305 101 3,259 108 

Total costs and expenses

 3,427 72 3,978 89 4,305 101 
                          

Operating income (loss)

Operating income (loss)

 469 11 (26) (1) (233) (8) 1,328 28 469 11 (26) (1)

Investment and other income, net

Investment and other income, net

 23 1 18 1 46 2  3  23 1 18 1 
                          

Income (loss) before income tax expense

Income (loss) before income tax expense

 492 12 (8)  (187) (6) 1,331 28 492 12 (8)  

Income tax expense (benefit)

Income tax expense (benefit)

 74 2 (121) (3) (80) (2) 246 5 74 2 (121) (3)
                          

Net income (loss)

 $418 10%$113 3%$(107) (4)%

Net income

 $1,085 23%$418 10%$113 3%
                          

Operating Segment Results

        Our operating segments are consistent with our internal organizational structure, the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our Chief


Table of Contents

Operating Decision Maker ("CODM"), the manner in which operating performance is assessed and resources are allocated, and the availability of separate financial information. We do not aggregate operating segments.

        The CODM reviews segment performance exclusive of the impact of the change in deferred net revenues and related cost of sales with respect to certain of our online-enabled games, stock-based compensation expense, restructuring expense, amortization of intangible assets and purchase price accounting related adjustments, impairment of intangible assets, integration and transaction costs,goodwill. The CODM does not review any information regarding total assets on an operating segment basis, and other*.accordingly, no disclosure is made with respect thereto. Information on the operating segments and reconciliations of total segment net revenues and


Table of Contents


total segment income (loss) from operations to consolidated net revenues and operating income (loss) before income tax expense from external customers for the years ended December 31, 2011, 2010, 2009, and 20082009 are presented in the table below (amounts in millions):.



 For the Years Ended December 31,  For the Years Ended December 31, 


 2010 2009 2008 Increase/
(decrease)
2010 v 2009
 Increase/
(decrease)
2009 v 2008
  2011 2010 2009 Increase/
(decrease)
2011 v 2010
 Increase/
(decrease)
2010 v 2009
 

Segment net revenues:

Segment net revenues:

  

Activision

 $2,828 $2,769 $3,156 $59 $(387)

Blizzard

 1,243 1,656 1,196 (413) 460 

Distribution

 418 378 423 40 (45)

Activision

 $2,769 $3,156 $2,152 $(387)$1,004            

Blizzard

 1,656 1,196 1,343 460 (147)

Distribution

 378 423 227 (45) 196 
           
 

Operating segment net revenue total

 4,803 4,775 3,722 28 1,053 

Operating segment net revenue total

 4,489 4,803 4,775 (314) 28 
                      

Reconciliation to consolidated net revenues:

Reconciliation to consolidated net revenues:

  

Net effect from deferral of net revenues

 266 (356) (497) 622 141 

Other

   1  (1)

Net effect from deferral of net revenues

 (356) (497) (713) 141 216            

Other*

  1 17 (1) (16)
           
 

Consolidated net revenues

 $4,447 $4,279 $3,026 $168 $1,253 

Consolidated net revenues

 $4,755 $4,447 $4,279 $308 $168 
                      

Segment income from operations:

Segment income from operations:

  

Activision

 $851 $511 $663 $340 $(152)

Blizzard

 496 850 555 (354) 295 

Distribution

 11 10 16 1 (6)

Activision

 $511 $663 $307 $(152)$356            

Operating segment income from operations total

 1,358 1,371 1,234 (13) 137 

Blizzard

 850 555 704 295 (149)           

Reconciliation to consolidated operating income (loss) and consolidated income (loss) before income tax expense:

 

Net effect from deferral of net revenues and related cost of sales

 183 (319) (383) 502 64 

Stock-based compensation expense

 (103) (131) (154) 28 23 

Restructuring

 (26) (3) (23) (23) 20 

Amortization of intangible assets

 (72) (123) (259) 51 136 

Impairment of goodwill/intangible assets

 (12) (326) (409) 314 83 

Integration and transaction costs

   (24)  24 

Other

   (8)  8 

Distribution

 10 16 22 (6) (6)           

Consolidated operating income (loss)

 1,328 469 (26) 859 495 

Investment and other income, net

 3 23 18 (20) 5 
                      

Consolidated income (loss) before income tax expense

 $1,331 $492 $(8)$839 $500 
 

Operating segment income from operations total

 1,371 1,234 1,033 137 201            
           

Reconciliation to consolidated operating (loss) income:

 

Net effect from deferral of net revenues and related cost of sales

 (319) (383) (496) 64 113 

Stock-based compensation expense

 (131) (154) (90) 23 (64)

Restructuring

 (3) (23) (93) 20 70 

Amortization of intangible assets and purchase price accounting related adjustments

 (123) (259) (292) 136 33 

Impairment of intangible assets

 (326) (409)  83 (409)

Integration and transaction costs

  (24) (29) 24 5 

Other*

  (8) (266) 8 258 
           

Total consolidated operating income (loss)

 $469 $(26)$(233)$495 $207 
           

*
Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment and consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

        Note—The historical financial statements prior to July 10, 2008 are those of Vivendi Games only. The financial information of the businesses operated by Activision, Inc. prior to the Business Combination is included from the date of the Business Combination (i.e. from July 10, 2008 onwards), but not for prior periods. We also provide a discussion and analysis of the operating segments for the years ended December 31, 2010, 2009, and 2008 in the Supplemental Pro Forma Information section


Table of Contents


below as the pro forma basis provides greater comparability for the Activision and Distribution segments as the Supplemental Pro Forma Information reflects pre-Business Combination businesses previously operated by Activision, Inc. The Blizzard segment is not affected by any of the pro forma adjustments.

        For better understanding of the differences in presentation between our segment results and the consolidated results, the following explains the nature of each reconciling item.

Net Effect from Deferral of Net Revenues and Related Cost of Sales

        We have determined that some of our game's online functionality represents an essential component of gameplay and as a result a more-than-inconsequential separate deliverable. As such, we are required to recognize the revenues of these game titles over the estimated service periods. The product lifeperiods, which may range from a minimum of five months to a maximum of less than a year. The related cost of sales is deferred and recognized to match revenues.as the related revenues are recognized. In the table above,on the previous page, we present the amount of net revenues and related cost of sales separately for each period as a result of the accounting treatment.

Stock-Based Compensation Expense

        We expense our stock-based awards using the grant date fair value over the vesting periods of the stock awards. In the case of liability awards, the liability is subject to revaluation based on the then-current stock price.price at the end of the relevant period. Included within stock-based compensation are the net effects of capitalization, deferral, and amortization. The stock-based compensation expenses for each period are presented above.

Restructuring

        WeOn February 3, 2011, the Company's Board of Directors authorized a restructuring plan (the "2011 Restructuring") involving a focus on the development and publication of a reduced slate of titles on a going-forward basis, including the discontinuation of the development of music-based games, the closure of the related business unit and the cancellation of other titles then in production, along with a related reduction in studio headcount and corporate overhead. The costs related to the 2011 Restructuring activities included severance costs, facility exit costs, and exit costs from the cancellation of projects. The 2011 Restructuring charges for the year ended December 31, 2011 were $25 million, which is reflected in a separate caption "Restructuring expenses" on our consolidated statement of operations. The 2011 Restructuring was completed as of December 31, 2011 and we do not expect to incur significant additional restructuring expenses relating thereto.

        In 2008, we implemented an organizational restructuring plan in the third quarter of 2008 as a result of the Business Combination. This organizational restructuring was to integrate different operations and to streamline the combined Activision Blizzard organization. The costs related to the restructuring activities included severance costs, facility exit costs, write offs of assets and liabilities and exit costs from the cancellation of projects. On June 30, 2009, we had completedFor the majorityyear ended December 31, 2011, expense related to the organizational restructuring was $1 million and has been reflected in the "General and administrative expense" in the consolidated statement of ouroperations. The organizational restructuring activities as a result of the Business Combination were completed as of December 31, 2011 and we do not expect any material coststo incur additional restructuring expenses relating to this item going forward as we have completed these restructuring activities.

        However, on February 3, 2011, the Board of Directors of the Company approved a new restructuring plan expected to be implemented in the quarter ending March 31, 2011, resulting in a net pretax charge in the first two quarters of 2011, which is expected to total between $35 and $50 million, comprised of severance costs, the costs of other separation benefits and other exit costs. This represents a subsequent event that occurs after the balance sheet date.thereto.

Amortization of Intangible Assets and Purchase Price Accounting Related Adjustments

        All of our intangible assets are the result of the Business Combination and other acquisitions. We amortize the intangible assets over their estimated useful lives based on the pattern of consumption of the underlying economic benefits. The amount presented in the table represents the effect of the amortization of intangible assets as well as other purchase price accounting adjustments, where applicable, in our consolidated statements of operations.

Impairment of Goodwill/Intangible Assets

        We recorded a non-cash charge of $12 million related to the impairment of goodwill of our Distribution reporting unit for the year ended December 31, 2011, reflecting a continuing shift in the


Table of Contents

distribution of interactive entertainment software from retail distribution channels to digital distribution channels. Furthermore, we recorded a non-cash impairment charge on finite-lived intangible assets of $326 million and $409 million for the years ended December 31, 2010 and 2009, respectively, reflecting a continuing weaker environment for the casual game and music genres.


Table of Contents

Integration and Transaction Costs

        These costs were incurred to effect the Business Combination and included activities such as merging systems and streamlining the business processes of the combined company of Activision Blizzard. We do not expect any further costs relating to this item going forward as we have completed our integration and transaction activities.

Segment Net Revenues

Activision

        Activision's net revenues decreasedincreased for 2011 as compared to 2010, primarily due to:

    Strong performance fromCall of Duty: Modern Warfare 3, which was released in the fourth quarter of 2011;

    Strong digital performance from the increased sales of downloadable content packs associated withCall of Duty: Black Ops that were released in 2011 as compared to the downloadable content packs associated withCall of Duty: Modern Warfare 2® that were released in 2010;

    The release ofSkylanders Spyro's Adventure in the fourth quarter of 2011;

    The release ofLego Star Wars III, which we published on behalf of Lucas Arts in Europe and certain countries in Asia Pacific; and

    Benefits from foreign exchange as compared to the prior year.

        The increases were partially offset by lower revenues as a result of:

    The more focused release schedule in 2011 than in 2010. In 2011, Activision released nine key titles as compared to the release of twelve key titles in 2010; and

    Lower catalogue sales of games in the music and casual games genre.

        For 2010, net revenues from the Activision segment decreased as compared to 2009 primarily due to the following:to:

    ReleaseThe release of fewer key titles in 2010 than in 2009 and weaker sales of games in the music and casual genres. In 2010, Activision released twelve key titles compared to the release of sixteen key titles in 2009; and

    Blur andSingularity, two new intellectual properties that were released in the second quarter of 2010, had only limited market success. While establishing successful new intellectual properties has always been difficult, the economic environment made it particularly challenging in 2010.

        The decreases were partially offset by the:

    Strong performance fromCall of Duty: Black Ops, which was released in the fourth quarter of 2010;

    Continued strong performance ofCall of Duty: Modern Warfare 2, which was released in November 2009; and

    LaunchThe launch of theCall of Duty: Modern Warfare 2 Stimulus Package map pack on Microsoft Xbox Live ("XBLive")downloadable content packs in 2010.

Table of Contents

    Blizzard

            Blizzard's net revenues decreased for 2011 as compared to 2010, primarily due to:

      No new titles released in 2011 as compared to 2010 whenWorld of Warcraft: Cataclysm was released in the firstfourth quarter of 2010 and on PlayStation Network ("PSN")StarCraft II: Wings of Liberty was released in the secondthird quarter of 2010; and

      LaunchA decline inWorld of theCall of Duty: Modern Warfare 2 ResurgenceWarcraft's map pack on XBLivesubscriber base during 2011. With the launch ofWorld of Warcraft: Cataclysm, in the secondfourth quarter of 2010, the subscriber base reached a new peak at more than 12 million subscribers at December 31, 2010. Since that time, the subscriber base has trended downward, and on PSN in the third quarter of 2010.was approximately 10.2 million subscribers at December 31, 2011.

            For 2009, net revenues from the Activision segment increased as compared to 2008 primarily due to the following:

      As a result of the consummation of the Business Combination, net revenues of $685 million from the Activision businesses operated by Activision, Inc. for the six months ended June 30, 2009 were included in 2009, but not in 2008;

      Launches of two new intellectual properties,DJ Hero andPROTOTYPE in 2009; and

      Strong performance fromCall of Duty: Modern Warfare 2, which was released in November 2009.

    These decreases were partially offset by weaker performance of theGuitar Hero franchise in 2009 versus 2008.benefits from foreign exchange as compared to prior year.

    Blizzard

            Blizzard's net revenues increased for 2010 as compared to 2009 primarily as a result of theof:

      The release ofWorld of Warcraft: Cataclysm in the fourth quarter of 2010 and2010;

      The release ofStarCraft II: Wings of Liberty in the third quarter of 2010. The increase in net revenues also reflects growth2010;

      Growth in sales of value-added services related toWorld of Warcraft, which consist of transactions such as realm transfers, faction changes, and other character customizations within the;World of Warcraft

      gameplay. The China region business was alsobeing back online"on line" for the full year of 20102010; and Blizzard successfully launched

      The successful launch ofWorld of Warcraft: Wrath of the Lich King in China in August 2010.


    Table of ContentsDistribution

            Blizzard's        Distribution's net revenues decreased for the year ended December 31, 2009increased in 2011 as compared to 20082010, primarily due to no new releasesadditional customer sales opportunities in 2009the U.K. and an interruption ofWorld of Warcraft in Chinabenefits from June 2009 to September 2009foreign exchange as a result of a license transfer. This compared to 2008 with the successful November 2008 release of the second expansion pack ofWorld of Warcraft: Wrath of the Lich King. This decrease was partially offset by an increase in other value-added service revenues.

    Distributionprior year.

            Distribution's net revenues decreased in 2010 as compared to 2009, primarily due to the weakness in the interactive software industry in the United Kingdom ("U.K."), resulting in lower sales from U.K. independent retailers and warehousing services.

            The increase in Distribution net revenues for 2009 as compared to 2008 was primarily due to the consummation of Business Combination in which net revenues of $148 million from the Distribution businesses operated by Activision, Inc. for the six months ended June 30, 2009 were included in the year ended December 31, 2009, but not in 2008.

    Segment Income from Operations

    Activision

            Activision's operating income increased in 2011 as compared to 2010, primarily due to:

      A more focused release of products that delivered higher operating margins;

      Increased digital sales of Call of Duty's digital content, resulting in high operating margins; and

      Reduction of operating expenses resulting from the restructuring activities implemented in 2011.

            These positive impacts on operating income were partially offset by:

      An increase in sales and marketing expenses to support the launch ofSkylanders Spyro's Adventure, Call of Duty: Modern Warfare 3 andCall of Duty Elite; and

      Additional litigation activities and settlement of lawsuits.

            Activision's operating income decreased in 2010 as compared to 2009, primarily due to the following:to:

      ReleaseThe release of fewer key titles in 2010 than in 2009 and weaker sales of games in the music and casual genres;

      Limited market success of two new intellectual properties,Blur andSingularity; and

      Higher inventory obsolescence of peripherals and write offs as a result of cancellations of certain titles (e.g., a Guitar Hero title that had been planned for release in 2011 andTrue Crime: Hong Kong).

    Table of Contents

            These negative impacts on operating income were partially offset by:

      Stronger performance from ourCall of Duty franchise in both retail and digital channels;

      A positive shift in the sales mix to higher-margin digital products;

      Lower sales and marketing expenses as a result of fewer releases; and

      Savings realized from headcount reductions within certain administrative functions in the first quarter of 2010.

            Activision'sBlizzard

            Blizzard's operating income increased in 2009decreased for 2011 as compared to 2008,2010 primarily due to the following:lower revenues as described above.

            These negative impacts on operating income were partially offset by:

      The increaseA decrease in revenues from Activisionsales and marketing expenses, as noted previously;higher sales and marketing expenses were incurred in 2010 to support the release ofWorld of Warcraft: Cataclysm in the fourth quarter andStarCraft II: Wings of Liberty in the third quarter; and

      Lower operating expenses stemming from continuing effective cost-containment strategies.customer support costs incurred.

    Blizzard

            Blizzard's operating income increased for 2010 as compared to 2009 primarily due to:

      ReleaseThe release ofWorld of Warcraft: Cataclysm in the fourth quarter of 2010 andStarCraft II: Wings of Liberty in the third quarter of 2010;

      IncreaseAn increase in sales of value-added services related toWorld of Warcraft; and


    Table of Contents

      The China region business being back online"on line" for full year of 2010 and the successful launch ofWorld of Warcraft: Wrath of the Lich King in China in August 2010.

            Blizzard's operating income for 2009 decreased as compared to 2008, primarily as a result of the following:

      The decrease in net revenues noted previously; and

      Incremental investments made by Blizzard for customer service and for product development for the sequel toStarCraft, the nextWorld of Warcraft expansion pack, and enhancing Battle.net.

    Supplemental Pro Forma Operating Segment ResultsNon-GAAP Financial Measures

            The consummationanalysis of revenues by distribution channel is presented both on a GAAP (including the Business Combination has resultedimpact from change in deferred revenues) and non-GAAP (excluding the businesses operatedimpact from change in deferred revenues) basis. We use this non-GAAP measure internally when evaluating our operating performance, when planning, forecasting and analyzing future periods, and when assessing the performance of our management team. We believe this is appropriate because this non-GAAP measure enables an analysis of performance based on the timing of actual transactions with our customers, which is consistent with the way the Company is measured by Activision, Inc. priorinvestment analysts and industry data sources, and facilitates comparison of operating performance between periods. In addition, excluding the impact from change in deferred net revenue provides a much more timely indication of trends in our sales and other operating results. While we believe that this non-GAAP measure is useful in evaluating our business, this information should be considered as supplemental in nature and is not meant to be considered in isolation from, as a substitute for, or as more important than, the Business Combination being included from the date of the Business Combination (i.e. from July 9, 2008 onwards), but not for prior periods. Therefore, for comparability purposes, we combined Activision, Inc.'srelated financial information prepared in accordance with Activision Blizzard's reportedGAAP. In addition, this non-GAAP financial informationmeasure may not be the same as any non-GAAP measure presented by another company. This non-GAAP financial measure has limitations in the following table to create pro forma Activision Blizzard financial information for the year ended December 31, 2008. This pro forma information is for informational purposes only andthat it does not reflect any operating efficiencies or inefficiencies which may have resultedall of the items associated with our GAAP revenues. We compensate for the limitations resulting from the Business Combination and therefore is not necessarily indicative of results that would have been achieved had the business been combined during the years presented. We have included a reconciliation between the reported consolidated and segment financial information to the pro forma consolidated and segment financial information. See Note 14exclusion of the Notes to Consolidated Financial Statements for further detailschange in deferred revenues by considering the impact of that item separately and by considering our segment presentation.GAAP, as well as non-GAAP, revenues.


    Table of Contents

    Results of Operations—Years Ended December 31, 2011, 2010, and 2009

     
     For the years ended December 31, 
     
     2010 2009 2008 Increase/
    (decrease)
    2010 v 2009
     Increase/
    (decrease)
    2009 v 2008
     % change
    2010 v 2009
     % change
    2009 v 2008
     

    Pro forma segment net revenues:

                          
     

    Activision

     $2,769 $3,156 $3,279 $(387)$(123) (12)% (4)%
     

    Blizzard

      1,656  1,196  1,343  460  (147) 38  (11)
     

    Distribution

      378  423  410  (45) 13  (11) 3 
                    

    Pro forma operating segment net revenue total

      4,803  4,775  5,032  28  (257) 1  (5)

    Reconciliation to pro forma consolidated net revenues:

                          
     

    Net effect from deferral of net revenues

      (356) (497) (713) 141  216  28  30 
     

    Other*

        1  17  (1) (16) (100) (94)
                    

    Pro forma consolidated net revenues

     $4,447 $4,279 $4,336 $168 $(57) 4% (1)%
                    

    Pro forma segment income from operations:

                          
     

    Activision

     $511 $663 $469 $(152)$194  (23)% 41%
     

    Blizzard

      850  555  704  295  (149) 53  (21)
     

    Distribution

      10  16  27  (6) (11) (38) (41)
                    

    Pro forma operating segment income from operations total

      1,371  1,234  1,200  137  34  11  3 

    Reconciliation to pro forma consolidated operating income (loss):

                          
     

    Net effect from deferral of net revenues and related cost of sales

      (319) (383) (496) 64  113  17  23 
     

    Stock-based compensation expense

      (131) (154) (181) 23  27  15  15 
     

    Restructuring

      (3) (23) (93) 20  70  87  75 
     

    Amortization of intangible assets and purchase price accounting related adjustments

      (123) (259) (376) 136  117  53  31 
     

    Impairment of intangible assets

      (326) (409)   83  (409) 20   
     

    Integration and transaction costs

        (24) (42) 24  18  100  43 

    Other*

        (8) (266) 8  258  100  97 
                    

    Total pro forma consolidated operating income (loss)

     $469 $(26)$(254)$495 $228  NM  90%
                    

    (*)
    Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down

    Non-GAAP Financial Measures

            We currently define digital online channels-related sales as part of our restructuringrevenues from subscriptions and integration efforts as a result of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activitiesmemberships, licensing royalties, value-added services, downloadable content, digitally distributed products, and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segmentwireless devices.

            The following table provides reconciliation between GAAP and consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.


    Table of Contents

            On a pro forma operating segment basis, our operating marginnon-GAAP net revenues by distribution channel for the years ended December 31, 2011, 2010, and 2009 and 2008 was 29%, 26% and 24%, respectively. Highlights and analysis of(amounts in millions):

     
     For the Years Ended December 31, 
     
     2011 2010 2009 Increase/
    (decrease)
    2011 v 2010
     Increase/
    (decrease)
    2010 v 2009
     % Change
    2011 v 2010
     % Change
    2010 v 2009
     

    GAAP net revenues by distribution channel

                          

    Retail channels

     $2,697 $2,629 $2,622 $68 $7  3% %

    Digital online channels

      1,640  1,440  1,234  200  206  14  17 
                    

    Total Activision and Blizzard

      4,337  4,069  3,856  268  213  7  6 

    Distribution

      418  378  423  40  (45) 11  (11)
                    

    Total consolidated GAAP net revenues

      4,755  4,447  4,279  308  168  7  4 
                    

    Change in deferred net revenues

                          

    Retail channels

      (185) 251  457  (436) (206) (174) (45)

    Digital online channels

      (81) 105  39  (186) 66  (177) 169 
                    

    Total changes in deferred net revenues

      (266) 356  496  (622) (140) (175) (28)
                    

    Non-GAAP net revenues by distribution channel

                          

    Retail channels

      2,512  2,880  3,079  (368) (199) (13) (6)

    Digital online channels

      1,559  1,545  1,273  14  272  1  21 
                    

    Total Activision and Blizzard

      4,071  4,425  4,352  (354) 73  (8) 2 

    Distribution

      418  378  423  40  (45) 11  (11)
                    

    Total non-GAAP net revenues(1)

     $4,489 $4,803 $4,775 $(314)$28  (7)% 1%
                    

    (1)
    Total non-GAAP net revenues presented also represents our individualtotal operating segment net revenues and income from operations are as follows:

    revenues.

    Pro forma Activision Segment Net Revenues

            Activision's        The increase in GAAP net revenues decreasedfrom digital online channels for 20102011 as compared to 2009,2010 was primarily due to the:

      Release of fewer key titles in 2010 than in 2009 and weaker sales of games in the music and casual genres; and

      Limited marketcontinuing success of the two new intellectual properties,BlurCall of Duty franchise, including the stronger performance andSingularity.

            These negative impacts on net revenues were partially offset by the:

      Strong performance from greater number of downloadable content packs associated withCall of Duty: Black Ops which was released in the fourth quarter of 2010; and

      Continued strong performance of2011 versusCall of Duty: Modern Warfare 2 in retailthe prior year, and its relateda higher number of full game downloads from the Call of Duty catalogue titles. In addition, revenues generated from the World of Warcraft franchise, particularly from the digital downloadable content.release of

            Activision's netWorld of Warcraft: Cataclysm in December 2010, as well as the digital release ofStarCraft II: Wings of Liberty in July 2010, resulted in more deferred revenues decreased for 2009recognized in 2011 as compared to 2008, primarily due to:

      2010. The weaknessincrease in the economy adversely impacting the casual game and music genres and the weaker performance of theGuitar Hero franchise in 2009GAAP net revenues from retail channels for 2011 as compared to 2008;2010 was the result of the continued strong performance of the Call of Duty franchise as described above, recognition of deferred revenues from the 2010 launches ofStarCraft II: Wings of Liberty andWorld of Warcraft: Cataclysm, and revenues generated from the launch ofSkylanders Spyro's Adventure, partially offset by the release of fewer key titles.



      Table of Contents

      The declinedecrease in sales of PS2 platform titles due to the aging lifecycle of the PS2 platform as consumers transitioned to current-generation platforms.

            Partially offsetting these negative impacts on net revenues were the:

      Increase innon-GAAP net revenues from retail channels for 2011 as compared to 2010 was the result of our more focused slate, with the release of fewer key titles, and lower revenues generated from the casual "value" titles. The decrease was partially offset by the continued strong performance of the Call of Duty franchise and revenues generated fromSkylanders Spyro's Adventure. The increase in non-GAAP net revenues from digital online channels for 2011 as compared to 2010 was attributable to the stronger performance and greater number of downloadable content packs associated withCall of Duty: Black Ops released in 2011 versusCall of Duty: Modern Warfare 2; in the prior year, and

      Growth in online digital revenues a higher number of full game downloads from the Call of Duty catalogue titles. This increase was partially offset by the unfavorable impact of the decrease inWorld of Warcraft's subscriber base, the decrease of full game downloads ofWorld of Warcraft: Cataclysm, downloadable content.which was released in December 2010, and

    Pro Forma Activision Segment Income from OperationsStarCraft II: Wings of Liberty, which was released in July 2010.

            Activision's operating income decreased        The increase in both GAAP and non-GAAP net revenues from digital online channels for 2010 as compared to 2009 was mainly due to the increase in revenues from theWorld of Warcraft's value-added services, revenues from the sales of downloadable content packs associated withCall of Duty: Modern Warfare 2 in 2010, the full game downloads ofStarCraft II: Wings of Liberty in July 2010, and the release ofWorld of Warcraft:Cataclysm in December 2010. The decrease in non-GAAP net revenues from retail channels for 2010 as compared to 2009 was primarily due to the:

      Release ofthe fewer key titles in 2010 than in 2009releases and the weaker sales of games in the music and casual genres;

      Limited market success ofBlur andSingularity; and

      Higher inventory obsolescence of peripherals and write-offs resulting from the cancellations of certain titles in development.

            These negative impacts to operating income were partially offset by:

      Stronger performance from ourCall of Duty franchise in both retail and digital channels;

      A positive shift in the sales mix of higher-margin products;

      Lower sales and marketing expenses as a result of fewer releases; and

      Savings realized from headcount reductions within certain administrative functions in the first quarter of 2010.

      Table of Contents

              Activision's operating income increased in 2009 as compared to 2008, primarily due to:

        Strong performance ofCall of Duty: Modern Warfare 2, which was released in November 2009;

        The change in business mix, with fewer sales of hardware peripherals and accordingly lower product costs;

        Launches of two new intellectual properties,DJ Hero andPROTOTYPE in 2009;

        Growth in higher margin online digital revenues; and

        Lower operating expenses stemming from continuing effective cost-containment strategies.

              These factors were partially offset by the decrease in net revenues described above.

      Schedules of Reconciliation of Reported Consolidated and Segment Financial Information to Pro Forma Consolidated and Segment Financial Information for the Year Ended December 31, 2008

              For the year ended December 31, 2008, the pro forma consolidated financial information below is comprised of Activision, Inc.'s financial information for the period January 1, 2008 to July 9, 2008 together with Activision Blizzard's reported financial information for the year ended December 31, 2008. Activision, Inc.'s financial information for the three months ended March 31, 2008 and June 30, 2008 are extracted from the quarterly information which has not been audited. Activision, Inc.'s financial information from July 1, 2008 to July 9, 2008 has not been audited. In conjunction with the Business Combination, senior management changed the manner in which they assess the operating performance of, and allocate resources to, our operating segments during the year ended December 31, 2008.


      Table of Contents

       
       For the year ended December 31, 2008 
       
       Reported Activision, Inc. Pro forma
      adjustments(i)
       Pro forma
      Activision Blizzard
       

      Consolidated net revenues

       $3,026 $1,310 $ $4,336 

      Reconciliation to segment net revenues:

                   
       

      Net effect from deferral of net revenues

        713      713 
       

      Other(ii)

        (17)     (17)
                

      Total segment net revenues

       $3,722 $1,310 $ $5,032 
                

      Segment net revenues

                   
       

      Activision

       $2,152 $1,127 $ $3,279 
       

      Blizzard

        1,343      1,343 
       

      Distribution

        227  183    410 
                

      Total segment net revenues

       $3,722 $1,310 $ $5,032 
                

      Consolidated operating income (loss)

       $(233)$85 $(106)$(254)

      Reconciliation to segment operating income (loss):

                   
       

      Net effect from deferral of net revenues and related cost of sales

        496      496 
       

      Stock-based compensation expense

        90  32  59  181 
       

      Restructuring

        93      93 
       

      Amortization of intangible assets and purchase price accounting related adjustments

        292    84  376 
       

      Integration and transaction costs

        29  50  (37) 42 
       

      Other(ii)

        266      266 
                

      Total segment operating income (loss) from operations

       $1,033 $167 $ $1,200 
                

      Segment income from operations

                   
       

      Activision

       $307 $162 $ $469 
       

      Blizzard

        704      704 
       

      Distribution

        22  5    27 
                

      Total segment income from operations

       $1,033 $167 $ $1,200 
                

      Consolidated net income (loss)

       $(107)$60 $(64)$(111)
                

      (i)
      The pro forma adjustments include the increased amortization expense resulting from the application of the purchase method of accounting ($84 million for the year ended December 31, 2008), elimination of Activision, Inc.'s historical transaction costs ($37 million for the year ended December 31, 2008), and an increase in stock-based compensation expense associated with the increase in the fair value of Activision, Inc.'s unvested stock awards at the closing date of the Business Combination ($59 million for the year ended December 31, 2008). Pro forma adjustments are shown net of tax using an assumed combined federal and state statutory tax rate of 39.4%.

      (ii)
      Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment and consequently, we are no longer providing separate operating segment disclosure and have

      Table of Contents

        reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

      Results of OperationsYears Ended December 31, 2010, 2009, and 2008genres.

      Consolidated Results

      Net Revenues by Geographic Region

              The following table details our consolidated net revenues by geographic region for the years ended December 31, 2011, 2010, 2009, and 20082009 (amounts in millions):



       For the Years ended December 31,  For the Years ended December 31, 


       2010 2009 2008 Increase/
      (decrease)
      2010 v 2009
       Increase/
      (decrease)
      2009 v 2008
        2011 2010 2009 Increase/
      (decrease)
      2011 v 2010
       Increase/
      (decrease)
      2010 v 2009
       % Change
      2011 v 2010
       % Change
      2010 v 2009
       

      Geographic region net revenues:

      Geographic region net revenues:

        

      North America

       $2,409 $2,217 $1,494 $192 $723 

      Europe

       1,743 1,798 1,288 (55) 510 

      Asia Pacific

       295 263 227 32 36 

      North America

       $2,405 $2,409 $2,217 $(4)$192 % 9%

      Europe

       1,990 1,743 1,798 247 (55) 14 (3)

      Asia Pacific

       360 295 263 65 32 22 12 
                                

      Total geographic area net revenues

      Total geographic area net revenues

       4,447 4,278 3,009 169 1,269  4,755 4,447 4,278 308 169 7 4 

      Other*

        1 17 (1) (16)

      Other

         1  (1)  (100)
                                

      Consolidated net revenues

      Consolidated net revenues

       $4,447 $4,279 $3,026 $168 $1,253  $4,755 $4,447 $4,279 $308 $168 7% 4%
                                

              The (increase)/decrease in deferred revenues by geographic region for the years ended December 31, 2011, 2010, 2009, and 20082009 was as follows (amounts in millions):



       For the Years Ended December 31,  For the Years Ended December 31, 


       2010 2009 2008 (Increase)/
      Decrease
      2010 v 2009
       (Increase)/
      Decrease
      2009 v 2008
        2011 2010 2009 (Increase)/
      Decrease
      2011 v 2010
       (Increase)/
      Decrease
      2010 v 2009
       

      Deferred revenues by geographic region:

      Deferred revenues by geographic region:

        

      North America

       $154 $(166)$(241)$320 $75 

      Europe

       104 (159) (224) 263 65 

      Asia Pacific

       8 (31) (32) 39 1 

      North America

       $(166)$(241)$(457)$75 $216            

      Europe

       (159) (224) (234) 65 10 

      Asia Pacific

       (31) (32) (22) 1 (10)
                 

      Total change in deferred revenues by

       

      geographic region

       (356) (497) (713) 141 216 

      Other*

        1 17 (1) (16)

      Total change in deferred revenues by geographic region

       266 (356) (497) 622 141 

      Other

         1  (1)
                            

      Total impact on consolidated net revenues

      Total impact on consolidated net revenues

       $(356)$(496)$(696)$140 $200  $266 $(356)$(496)$622 $140 
                            

      *
      Represents Non-Core activities,

      Table of Contents

              Consolidated net revenues from Europe and Asia Pacific increased in 2011 as compared to 2010, primarily due to the continued success of Call of Duty catalogue titles, stronger performance of downloadable content packs associated withCall of Duty: Black Ops and the release ofWorld of Warcraft: Cataclysm andStarCraft II: Wings of Liberty in 2010, all of which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound downresulted in increased revenues recognized in 2011 as partcompared to 2010. Further, the launch of our restructuringSkylanders Spyro's Adventure and integration effortsthe increase in Distribution segment revenues in Europe contributed to the increase in consolidated net revenues. These increases were partially offset by the additional deferral of revenues as a result of greater sales from the launch ofCall of Duty: Modern Warfare 3 in November 2011.

              Consolidated net revenues from North America decreased slightly in 2011 as compared to 2010, primarily due to the decrease in net revenues from music and casual titles and the greater sales from the launch ofCall of Duty: Modern Warfare 3 which resulted in additional deferral of revenues. These decreases were almost entirely offset by the continued success of Call of Duty catalogue titles, stronger performance of downloadable content packs associated withCall of Duty: Black Ops, the releases ofWorld of Warcraft: Cataclysm andStarCraft II: Wings of Liberty in 2010, and the launch ofSkylanders Spyro's Adventure, all of which resulted in increased revenues recognized in 2011 as compared to 2010.

              The releases ofCall of Duty: Black Ops, World of Warcraft: Cataclysm andStarCraft II: Wings of Liberty in 2010 were the primary reason why more deferred revenues were recognized during the year ended December 31, 2011 as compared to the same period on 2010 across all regions. This increase in the recognition of deferred revenues was partially offset by greater revenues deferred in 2011 as a result of the Business Combination. Priorbetter performance ofCall of Duty: Modern Warfare 3, as compared to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in lightCall of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.Duty: Black Ops.

              Consolidated net revenues increased in North America and Asia Pacific in 2010 as compared to the same period in 2009, primarily due to the success of theCall of Duty franchise, particularly the release ofCall of Duty: Black Ops in the fourth quarter of 2010 and the continued strong performance ofCall of Duty: Modern Warfare 2 during the year, and the release ofWorld of Warcraft: Cataclysm andStarCraft II: Wings of Liberty in the fourth and third quarters of 2010, respectively, as well asand higher


      Table of Contents


      revenues from sales ofWorld of Warcraft's value-added services. The increase in consolidated net revenues in Asia Pacific was also attributable to the China region business being back online"on line" for the full year of 2010 and its continued growth with the successful launch ofWorld of Warcraft: Wrath of the Lich King in China in August 2010. The increase in consolidated net revenues for North America was partially offset by the impact of fewer titles released in 2010 and the weaker sales of games in the music and casual genres. Consolidated net revenues forin Europe decreased in 2010 as compared to 2009, primarily as a result of unfavorable foreign exchange effects and the greater impact on the decrease in sales of games in the music and casual genres. The decrease wasThese decreases were partially offset by the strong performance of theCall of Duty franchise in Europe, the release ofWorld of Warcraft: Cataclysm andStarCraft II and continued growth inWorld of Warcraft's value-added services.

              The greater success ofCall of Duty: Black Ops sales at its initial launch compared toCall of Duty: Modern Warfare 2 sales at its initial launch is the primary reason that less revenue was deferred during 2010 as compared to 2009. This decrease in deferred revenue was partially offset by the additional deferral of revenue as a result of the release ofWorld of Warcraft: Cataclysm and value-added services in the fourth quarter of 2010.

              Consolidated net revenues increased in all regions in 2009 as compared to 2008, primarily due to the post-Business Combination net revenues consisting of $690 million in North America, $507 million in Europe and $54 million in Asia Pacific from the businesses previously operated by Activision, Inc. for the six month period ended June 30, 2009 that were included in 2009 but not in 2008. The increase in North America, which was further driven by the strong performance of the Call of Duty franchise, in particular the 2009 release ofCall of Duty: Modern Warfare 2. The increase was partially offset by the impact of weaker sales of games in the music and casual genres in 2009.

      Foreign Exchange Impact

              Changes in foreign exchange rates had a positive impact of approximately $100 million and a negative impact of approximately $54 million and $71 million on Activision Blizzard's net revenues in 20102011 and 2009,2010, respectively. The change is primarily due to the year-over-year strengtheningmovements of the U.S.British pound, euro and Australian dollar average rates relative to the British pound and euros.U.S. dollar.


      Table of Contents

      Net Revenues by Platform

              The following table details our net revenues by platform and as a percentage of total consolidated net revenues for the years ended December 31, 2011, 2010, 2009, and 20082009 (amounts in millions):

       
       Year
      Ended
      December 31,
      2011
       % of
      total
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      total
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      total
      consolidated
      net revs.
       Increase/
      (decrease)
      2011 v
      2010
       Increase/
      (decrease)
      2010 v
      2009
       

      Platform net revenues:

                               

      Online subscriptions*

       $1,357  29%$1,230  28%$1,248  29%$127 $(18)

      PC and other

        374  8  325  7  164  4  49  161 

      Console

                               

      Sony PlayStation 3

        935  20  854  19  584  14  81  270 

      Sony PlayStation 2

        13    35  1  174  4  (22) (139)

      Microsoft Xbox 360

        1,140  24  1,033  23  857  19  107  176 

      Nintendo Wii

        351  7  408  9  584  14  (57) (176)
                        

      Total console

        2,439  51  2,330  52  2,199  51  109  131 

      Handheld

        167  3  184  4  244  6  (17) (60)
                        

      Total platform net revenues

        4,337  91  4,069  91  3,855  90  268  214 

      Distribution

        418  9  378  9  423  10  40  (45)

      Other

                1      (1)
                        

      Total consolidated net revenues

       $4,755  100%$4,447  100%$4,279  100%$308 $168 
                        

       
       Year
      Ended
      December 31,
      2010
       % of
      total
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      total
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      total
      consolidated
      net revs.
       Increase/
      (decrease)
      2010 v
      2009
       Increase/
      (decrease)
      2009 v
      2008
       

      Platform net revenues:

                               
       

      MMORPG

       $1,230  28%$1,248  29%$1,152  38%$(18)$96 
       

      PC and other

        325  7  164  4  99  3  161  65 
       

      Console

                               
        

      Sony PlayStation 3

        854  19  584  14  241  8  270  343 
        

      Sony PlayStation 2

        35  1  174  4  284  9  (139) (110)
        

      Microsoft Xbox 360

        1,033  23  857  19  362  12  176  495 
        

      Nintendo Wii

        408  9  584  14  407  14  (176) 177 
                        
       

      Total console

        2,330  52  2,199  51  1,294  43  131  905 
       

      Handheld

        184  4  244  6  237  8  (60) 7 
                        

      Total platform net revenues

        4,069  91  3,855  90  2,782  92  214  1,073 
       

      Distribution

        378  9  423  10  227  7  (45) 196 
       

      Other*

            1    17  1  (1) (16)
                        

      Total consolidated net revenues

       $4,447  100%$4,279  100%$3,026  100%$168 $1,253 
                        
      *
      Revenue from online subscriptions consists of revenue from allWorld of Warcraft products, including subscriptions, boxed products, expansion packs, licensing royalties, and value-added services.

              Deferred revenues by platform for the years ended December 31, 2011, 2010, 2009, and 20082009 was as follows (amounts in millions):



       Years Ended December 31,  Years Ended December 31, 


       2010 2009 2008 (Increase)
      Decrease
      2010 v 2009
       (Increase)
      Decrease
      2009 v 2008
        2011 2010 2009 (Increase)
      Decrease
      2011 v 2010
       (Increase)
      Decrease
      2010 v 2009
       

      Deferred revenues by platform:

      Deferred revenues by platform:

        

      Online subscriptions

       $202 $(191)$93 $393 $(284)

      PC and other

       75 (81) (49) 156 (32)

      Console

       

      Sony PlayStation 3

       (36) (77) (259) 41 182 

      Microsoft Xbox 360

       (43) (15) (284) (28) 269 

      Nintendo Wii

       66 16 2 50 14 

      MMORPG

       $(191)$93 $(145)$(284)$238            

      Total console

       (13) (76) (541) 63 465 

      PC and other

       (81) (49) (33) (32) (16)           

      Console

       
       

      Sony PlayStation 3

       (77) (259) (168) 182 (91)
       

      Microsoft Xbox 360

       (15) (284) (248) 269 (36)
       

      Nintendo Wii

       16 2 (119) 14 121 
                 

      Total console

       (76) (541) (535) 465 (6)
                 
       

      Nintendo Dual Screen

       (8)   (8)  

      Other*

        1 17 (1) (16)

      Nintendo Dual Screen

       2 (8)  10 (8)

      Other

         1  (1)
                            

      Total impact on consolidated net revenues

      Total impact on consolidated net revenues

       $(356)$(496)$(696)$140 $200  $266 $(356)$(496)$622 $140 
                            

      *
      Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down

              Net revenues from online subscriptions increased in 2011 as partcompared to 2010, primarily driven by the recognition of our restructuringdeferred revenues from the release ofWorld of Warcraft: Cataclysm in December 2010 and integration effortsfrom the sales ofWorld of Warcraft's value-added services, partially offset by the unfavorable impact ofWorld of Warcraft's declining subscriber base. Net revenues from PC and other increased in 2011 as a resultcompared to 2010, primarily due to the launch of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have

      Skylanders Spyro's Adventure,


      Table of Contents

        reclassified our prior periods' segment presentation soparticularly on the sale of toys that it conformsare used with the video game, and continued success of Call of Duty franchise titles. The increase was partially offset by lower revenues from music and causal titles and no major release for PC and other platform in 2011 as compared to 2010, whenStarCraft II: Wings of Liberty was released. Net revenues from Sony PlayStation 3 and Microsoft Xbox 360 increased in 2011 as compared to 2010, primarily due to the current period's presentation.launch ofSkylanders Spyro's Adventure, the continued success of the Call of Duty franchise, and downloadable content packs associated withCall of Duty: Black Ops as compared to the downloadable content packs associated withCall of Duty: Modern Warfare 2. The increase was partially offset by the strong consumer demand at launch in November 2011 forCall of Duty: Modern Warfare 3, which resulted in additional deferral of revenues. Net revenues from the Nintendo Wii and handheld systems decreased due to the release of fewer key titles than in 2010, and lower catalogue sales of games in the music and casual games genres in 2011 as compared to 2010.

              Net revenues from MMORPGonline subscriptions decreased slightly in 2010 as compared to 2009, primarily as a result of lower deferred and boxed revenue recognized in 2010 due to the timing of expansion pack releases by Blizzard. While theWorld of Warcraft: Wrath of the Lich King expansion pack launched in the fourth quarter of 2008 resulted in significant deferred revenues that were recognized in 2009, theWorld of Warcraft: Cataclysm expansion pack launched in the fourth quarter of 2010 resulted in a lower percentage of deferred revenue recognized in 2010, with the majority of deferred revenues to be recognized in 2011. This decrease in revenue was partially offset by higher revenues from sales ofWorld of Warcraft's value-added services. Net revenues from PC and other platform increased in 2010 as compared to 2009, primarily as a result of the release ofStarCraft II: Wings of Liberty. Net revenues from Sony PlayStation 3 and Microsoft Xbox 360 increased in 2010 as compared to 2009, primarily as a result of the success of theCall of Duty franchise, in particular the strength ofCall of Duty: Modern Warfare 2 and its associated map packs in downloadable content digital formats, and the strong consumer demand forCall of Duty: Black Ops. Sony PlayStation 2 platform revenues continued to decline due to fewer titles published on this platform given the aging lifecycle of the Sony PlayStation 2 platform as consumers are now almost fully transitioned to the current-generation platforms. Net revenues from Nintendo Wii decreased in 2010 as compared to 2009, primarily due to the weakness in the sales in casual and music genres. Net revenues from handheld devicessystems decreased for the same period primarily as a result of alternative handheld devices such as Apple's iPhone, Apple's iPad and other mobile devices, as well as general weakness in the casual titles.

              Regarding deferred revenues by platform, additional revenues were deferred in 2010 across MMORPG, PC and other, Sony PlayStation 3 and the Microsoft Xbox 360 platforms driven by the successful releases ofWorld of Warcraft: Cataclysm,StarCraft II: Wings of Liberty andCall of Duty: Black Ops.

              MMORPG net revenues increased in 2009 compared to 2008 as a result of the continued growth of theWorld of Warcraft franchise and online value-added services. Net revenues from various consoles and handheld platforms increased, except for PS2, in 2009 as compared to 2008 primarily as a result of the consummation of the Business Combination. The increases in net revenues by platform in 2009 were also driven by the success of ourCall of Duty franchise, in particular,Call of Duty: Modern Warfare 2, on the Xbox360 and PS3 platforms. Partially offsetting the increase was the weaker sales of casual games and games in the music genre as compared to the core games genre, which includes titles from theCall of Duty franchise. The weaker sales in the casual games and music genres were due to extended economic weakness and competition from emerging platforms, such as the iPhone and other community internet applications that accommodate gameplay. PS2 platform revenues declined due to the fewer titles published on this platform given aging lifecycle of the PS2 platform as consumers transitioned to the current-generation platforms.


      Table of Contents

      Costs and Expenses

      Cost of Sales

              The following table details the components of cost of sales in dollars and as a percentage of total consolidated net revenues for the years ended December 31, 2011, 2010, 2009, and 20082009 (amounts in millions):


       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
        Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Product costs

       $1,350 31%$1,432 33%$1,160 38%$(82)$272  $1,134 24%$1,350 31%$1,432 33%$(216)$(82)

      MMORPG

       241 5 212 5 193 7 29 19 

      Online subscriptions

       238 5 241 5 212 5 (3) 29 

      Software royalties and amortization

       338 8 348 8 267 9 (10) 81  218 5 338 8 348 8 (120) (10)

      Intellectual property licenses

       197 4 315 7 219 7 (118) 96  165 3 197 4 315 7 (32) (118)

      Table of Contents

              Total cost of sales decreased in 2011 as compared to 2010, primarily due to:

        The continued change in mix for products with fewer hardware peripherals, and accordingly lower product costs;

        An increasing number of products distributed through digital online channels;

        A decrease in inventory obsolescence charges, as the prior year included higher inventory obsolescence charges relating to peripherals;

        A decrease in amortization of capitalized software development and intellectual property license costs as we had fewer titles released during 2011; and

        A decrease in amortization of intangible assets.

              These decreases in cost of sales were partially offset by:

        More deferred costs recognized, consistent with more deferred revenues recognized, during 2011 as compared to 2010; and

        Higher product costs from our higher Distribution segment revenues.

              Total cost of sales decreased in 2010 as compared to 2009, primarily due to:

        The change in business mix for products with fewer hardware peripherals, and accordingly lower product costs;

        A greater share of revenues generated by the Blizzard segment, which has a lower overall cost of sales; and

        Lower intellectual property license expenses due to weaker sales of games in the music and casual games genres, selling more of our owned titles rather than affiliated titles and the decrease in amortization of intangible assets.

              These decreases in cost of sales were partially offset by:

        The stronger performance of theCall of Duty franchise and the release ofStarCraft II: Wings of Liberty andWorld of Warcraft: Cataclysm and the resulting increase in product costs;

        More deferred costs recognized consistent with more deferred revenues recognized, during 2010 as compared to 2009;

        Higher inventory obsolescence charges relating to peripherals; and

        Costs related to our continued focus on customer service for ourWorld of Warcraft subscribers.

              Total cost of sales increased in 2009 as compared to 2008, primarily due to:

        Post-Business Combination product costs of $530 million, software royalties and amortization of $151 million, and intellectual property licenses of $112 million from businesses previously operated by Activision, Inc., for the six month period ended June 30, 2009 that were included in 2009, but not in 2008; and

        Incremental investments made by Blizzard for improved levels of customer service.

              These factors were partially offset by a change in business mix with lower cost of sales resulting from our shift to selling more software versus hardware, and selling more of our owned titles than affiliated titles.


      Table of Contents

      Product Development (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Product development

       $642  14%$627  15%$592  20%$15 $35 
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Product development

       $646  14%$635  14%$627  15%$11 $8 

              For 2011, product development costs increased slightly as compared to 2010, principally due to lower capitalization of our overall product development costs related to future titles and higher accrued studio-related bonuses. This increase in product development expense was partially offset by the benefits realized from our 2011 Restructuring, which involved a focus on reducing the number of titles in development and publication, including the discontinuation of the development of music-based games. Additionally, product development costs in 2011 included amounts written off due to the cancellation of a future game under development; however, such write off was slightly less than 2010.


      Table of Contents

              For 2010, product development costs increased as compared to 2009, mainly due to the write off of capitalized software development costs of cancelled titles, primarily a Guitar Hero title that had been planned for 2011 andTrue Crime: Hong Kong. This increase in product development expense was partially offset by lower stock-based compensation expense and the benefits realized from headcount reductions at certain Activision studios, primarily in the first quarter of 2010, to align the Company's resources with its product slate.

              For 2009, product development costs increased as compared to 2008, primarily due to post-Business Combination product development costs of $143 million from businesses previously operated by Activision, Inc., for the six month period ended June 30, 2009 that were included in 2009, but not in 2008. This increase in product development expense was partially offset by the complete wind down of Non-Core operations, resulting in lower product development expense from Non-Core operations in 2009 as compared to 2008. Product development costs in 2008 included the write off of capitalized software development costs of cancelled titles in the amount of $71 million as a result of the rationalization of our title portfolio after the Business Combination.

      Sales and Marketing (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Sales and marketing

       $520  12%$544  13%$464  15%$(24)$80 
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Sales and marketing

       $545  11%$516  12%$544  13%$29 $(28)

              Sales and marketing expenses increased in 2011 as compared to 2010, primarily due to increased spending on sales and marketing activities to support the launch ofSkylanders Spyro's Adventure,Call of Duty: Modern Warfare 3 andCall of Duty Elite in the fourth quarter of 2011.

              Sales and marketing expenses decreased in 2010 as compared to the same period in 2009, primarily as a result of a reduction in the number of major titles released in 2010 versus 2009. This decrease in sales and marketing expenses was partially offset by higher expenditures in connection with the continued marketing support for theCall of Duty andWorld of Warcraft franchises, and the launch ofStarCraft II: Wings of Liberty.

              For 2009, sales and marketing expense increased as compared to 2008, primarily due to post-Business Combination sales and marketing expenses of $147 million from businesses previously operated by Activision, Inc., for the six month period ended June 30, 2009 that were included in 2009, but not in 2008. This increase was partially offset by a decrease in amortization of intangible assets of $40 million related to retail customer relationships and the complete wind down of Non-Core operations.

      General and Administrative (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      General and administrative

       $364  8%$395  9%$271  9%$(31)$124 
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      General and administrative

       $456  10%$375  8%$395  9%$81 $(20)

              General and administrative expenses decreasedincreased in 2010,2011 as compared to 2010, primarily due to higher legal expenses incurred from additional litigation activities and settlement of lawsuits, the same periodimpairment of our Distribution segment's goodwill and higher depreciation expense and facilities costs.

              General and administrative expenses in 2010 decreased as compared to 2009, primarily due to:

        Favorableto favorable foreign exchange effects;effects and

      Table of Contents

        Lower lower stock-based compensation expense.

      These factors were partially offset by higher accrued bonuses and legal expenses.

              For 2009, general and administrative expenses increased as compared to 2008, primarily due to:

        Post-Business Combination general and administrative expenses of $114 million from businesses previously operated by Activision, Inc., for the six month period ended June 30, 2009 that were included in 2009, but not in 2008;

        Increases in stock-based compensation expense; and

        Foreign exchange losses from revaluation of our transaction exposures.

              These factors were partially offset by benefits from the cost-containment strategy we implemented and synergies resulting from our restructuring efforts from the Business Combination including the complete wind down of our Non-Core operations.

      Impairment of Intangible Assets (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Impairment of intangible assets

       $326  7%$409  10%$  %$(83)$409 
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Impairment of intangible assets

       $  %$326  7%$409  10%$(326)$(83)

              In the fourth quarter of 2010, as a result of the franchise and industry results of the holiday season, we significantly revised our outlook for the retail sales of software. With the impact of the continued economic downturn on our industry in 2010 and the change in the buying habits of casual consumers, we reassessed our overall expectations. We considered these economic changes during our 2011 planning process that was conducted during the months of November and December, which resulted in a strategy change to, among other things, focus on fewer title releases in the casual and


      Table of Contents

      music genres. As a result, we updated our future projected revenue streams for our franchises in the casual and music genres. We performed recoverability and, where applicable, impairment tests on the related intangible assets in accordance with ASC Subtopic 360-10. Based on the analysis performed, we recorded impairment charges of $67 million, $9 million and $250 million to license agreements, game engines and internally developed franchises intangible assets, respectively, for 2010 within our Activision segment. See Note 1211 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for additional information regarding the determination of the impairment charges recorded for the year ended December 31, 2010.

              In the fourth quarter of 2009, we recorded impairment charges of $24 million, $12 million and $373 million to license agreements, game engines and internally developed franchises intangible assets, respectively, for 2009 within our Activision segment.

      Restructuring (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Restructuring

       $  %$23  1%$93  3%$(23)$(70)
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Restructuring

       $25  %$  %$23  1%$25 $(23)

              InOn February 3, 2011, the third quarterCompany's Board of Directors authorized the 2011 Restructuring, which involved a focus on the development and publication of a reduced slate of titles on a going-forward basis, including the discontinuation of the development of music-based games, the closure of the related business unit and the cancellation of other titles then in production, along with a related reduction in studio headcount and corporate overhead. The costs related to the 2011 Restructuring activities included severance costs, facility exit costs, and exit costs from the cancellation of projects. The 2011 Restructuring was completed as of December 31, 2011 and we do not expect to incur significant additional restructuring expenses relating thereto. See Note 7 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for more detail and a roll forward of the restructuring liability that includes the beginning and ending liability, costs incurred, cash payments and non-cash write downs.

              In 2008, we implemented an organizational restructuring plan as a result of the Business Combination. This organizational restructuring was to integrate different operations and to streamline the combined Activision Blizzard organization. The implementationrestructuring activities included severance costs, facility exit costs, write offs of assets and liabilities and exit costs from the organizational restructuring resulted in restructuring charges, including severance costs; contract termination costs;


      Tablecancellation of Contents


      fixed asset write-off on disposals; impairment charges on acquired trade names, prepaid royalties, intellectual property licenses; impairment charges on goodwill; and loss on disposal of assets/liabilities.projects. At June 30, 2009,December 31, 2010, we had completed the majority of our organizational restructuring activities as a result of the Business Combination. See Note 8Restructuring expenses during year ended December 31, 2011 and 2010 associated to this plan were immaterial and were recorded within the general and administrative expense in our consolidated statements of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for more detail and a rollforward of the restructuring liability that includes the beginning and ending liability, costs incurred, cash payments and non cash write downs.operations.

      Investment and Other Income, Net (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2008
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Investment and other income, net

       $23  1%$18  1%$46  2%$5 $(28)
       
       Year
      Ended
      December 31,
      2011
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2010
       % of
      consolidated
      net revs.
       Year
      Ended
      December 31,
      2009
       % of
      consolidated
      net revs.
       Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Investment and other income, net

       $3  %$23  1%$18  1%$(20)$5 

              Investment and other income, net decreased in 2011 as compared to 2010. During 2011, we recorded higher yields generated from our cash and investment balances which was partially offset by a higher realized loss from foreign exchange contracts as compared to 2010. Further, the majority of the investment and other income, net in 2010 related to the reduction in fair value of a financial liability


      Table of Contents

      relating to a contingent earn-out liability from a previous acquisition and there was no such item during 2011.

              Investment and other income, net increased in 2010 as compared to the same period in 2009, primarily as a result of a reduction in fair value of a financial liability relating to a contingent earn-out liability from a previous acquisition. This increase was partially offset by lower investment income due to lower interest rates.

              Investment and other income, net decreased in 2009 as compared to 2008, primarily as a result of lower interest rates, losses on foreign exchange derivative contracts in 2009 as compared with gains in 2008, and certain investment-related gains in 2008. Partially offsetting these decreases was an $8 million increase due to the reduction in fair value of a financial liability relating to a contingent earn-out liability from a previous acquisition.

      Income Tax Expense (Benefit) (amounts in millions)

       
       Year
      Ended
      December 31,
      2010
       % of
      Pretax
      income
       Year
      Ended
      December 31,
      2009
       % of
      Pretax
      income
       Year
      Ended
      December 31,
      2008
       % of
      Pretax
      income
       Increase
      (Decrease)
      2010 v
      2009
       Increase
      (Decrease)
      2009 v
      2008
       

      Income Tax Expense (Benefit)

       $74  15%$(121) NM%$(80) (43)%$195 $(41)
       
       Year
      Ended
      December 31,
      2011
       % of Pretax income Year
      Ended
      December 31,
      2010
       % of Pretax income Year
      Ended
      December 31,
      2009
       % of Pretax income Increase
      (Decrease)
      2011 v
      2010
       Increase
      (Decrease)
      2010 v
      2009
       

      Income tax expense (benefit)

       $246  18.5%$74  15.0%$(121) NM%$172 $195 

              For 2011, the company's income before income tax expense was $1.331 billion. Our income tax expense of $246 million resulted in an effective tax rate of 18.5%. The difference between our effective tax rate and the U.S. statutory tax rate of 35% is due to earnings taxed at lower rates in foreign jurisdictions, recognition of federal and California research and development credits, the federal domestic production deduction and a favourable impact from discrete items recognized in connection with the filing of our 2010 tax returns.

              In 2010, the company's income before income tax expense was $492 million. Our income tax expense of $74 million resulted in 2010 reflects an effective tax rate of 15%15.0%. TheOur effective tax rate of 15% for 2010 differs fromwas lower than the U.S. federal statutory tax rate of 35% primarily due to foreign income taxes providedearnings taxed at lower rates a beneficial geographic mix in profitability,foreign jurisdictions, recognition of Federalfederal and California research and development credits and IRC 199the federal domestic production deductions. The federal research credit was reinstated in December 2010 for tax years January 1, 2010- December 31, 2011.deduction.

              ForIn 2011 and 2010, our effectiveU.S. income before income tax expense was $623 million and $228 million, respectively, and comprised 47% and 46%, respectively, of our consolidated income before income tax expense. In 2011 and 2010, the foreign income before income tax expense was $708 million and $264 million, respectively, and comprised 53% and 54%, respectively, of our consolidated income before income tax expense. In 2011 and 2010, the impact of earnings taxed at lower rates in foreign jurisdictions versus our U.S. federal statutory tax rate was 15% and 22%, respectively.

              In 2009, the company recognized a loss before income tax benefit of 15% differs from$8 million. Included in the effective tax rate for 2009, primarily due to the loss from theresults was an impairment of intangible assets totaling $409 million, which was one of the primary reasons for the overall loss before income tax benefit for the year. Furthermore, the impact of income tax benefits of $121 million recognized for the year resulted in net income of $113 million, and consequently an effective tax rate was not meaningful. Overall, our 2009 income taxes benefited from earnings taxed at lower rates in foreign jurisdictions, recognition of federal and California research and development credits, the federal domestic production deduction and a bookbenefit from reductions in our valuation allowances.

              The IRS is currently examining the company's federal tax benefit atreturns for the 2009 tax year. The company also has several state and non-U.S. audits pending. Although the final resolution of the company's global tax disputes is uncertain, based on current information, in the opinion of the company's management, the ultimate resolution of these matters will not have a material adverse effect on the company's consolidated financial position, liquidity or results of operations. However, an unfavorable resolution of the company's global tax disputes could have a material adverse effect on the company's business and results of operations in the period in which the matters are ultimately resolved.

              A more detailed analysis of the differences between the U.S. federal statutory rate and the release of valuation allowances on net operating losses deductions which provided additional benefit on both a book and taxable income basis for 2009. For 2008, theconsolidated effective tax benefitrate, as a result of net income (loss) beforewell as other information about our income taxes, was offset by tax benefits from net operating losses surrendered andis provided in Note 15 of the releaseNotes to Consolidated Financial Statements included in Item 8 of valuation allowances.this Annual Report on Form 10-K.


      Table of Contents

      Foreign Exchange Impact

              Changes in foreign exchange rates had a positive impact of $49 million and a negative impact of $10 million on Activision Blizzard's consolidated operating income in 2011 and 2010, respectively. The change is primarily due to the strengthening of the British pound, euro and Australian dollar average rates relative to the U.S. dollar.

      Liquidity and Capital Resources

      Sources of Liquidity (amounts in millions)


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 Increase
      (Decrease)
      2010 v 2009
        2011 2010 Increase
      (Decrease)
      2011 v 2010
       

      Cash and cash equivalents

       $2,812 $2,768 $44  $3,165 $2,812 $353 

      Short-term investments

       696 477 219  360 696 (336)
                    

       $3,508 $3,245 $263  $3,525 $3,508 $17 
                    

      Percentage of total assets

       26% 24%    27% 26%   

       


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 2008 Increase
      (Decrease)
      2010 v 2009
       Increase
      (Decrease)
      2009 v 2008
        2011 2010 2009 Increase
      (Decrease)
      2011 v 2010
       Increase
      (Decrease)
      2010 v 2009
       

      Cash flows provided by operating activities

       $1,376 $1,183 $379 $193 $804  $952 $1,376 $1,183 $(424)$193 

      Cash flows provided by (used in) investing activities

       (312) (443) 1,101 131 (1,544) 266 (312) (443) 578 131 

      Cash flows provided by (used in) financing activities

       (1,053) (949) 1,488 (104) (2,437)

      Cash flows used in financing activities

       (808) (1,053) (949) 245 (104)

      Effect of foreign exchange rate changes

       33 19 (72) 14 91  (57) 33 19 (90) 14 
                            

      Net increase (decrease) in cash and cash equivalents

       $44 $(190)$2,896 $234 $(3,086) $353 $44 $(190)$309 $234 
                            

      Cash Flows Provided by Operating Activities

              For 2010,2011, the primary drivers of cash flows provided by operating activities included the collection of customer receivables generated by the sale of our products and digital and subscription revenues, partially offset by payments to vendors for the manufacture, distribution and marketing of our products, payments to third-party developers and intellectual property holders, tax liabilities, and payments to our workforce. Cash flows used in investing activities reflect that we purchased short-term investments totaling $800 million, made capital expenditures of $97 million primarily for property and equipment, and received $580 million upon the maturity of investments, the majority of which consisted of our U.S. treasuries and government agency securities during the year ended December 31, 2010. Cash flows used in financing activities primarily reflect our repurchase of 85 million shares of our common stock for an aggregate purchase price of $959 million under the stock repurchase program and payment of a cash dividend of $189 million to shareholders of our common stock, partially offset by $73 million of proceeds from issuance of shares of common stock to employees pursuant to stock option exercises.

              In addition to cash flows provided by operating activities, our primary source of liquidity was $3.5 billion of cash and cash equivalents and short-term investments at December 31, 2010. With our cash and cash equivalents and expected cash flows provided by operating activities, we believe that we have sufficient liquidity to meet daily operations in the foreseeable future. We also believe that we have sufficient working capital (approximately $2.5 billion at December 31, 2010) to finance our operational requirements for at least the next twelve months, including purchases of inventory and equipment, the funding of the development, production, marketing and sale of new products, to finance the acquisition of intellectual property rights for future products from third parties, to fund a new stock repurchase program and to pay the dividends declared on February 9 to our shareholders.

              On April 29, 2008, Activision, Inc. entered into a senior unsecured credit agreement with Vivendi, as lender, which provided for a revolving credit facility of up to $475 million. Borrowings under the agreement became available upon consummation of the Business Combination. Effective July 23, 2010, we terminated that agreement.

              On November 5, 2008, we announced that our Board of Directors authorized a stock repurchase program (the "2008-2009 Stock Repurchase Program") under which we were authorized to repurchase


      Table of Contents


      up to $1 billion of our common stock until October 30, 2009. On July 31, 2009, our Board of Directors authorized an increase of $250 million to the 2008-2009 Stock Repurchase Program, bringing the total authorization to $1.25 billion, and extended the expiration date of the 2008-2009 Stock Repurchase Program until December 31, 2009. During 2009, we repurchased 114 million shares of our common stock for an aggregate purchase price of $1,235 million pursuant to the 2008-2009 Stock Repurchase Program. In January 2010, we settled a $15 million purchase of 1.3 million shares of our common stock that we had agreed to repurchase in December 2009 pursuant to the 2008-2009 Stock Repurchase Program, completing the 2008-2009 Stock Repurchase Program.

              On February 10, 2010, we announced that our Board of Directors authorized a new stock repurchase program (the "2010 Stock Repurchase Program") under which we were authorized to repurchase up to $1 billion of our common stock until December 31, 2010. During 2010, we repurchased 84 million shares of our common stock for an aggregate purchase price of $944 million pursuant to the 2010 Stock Repurchase Program. In January 2011, we settled a $22 million purchase of 1.8 million shares of our common stock that we had agreed to repurchase in December 2010 pursuant to the 2010 Stock Repurchase Program.

              On February 3, 2011, our Board of Directors authorized a new stock repurchase program under which we may repurchase up to $1.5 billion of our common stock, on terms and conditions to be determined by the Company, until the earlier of March 31, 2012 and a determination by the Board of Directors to discontinue the repurchase program.

              On February 10, 2010, Activision Blizzard's Board of Directors declared a cash dividend of $0.15 per common share payable on April 2, 2010 to shareholders of record at the close of business on February 22, 2010. On April 2, 2010, we made an aggregate cash dividend payment of $187 million to such shareholders. On October 22, 2010, the Company made dividend equivalent payments of $2 million related to this cash dividend to the holders of restricted stock units.

              Additionally, on February 9, 2011, our Board of Directors approved a cash dividend of $0.165 per common share payable on May 11, 2011 to shareholders of record at the close of business on March 16, 2011.

      Cash Flows from Operating Activities

              The primary drivers of cash flows from operating activities have typically included the collection of customer receivables generated by the sale of our products and our subscription revenues, offset by payments for taxes and payments to vendors for the manufacture, distribution and marketing of our products, to third-party developers and intellectual property holders, and to our workforce. A significant operating use of our cash relates to our continued investment in software developmentfocus on customer service for our subscribers, and intellectual property licenses. We expect that we will continue to make significant expenditures relating to our investment in software development and intellectual property licenses.

              Cash flows provided by operating activities were lower for 2011 as compared to 2010. Our source of cash inflow varies with our release schedule. For example, Blizzard's two major releases ofStarCraft II andWorld of World: Cataclysm during 2010 contributed to the higher cash inflow for 2010 as compared to 2011 as there was no major current year releases from Blizzard. The lower cash from operating activities was also attributable to the increased use of cash in our operations, such as for inventory, the payment of taxes, restructuring expenses, and operating expenses for which we had previously accrued.

      Cash Flows fromProvided by (Used in) Investing Activities

              The primary drivers of cash flows used infrom investing activities have typically included capital expenditures, acquisitions and the net effect of purchases and sales/maturities of short-term investments. DuringCash flows provided by investing activities were higher for 2011 as compared to 2010, we purchased primarily due to increased proceeds from the maturity of investments, decreased purchases of


      Table of Contents

      short-term investments totaling $800and lower capital expenditures. Proceeds from the maturity of investments were $740 million, madethe majority of which consisted of U.S. treasury and other government agency securities, while the purchase of short-term investments totaled $417 million and capital expenditures, of $97 million, primarily forrelated to property and equipment, and received $580 million upon the maturity of investments.were $72 million.

      Cash Flows fromUsed in Financing Activities

              The primary drivers of cash flows used in financing activities have historically related to transactions involving our common stock, including the issuance of shares of common stock to


      Table employees, payment of Contents


      employeesdividends and the public and the purchaserepurchase of treasury shares.our common stock. We have not utilized debt financing as a source of cash flows.

      Cash flows used in financing activities for the year ended December 31, 2011 primarily reflected payment of a cash dividend and dividend equivalents totaling $194 million to holders of our common stock and restricted stock units. In 2010,addition, cash flows used in financing activities included $959for the year ended December 31, 2011 reflect the repurchase of 59 million used toshares of our common stock for an aggregate of $670 million under the 2011 Stock Repurchase Program and the purchase Activision Blizzardof 1.8 million shares of our common stock for $22 million under the stock repurchase programs described above.program authorized by our Board of Directors on February 10, 2010, which expired on December 31, 2010.

              The repurchases and dividend payments were partially offset by $54 million of proceeds from the issuance of shares of our common stock to employees in connection with stock option exercises. Cash flows used in financing activities were lower for 2011 as compared to 2010, primarily due to decreased share repurchase activities.

      Other Liquidity and Capital Resources

              In addition to cash flows provided by operating activities, our primary source of liquidity was $3.5 billion of cash and cash equivalents and short-term investments at December 31, 2011. With our cash and cash equivalents and expected cash flows provided by operating activities, we believe that we have sufficient liquidity to meet daily operations for the foreseeable future. We also believe that we have sufficient working capital ($2.8 billion at December 31, 2011) to finance our operational requirements for at least the next twelve months, including purchases of inventory and equipment, the development, production, marketing and sale of new products, the provision of customer service for our subscribers, the acquisition of intellectual property rights for future products from third parties, and to fund our stock repurchase program and dividends.

              As of December 31, 2011, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $1.6 billion, compared with $1.2 billion as of December 31, 2010. If these funds are needed in the future for our operations in the U.S., we would accrue and pay the required U.S. taxes to repatriate these funds. However, our intent is to permanently reinvest these funds outside of the U.S. and our current plans do not demonstrate a need to repatriate them to fund our U.S. operations.

      Capital Expenditures

              We made capital expenditure of $97$72 million in 2010.2011. In 2011,2012, we anticipate total capital expenditures of approximately $100 million. Capital expenditures are expected to be primarily for computer hardware and software purchases and various corporate projects.purchases.

      Commitments

              In the normal course of business, we enter into contractual arrangements with third-parties for non-cancelable operating lease agreements for our offices, for the development of products, and for the rights to intellectual property ("IP").property. Under these agreements, we commit to provide specified payments to a


      Table of Contents

      lessor, developer or intellectual property holder, as the case may be, based upon contractual arrangements. The payments to third-party developers are generally conditioned upon the achievement by the developers of contractually specified development milestones. Further, these payments to third-party developers and intellectual property holders typically are deemed to be advances and are recoupable against future royalties earned by the developer or intellectual property holder based on the sale of the related game. Additionally, in connection with certain intellectual property rights acquisitions and development agreements, we commit to spend specified amounts for marketing support for the related game(s) which is to be developed or in which the intellectual property will be utilized. Assuming all contractual provisions are met, the total future minimum commitments for these and other contractual arrangements in place at December 31, 20102011 are scheduled to be paid as follows (amounts in millions):

       
       Contractual Obligations(1) 
       
       Facility and
      equipment leases
       Developer
      and IP
       Marketing Total 

      For the year ending December 31,

                   

      2012

        33  108  32  173 

      2013

        30  49    79 

      2014

        27  16    43 

      2015

        18      18 

      2016

        15      15 

      Thereafter

        60      60 
                

      Total

        183  173  32  388 
                

       
       Contractual Obligations(1) 
       
       Facility and
      equipment leases
       Developer
      and IP
       Marketing Total 

      For the year ending December 31,

                   
       

      2011

        32  90  48  170 
       

      2012

        31  69  11  111 
       

      2013

        29  49    78 
       

      2014

        26  15    41 
       

      2015

        16      16 
       

      Thereafter

        63      63 
                
        

      Total

        197  223  59  479 
                

      (1)
      We have omitted uncertain income tax liabilities from this table due to the inherent uncertainty regarding the timing of potential issue resolution. Specifically, either the underlying positions have not been fully developed enough developed under audit to quantify at this time or the years relating to the issues for certain jurisdictions are not currently under audit. At December 31, 2010,2011, we had $132$154 million of unrecognized tax benefits.

      Off-balance Sheet Arrangements

              At December 31, 20102011 and 2009,2010, Activision Blizzard had no significant relationships with unconsolidated entities or financial parties, such as entities often referred to as structured finance or special purpose entities, which would have been established for the purpose of facilitating off-balance


      Table of Contents


      sheet arrangements or other contractually narrow or limited purposes, that have or are reasonably likely to have a material future effect on our financial condition, changes in financial condition, revenues or expenses, results of operation, liquidity, capital expenditures, or capital resources.

      Financial Disclosure

              We maintain internal control over financial reporting, which generally includes those controls relating to the preparation of our financial statements in conformity with accounting principles generally accepted in the United States of America ("U.S. GAAP"). We also are focused on our "disclosure controls and procedures," which as defined by the Securities and Exchange Commission (the "SEC") are generally those controls and procedures designed to ensure that financial and non-financial information required to be disclosed in our reports filed with the SEC is reported within the time periods specified in the SEC's rules and forms, and that such information is communicated to management, including our principal executive and financial officers, as appropriate, to allow timely decisions regarding required disclosure.


      Table of Contents

              Our Disclosure Committee, which operates under the Board-approved Disclosure Committee Charter and Disclosure Controls & Procedures Policy, includes senior management representatives and assists executive management in its oversight of the accuracy and timeliness of our disclosures, as well as in implementing and evaluating our overall disclosure process. As part of our disclosure process, senior finance and operational representatives from all of our corporate divisions and business units prepare quarterly reports regarding their current quarter operational performance, future trends, subsequent events, internal controls, changes in internal controls and other accounting and disclosure relevant information. These quarterly reports are reviewed by certain key corporate finance executives. These corporate finance representatives also conduct quarterly interviews on a rotating basis with the preparers of selected quarterly reports. The results of the quarterly reports and related interviews are reviewed by the Disclosure Committee. Finance representatives also conduct reviews with our senior management team, our legal counsel and other appropriate personnel involved in the disclosure process, as appropriate. Additionally, senior finance and operational representatives provide internal certifications regarding the accuracy of information they provide that is utilized in the preparation of our periodic public reports filed with the SEC. Financial results and other financial information also are reviewed with the Audit Committee of the Board of Directors on a quarterly basis. As required by applicable regulatory requirements, the principal executive and financial officers review and make various certifications regarding the accuracy of our periodic public reports filed with the SEC, our disclosure controls and procedures, and our internal control over financial reporting. With the assistance of the Disclosure Committee, we will continue to assess and monitor, and make refinements to, our disclosure controls and procedures, and our internal control over financial reporting.

      Critical Accounting Policies and Estimates

              The preparation of financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities at the date of the financial statements and the reported amounts of revenues and expenses during the reporting period. Actual results could differ from those estimates. The impact and any associated risks related to these policies on our business operations are discussed throughout Management's Discussion and Analysis of Financial Condition and Results of Operations where such policies affect our reported and expected financial results. The estimates discussed below are considered by management to be critical because they are both important to the portrayal of our financial condition and results of operations and because their application places the most significant demands on management's judgment, with financial reporting results relying on estimates about the effect of matters that are inherently uncertain. Specific risks for these critical accounting estimates are described in the following paragraphs.

      Revenue Recognition including Revenue Arrangements with Multiple Deliverables

              On January 1, 2011, we adopted amendments to an accounting standard related to revenue recognition for arrangements with multiple deliverables (which standard, as amended, is referred to herein as the "new accounting principles"). The new accounting principles establish a selling price hierarchy for determining the selling price of a deliverable and require the application of the relative selling price method to allocate the arrangement consideration to each deliverable in a multiple deliverables revenue arrangement. Certain of our revenue arrangements have multiple deliverables and, as such, are accounted for under the new accounting principles. These revenue arrangements include product sales consisting of both software and hardware deliverables (such as peripherals or other ancillary collectors' items sold together with physical "boxed" software) and our sales of World of Warcraft boxed products, expansion packs and value-added services, each of which is considered with the related subscription services for these purposes. Our assessment of deliverables and units of accounting does not change under the new accounting principles.


      Table of Contents

              Revenue Recognition.        Pursuant to the guidance of ASU 2009-13, when a revenue arrangement contains multiple elements, such as hardware and software products, licenses and/or services, we allocate revenue to each element based on a selling price hierarchy. The selling price for a deliverable is based on its vendor-specific-objective-evidence ("VSOE") if it is available, third-party evidence ("TPE") if VSOE is not available, or best estimated selling price ("BESP") if neither VSOE nor TPE is available. In multiple element arrangements where more-than-incidental software deliverables are included, revenue is allocated to each separate unit of accounting for each of the non-software deliverables and to the software deliverables as a group using the relative selling prices of each of the deliverables in the arrangement based on the aforementioned selling price hierarchy. If the arrangement contains more than one software deliverable, the arrangement consideration allocated to the software deliverables as a group is then allocated to each software deliverable using the guidance for recognizing software revenue.

              As noted above, when neither VSOE nor TPE is available for a deliverable, we use BESP. We do not have significant revenue arrangements that require BESP for the year ended December 31, 2011. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for a deliverable that the Company sells separately, which represents the VSOE, and the wholesale prices of the same or similar products, which represents TPE. The pattern and timing of revenue recognition for deliverables and allocation of the arrangement consideration did not change upon the adoption of the new accounting principles. Also, the adoption of the new accounting standard has not had a material impact on our financial statements in the current period.

              Overall, we recognize revenue from the sale of our products upon the transfer of title and risk of loss to our customers and once any performance obligations have been completed. Certain products are sold to customers with a street date (i.e.(i.e., the earliest date these products may be sold by retailers). For these products we recognize revenue on the later of the street date or the sale date. Revenue from product sales is recognized after deducting the estimated allowance for returns and price protection.

              For our software products with online functionality, we evaluate whether those features or functionality are more than an inconsequential separate deliverable in addition to the software product. This evaluation is performed for each software product and any online transaction, such as an electronic download of a title with product add-ons, when it is released. Determining whether the online service for a particular game constitutes more than an inconsequential deliverable, as well as the estimated service periods and product life over which to recognize the revenue and related costs of sales, are subjective and require management's judgment.

              When we determine that a software title contains online functionality that constitutes a more-than-inconsequential separate service deliverable in addition to the product, principally because of its importance to gameplay, we consider that our performance obligations for this title extend beyond the sale of the game. Vendor-specific objective evidence of fair value does not exist for the online functionality, as we do not separately charge for this component of the title. As a result, we recognize all of the software-related revenue from the sale of the title ratably over the estimated service period, which is estimated to begin the month after either the sale date or the street date of the title, whichever is later. In addition, we initially defer the costs of sales for the title (excluding intangible asset amortization), and recognize the costs of sales as the related revenues are recognized. Cost of sales includes manufacturing costs, software royalties and amortization, and intellectual property licenses.

              We recognize revenues from World of Warcraft boxed product, expansion packs and other value-added service revenuesservices, in each case with the related subscription service revenue, ratably over the estimated service periodsperiod beginning upon activation of the software and delivery of the related services. Revenues attributed to the sale ofWorld of Warcraft boxed software and related expansion packs are classified as product sales and


      Table of Contents

      "Product sales", whereas revenues attributable to subscriptionsubscriptions and other value-added services are classified as subscription,"Subscription, licensing and other revenues.revenues".

              Revenue for software products with more than inconsequential separate service deliverables andWorld of Warcraft products are recognized over the estimated service periods, which range from a minimum of five months to a maximum of less than a year.

              For our software products with features we consider to be incidental to the overall product offering and an inconsequential deliverable, such as products which provide limited online features at no additional cost to the consumer, we recognize the related revenue from them upon the transfer of title and risk of loss of the product to our customer.

      Allowances for Returns, Price Protection, Doubtful Accounts and Inventory Obsolescence.Obsolescence

              We closely monitor and analyze the historical performance of our various titles, the performance of products released by other publishers, market conditions, and the anticipated timing of other releases to assess future demand of current and upcoming titles. Initial volumes shipped upon title launch and subsequent reorders are evaluated with the goal of ensuring that quantities are sufficient to meet the demand from the retail markets, but at the same time are controlled to prevent excess inventory in the channel. We benchmark units to be shipped to our customers using historical and industry data.

              We may permit product returns from, or grant price protection to, our customers under certain conditions. In general, price protection refers to the circumstances in which we elect to decrease, on a short or longer term basis, the wholesale price of a product by a certain amount and, when granted and applicable, allow customers a credit against amounts owed by such customers to us with respect to open and/or future invoices. The conditions our customers must meet to be granted the right to return products or price protection include, among other things, compliance with applicable trading and payment terms, and consistent return of inventory and delivery of sell-through reports to us. We may also consider other factors, including the facilitation of slow-moving inventory and other market factors. Management

              Significant management judgments and estimates must makebe made and used in connection with establishing the allowance for returns and price protection in any accounting period based on estimates of potential future product returns and price protection related to current period product revenue. We estimate the amount of future returns and price protection for current period product revenue utilizing historical


      Table of Contents


      experience and information regarding inventory levels and the demand and acceptance of our products by the end consumer. The following factors are used to estimate the amount of future returns and price protection for a particular title: historical performance of titles in similar genres; historical performance of the hardware platform; historical performance of the franchise; console hardware life cycle; sales force and retail customer feedback; industry pricing; weeks of on-hand retail channel inventory; absolute quantity of on-hand retail channel inventory; our warehouse on-hand inventory levels; the title's recent sell-through history (if available); marketing trade programs; and performance of competing titles. The relative importance of these factors varies among titles depending upon, among other items, genre, platform, seasonality, and sales strategy. Significant management judgments and estimates must be made and used in connection with establishing the allowance for returns and price protection in any accounting period.

              Based upon historical experience, we believe that our estimates are reasonable. However, actual returns and price protection could vary materially from our allowance estimates due to a number of reasons including, among others, a lack of consumer acceptance of a title, the release in the same period of a similarly themed title by a competitor, or technological obsolescence due to the emergence of new hardware platforms. Material differences may result in the amount and timing of our revenue for any period may result if factors or market conditions change or if management makes different judgments or utilizes different estimates in determining the allowances for returns and price protection. For example, a 1% change in our December 31, 20102011 allowance for sales returns, price protection and other allowances would impacthave impacted net revenues by approximately $4$3 million.


      Table of Contents

              Similarly, management must make estimates as to the collectability of our accounts receivable. In estimating the allowance for doubtful accounts, we analyze the age of current outstanding account balances, historical bad debts, customer concentrations, customer creditworthiness, current economic trends, and changes in our customers' payment terms and their economic condition, as well as whether we can obtain sufficient credit insurance. Any significant changes in any of these criteria would affect management's estimates in establishing our allowance for doubtful accounts.

              We regularly review inventory quantities on-hand and in the retail channel. We write down inventory based on excess or obsolete inventories determined primarily by future anticipated demand for our products. Inventory write-downs are measured as the difference between the cost of the inventory and net realizable value, based upon assumptions about future demand, which are inherently difficult to assess.assess and dependent on market conditions. At the point of a loss recognition, a new, lower cost basis for that inventory is established, and subsequent changes in facts and circumstances do not result in the restoration or increase in that newly established basis.

      Software Development Costs and Intellectual Property Licenses.Licenses

              Software development costs include payments made to independent software developers under development agreements, as well as direct costs incurred for internally developed products.

              We account for software development costs in accordance with the FASB guidance for the costs of computer software to be sold, leased, or otherwise marketed ("ASC Subtopic 985-20"). Software development costs are capitalized once technological feasibility of a product is established and such costs are determined to be recoverable. Technological feasibility of a product encompasses both technical design documentation and game design documentation, or the completed and tested product design and working model. Significant management judgments and estimates are utilized in the assessment of when technological feasibility is established. For products where proven technology exists, this may occur early in the development cycle. Technological feasibility is evaluated on a product-by-product basis. Prior to a product's release, we expense, as part of "cost"Cost of sales—software royalties and amortization,"amortization", capitalized costs if and when we believe such amounts are not recoverable. Capitalized costs for those products that are cancelled or expected to be abandoned are charged to product"Product development expenseexpense" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to product"Product development expense.


      Table of Contents"

              Commencing upon product release, capitalized software development costs are amortized to "cost"Cost of sales—software royalties and amortization" based on the ratio of current revenues to total projected revenues for the specific product, generally resulting in an amortization period of six months or less.

              Intellectual property license costs represent license fees paid to intellectual property rights holders for use of their trademarks, copyrights, software, technology, music or other intellectual property or proprietary rights in the development of our products. Depending upon the agreement with the rights holder, we may obtain the rightsright to use acquiredthe intellectual property in multiple products over multiplea number of years, or alternatively, for a single product. Prior to the related product's release, we expense, as part of "cost of sales—intellectual property licenses," capitalized intellectual property costs when we believe such amounts are not recoverable. Capitalized intellectual property costs for those products that are cancelled or expected to be abandoned are charged to product development expense in the period of cancellation.

              Commencing upon the related product's release, capitalized intellectual property license costs are amortized to "cost"Cost of sales—intellectual property licenses" based on the ratio of current revenues for the specific product to total projected revenues for all products in which the licensed property will be utilized. As intellectual property license contracts may extend for multiple years, the amortization of capitalized intellectual property license costs relating to such contracts may extend beyond one year.


      Table of Contents

              We evaluate the future recoverability of capitalized software development costs and intellectual property licenses on a quarterly basis. For products that have been released in prior periods, the primary evaluation criterion is actual title performance. For products that are scheduled to be released in future periods, recoverability is evaluated based on the expected performance of the specific products to which the costs relate or in which the licensed trademark or copyright is to be used. Criteria used to evaluate expected product performance include: historical performance of comparable products developed with comparable technology; orders for the product prior to its release; and, for any sequel product, estimated performance based on the performance of the product on which the sequel is based. Further, as many of our capitalized intellectual property licenses extend for multiple products over multiple years, we also assess the recoverability of capitalized intellectual property license costs based on certain qualitative factors, such as the success of other products and/or entertainment vehicles utilizing the intellectual property, whether there are any future planned theatrical releases or television series based on the intellectual property, and the rights holder's continued promotion and exploitation of the intellectual property.

              Significant management judgments and estimates are utilized in the assessment ofassessing the recoverability of capitalized costs. In evaluating the recoverability of capitalized costs, the assessment of expected product performance utilizes forecasted sales amounts and estimates of additional costs to be incurred. If revised forecasted or actual product sales are less than the originaloriginally forecasted amounts utilized in the initial recoverability analysis, the net realizable value may be lower than originally estimated in any given quarter, which could result in an impairment charge. Material differences may result in the amount and timing of chargesexpense for any period if management makes different judgments or utilizes different estimates in evaluating these qualitative factors.

      Income Taxes.Taxes

              We record a tax provision for the anticipated tax consequences of the reported results of operations. In accordance with FASB income tax guidance ("ASC Topic 740"), the provision for income taxes is computed using the asset and liability method, under which deferred tax assets and liabilities are recognized for the expected future tax consequences attributable to differences between the financial statement carrying amounts of existing assets and liabilities and their respective tax bases and operating losses and tax credit carryforwards. Deferred tax assets and liabilities are measured using enacted tax rates expected to apply to taxable income in the years in which those temporary differences are expected to be recovered or settled. We record a valuation allowance to reduce deferred tax assets to the amount that is believed more likely than not to be realized.


      Table of Contents

              Management believes it is more likely than not that forecasted income, including income that may be generated as a result of certain tax planning strategies, together with the tax effects of the deferred tax liabilities, will be sufficient to fully recover the remaining deferred tax assets. In the event that all or part of the net deferred tax assets are determined not to be realizable in the future, an adjustment to the valuation allowance would be charged to earnings in the period such determination is made. The calculation of tax liabilities involves significant judgment in estimating the impact of uncertainties in the application of ASC Topic 740 and other complex tax laws. Resolution of these uncertainties in a manner inconsistent with management's expectations could have a material impact on our financial conditionbusiness and operating results.results of operations in an interim period in which the uncertainties are ultimately resolved.

      Fair Value Estimates

              The preparation of financial statements in conformity with U.S. GAAP often requires us to determine the fair value of a particular item to fairly present our Consolidated Financial Statements. Without an independent market or another representative transaction, determining the fair value of a particular item requires us to make several assumptions that are inherently difficult to predict and can have a material impact on the conclusion of the appropriate accounting.


      Table of Contents

              There are various valuation techniques used to estimate fair value. These include (1) the market approach where market transactions for identical or comparable assets or liabilities are used to determine the fair value, (2) the income approach, which uses valuation techniques to convert future amounts (for example, future cash flows or future earnings) to a single present amount, and (3) the cost approach, which is based on the amount that would be required to replace an asset. For many of our fair value estimates, including our estimates of the fair value of acquired intangible assets, we use the income approach. Using the income approach requires the use of financial models, which require us to make various estimates including, but not limited to (1) the potential future cash flows for the asset, liability or equity instrument being measured, (2) the timing of receipt or payment of those future cash flows, (3) the time value of money associated with the delayed receipt or payment of such cash flows, and (4) the inherent risk associated with the cash flows (risk(that is, the risk premium). Making these cash flow estimates is inherently difficult and subjective, and, if any of the estimates used to determine the fair value using the income approach turns out to be inaccurate, our financial results may be negatively impacted. Furthermore, relatively small changes in many of these estimates can have a significant impact on the estimated fair value resulting from the financial models or the related accounting conclusion reached. For example, a relatively small change in the estimated fair value of an asset may change a conclusion as to whether an asset is impaired. While we are required to make certain fair value assessments associated with the accounting for several types of transactions, the following areas are the most sensitive to the assessments:

              Business Combinations.    We must estimate the fair value of assets acquired and liabilities assumed in a business combination. Our assessment of the estimated fair value of each of these can have a material effect on our reported results as intangible assets are amortized over various lives. Furthermore, a change in the estimated fair value of an asset or liability often has a direct impact on the amount to recognize as goodwill, which is an asset that is not amortized. Often determining the fair value of these assets and liabilities assumed requires an assessment of expected use of the asset, the expected cost to extinguish the liability or our expectations related to the timing and the successful completion of development of an acquired in-process technology. Such estimates are inherently difficult and subjective and can have a material impact on our financial statements.

              Assessment of Impairment of Assets.    Management evaluates the recoverability of our identifiable intangible assets and other long-lived assets in accordance with FASB literature related to accounting for the impairment or disposal of long-lived assets within ASC Subtopic 360-10, which generally requires the assessment of these assets for recoverability when events or circumstances indicate a potential impairment exists. We considered certain events and circumstances in determining whether


      Table of Contents


      the carrying value of identifiable intangible assets and other long-lived assets may not be recoverable including, but not limited to: significant changes in performance relative to expected operating results; significant changes in the use of the assets; significant negative industry or economic trends; a significant decline in our stock price for a sustained period of time; and changes in our business strategy. In determining whether an impairment exists, we estimate the undiscounted cash flows to be generated from the use and ultimate disposition of these assets. If an impairment is indicated based on a comparison of the assets' carrying values and the undiscounted cash flows, the impairment loss is measured as the amount by which the carrying amount of the assets exceeds the fair value of the assets.

              During 2010, we recorded an impairment charge of $326 million to our finite-lived intangible assets. See Note 1211 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for additional information regarding the determination of the impairment charges recorded for the year ended December 31, 2010. We did not record an impairment charge to our finite-lived intangible assets as of December 31, 2011.

              FASB literature related to the accounting for goodwill and other intangibles within ASC Topic 350 requires a two-step approach to testing goodwill for impairment for each reporting unit. Our reporting


      Table of Contents

      units are determined by the components of our operating segments that constitute a business for which both (1) discrete financial information is available and (2) segment management regularly reviews the operating results of that component. ASC Topic 350 requires that the impairment test be performed at least annually by applying a fair-value-based test. The first step measures for impairment by applying fair-value-based tests at the reporting unit level. The second step (if necessary) measures the amount of impairment by applying fair-value-based tests to the individual assets and liabilities within each reporting unit.

              To determine the fair values of the reporting units used in the first step, we use a discounted cash flow approach. Each step requires us to make judgments and involves the use of significant estimates and assumptions. These estimates and assumptions include long-term growth rates and operating margins used to calculate projected future cash flows, risk-adjusted discount rates based on our weighted average cost of capital, and future economic and market conditions. These estimates and assumptions have to be made for each reporting unit evaluated for impairment. Our estimates for market growth, our market share and costs are based on historical data, various internal estimates and certain external sources, and are based on assumptions that are consistent with the plans and estimates we are using to manage the underlying business. If future forecasts are revised, they may indicate or require future impairment charges. We base our fair value estimates on assumptions we believe to be reasonable but that are unpredictable and inherently uncertain. Actual future results may differ from those estimates.

      Stock-Based Compensation.Compensation

              We estimate the value of stock-based payment awards on the measurement date using a binomial-lattice model. Our determination of the fair value of stock-based payment awards on the date of grant using an option-pricing model is affected by our stock price as well as assumptions regarding a number of highly complex and subjective variables. These variables include, but are not limited to, our expected stock price volatility over the term of the awards, and actual and projected employee stock option exercise behaviors.

              For a detailed discussion of the application of these and other accounting policies see Note 2 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K.

      Recently Issued Accounting Pronouncements

              In October 2009,May 2011, the Financial Accounting Standards Board ("FASB")FASB issued an update toRevenue Recognition—Multiple-Deliverable Revenue Arrangements the accounting rules for fair value measurement to provide a consistent definition of fair value and ensure that the fair value measurement and disclosure requirements are similar between U.S. GAAP and International Financial Reporting Standards ("IFRS"). This update establisheschanges certain fair value measurement principles and enhances the accounting and reporting guidancedisclosure requirements for arrangements including multiple revenue-generating activities.fair value measurements. This update


      Table does not extend the use of Contents


      fair value accounting, but provides amendments to the criteriaguidance on how it should be applied where its use is already required or permitted by other standards within U.S. GAAP or IFRS. This update is effective for separating deliverables, measuringinterim and allocating arrangement consideration to one or more units of accounting. The amendments in this update also establish a selling price hierarchy for determining the selling price of a deliverable. Significantly enhanced disclosures are also required to provide information about a vendor's multiple-deliverable revenue arrangements, including information about the natureannual periods beginning after December 15, 2011 and terms, significant deliverables, and its performance within arrangements. The amendments also require providing information about the significant judgments made and changes to those judgments and about how the application of the relative selling-price method affects the timing or amount of revenue recognition. The amendments in this update are effective prospectively for revenue arrangements entered into or materially modified in the fiscal years beginning on or after June 15, 2010.is applied prospectively. The adoption of this update on January 1, 20112012 will not have a material impact on our consolidated financial statements.

              In October 2009,June 2011, the FASB issued an update toSoftware—Certain Revenue Arrangements That Include Software Elements. the accounting on comprehensive income to increase the prominence of items reported in other comprehensive income and to facilitate convergence of U.S. GAAP and IFRS. This update requires that all non-owner changes in stockholders' equity be presented either in a single continuous statement of comprehensive income or in two separate but consecutive statements. This update does not change the accounting model for revenue arrangementsitems that include both tangible products and software elements that are "essentialmust be reported in other comprehensive income or when an item of other comprehensive income must be reclassified to the functionality," and excludes these products from the scope of current software revenue guidance. The new guidance will include factors to help companies determine which software elements are considered "essential to the functionality." The amendments will now subject software-enabled products to other revenue guidance and disclosure requirements, such as guidance surrounding revenue arrangements with multiple-deliverables. The amendments innet income. Further, this update aredoes not affect how earnings per share is calculated or presented. This


      Table of Contents

      update is effective prospectively for revenue arrangements entered into or materially modified in the fiscal yearsinterim and annual periods beginning on or after JuneDecember 15, 2010.2011 and is applied retrospectively. The adoption of this update on January 1, 20112012 will not have a material impact on our consolidated financial statements.

              In September 2011, the FASB issued an update to the authoritative guidance related to goodwill impairment testing. This update gives companies the option to first perform a qualitative assessment to determine whether it is more likely than not that the fair value of a reporting unit is less than its carrying amount before performing the two-step test mandated prior to the update. If, after assessing the totality of events and circumstances, a company determines it is more likely than not that the fair value of a reporting unit is less than its carrying amount, then it must perform the two-step test. Otherwise, a company may skip the two-step test. Companies are not required to perform the qualitative assessment and may, instead proceed directly to the first step of the two-part test. This update is effective for annual and interim goodwill impairment tests performed for fiscal years beginning after December 15, 2011. The adoption of this update on January 1, 2012 will not have a material impact on our consolidated financial statements.

      Item 7A.    QUANTITATIVE AND QUALITATIVE DISCLOSURES ABOUT MARKET RISK

              Market risk is the potential loss arising from fluctuations in market rates and prices. Our market risk exposures primarily include fluctuations in interest rates, foreign currency exchange rates and market prices.

      Foreign Currency Exchange Rate Risk

              We transact business in many different foreign currencies and may be exposed to financial market risk resulting from fluctuations in foreign currency exchange rates. Revenues and related expenses generated from our international operations are generally denominated in their respective local currencies. Primary currencies include euros, British pounds, Australian dollars, South Korean won and Swedish krona. Currency volatility is monitored throughout the year. To mitigate our foreign currency exchange rate exposure resulting from our foreign currency denominated monetary assets, liabilities and earnings, we periodically enter into currency derivative contracts, principally swaps and forward contracts with maturities of twelve months or less. Vivendi is our principal counterparty and the risks of counterparty non-performance associated with these contracts are not considered to be material. We expect to continue to use economic hedge programs in the future to reduce foreign exchange-related volatility if it is determined that such hedging activities are appropriate to reduce risk. We do not hold or purchase any foreign currency contracts for trading or speculative purposes. All foreign currency economic hedging transactions are backed, in amount and by maturity, by an identified economic underlying item. Our foreign exchange forward contracts are not designated as hedging instruments and are accounted for as derivatives whereby the fair value of the contracts are reported as other current assets or other current liabilities in our consolidated balance sheets, and the associated gains and losses from changes in fair value are reported in investment and other income, net and general and administrative expense in the consolidated statements of operations.

              The gross notional amount of outstanding foreign exchange swaps was $138$85 million and $120$138 million at December 31, 20102011 and 2009,2010, respectively. A pre-tax net unrealized loss of $1 million and an unrealized gain of less than a million and an unrealized loss of $2 million for the years ended 20102011 and 2009,2010, respectively, resulted


      Table of Contents


      from the foreign exchange contracts and swaps with Vivendi and were recognized in the consolidated statements of operations.

              Revenues and related expenses generated from our international operations are generally denominated in their respective local currencies. Primary currencies include euros, British pounds, Australian dollars, South Korean won, and Swedish krona.        The consolidated statements of operations are translated into U.S. dollars at exchange rates indicative of market rates during each applicable period. To the extent the U.S. dollar strengthens against foreign currencies, the translation of these foreign currency-denominated transactions results in reduced revenues, operating expenses and net income from our international operations. Similarly, our


      Table of Contents

      revenues, operating expenses and net income will increase for our international operations if the U.S. dollar weakens against foreign currencies. From time to time, we hedge our foreign currency translation risk by entering into foreign exchange contracts with Vivendi. We recognized a realized loss of $2$7 million for the year ended December 31, 20102011 from the settlement of the hedging foreign exchange contracts and there was no outstanding foreign exchange contract hedging translation risk as of December 31, 2010. As2011. In the absence of the hedging activities described above, as of December 31, 2010,2011, a hypothetical adverse foreign currency exchange rate movement of 10% would have resulted in potential declines in our net income of approximately $70$90 million. This sensitivity analysis assumes a parallel adverse shift of all foreign currency exchange rates against the U.S. dollar; however, all foreign currency exchange rates do not always move in such manner and actual results may differ materially.

      Interest Rate Risk

              Our exposure to market rate risk for changes in interest rates relates primarily to our investment portfolio. We do not use derivative financial instruments to manage interest rate risk in our investment portfolio. Our investment portfolio consists primarily of debt instruments with high credit quality and relatively short average maturities and money market funds that invest in AAA-ratedhighly rated government-backed securities. Because short-term securities mature relatively quickly and must be reinvested at the then current market rates, interest income on a portfolio consisting of cash, cash equivalents or short-term securities is more subject to market fluctuations than a portfolio of longer term securities. Conversely, the fair value of such a portfolio is less sensitive to market fluctuations than a portfolio of longer term securities. At December 31, 2010,2011, our $2.81$3.5 billion of cash and cash equivalents waswere comprised primarily of money market funds. At December 31, 2010,2011, our $696$360 million of short-term investments included $672$344 million of U.S. treasury and government-sponsoredgovernment sponsored agency debt securities and $24$16 million of restricted cash. We also had $23$16 million in auction rate securities at fair value classified as long-term investments at December 31, 2010. Most of our investment portfolio is invested in short-term or variable rate securities.2011. The Company has determined that, based on the composition of our investment portfolio as of December 31, 2010,2011, there was no material interest rate risk exposure to the Company's consolidated financial position, results of operations or cash flows as of that date.

      Item 8.    FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA

      Report of Independent Registered Public Accounting Firm

       F-1

      Consolidated Balance Sheets at December 31, 20102011 and 20092010

       F-2

      Consolidated Statements of Operations for the Years Ended December 31, 2011, 2010, 2009, and 20082009

       F-3

      Consolidated Statements of Changes in Shareholders' Equity for the Years Ended December 31, 2011, 2010, 2009, and 20082009

       F-4

      Consolidated Statements of Cash Flows for the Years Ended December 31, 2011, 2010, 2009, and 20082009

       F-6F-5

      Notes to Consolidated Financial Statements

       F-7F-6

      Schedule II—Valuation and Qualifying Accounts at December 31, 2011, 2010, 2009, and 20082009

       F-58F-50

              Other financial statement schedules are omitted because the information called for is not applicable or is shown either in the Consolidated Financial Statements or the Notes thereto.


      Table of Contents


      Item 9.    CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING AND FINANCIAL DISCLOSURE

              None.


      Table of Contents


      Item 9A.    CONTROLS AND PROCEDURES

      Definition and Limitations of Disclosure Controls and Procedures.

              Our disclosure controls and procedures (as such term is defined in Rules 13a-15(e) and 15d-15(e) under the Exchange Act) are designed to reasonably ensure that information required to be disclosed in our reports filed under the Exchange Act is (i) recorded, processed, summarized, and reported within the time periods specified in the SEC's rules and forms and (ii) accumulated and communicated to management, including our principal executive officer and principal financial officer, as appropriate, to allow timely decisions regarding required disclosures. A control system, no matter how well designed and operated, can provide only reasonable assurance that it will detect or uncover failures within the Company to disclose material information otherwise required to be set forth in our periodic reports. Inherent limitations to any system of disclosure controls and procedures include, but are not limited to, the possibility of human error and the circumvention or overriding of such controls by one or more persons. In addition, we have designed our system of controls based on certain assumptions, which we believe are reasonable, about the likelihood of future events, and our system of controls may therefore not achieve its desired objectives under all possible future events.

      Evaluation of Disclosure Controls and Procedures.

              Our management, with the participation of our principal executive officer and principal financial officer, has evaluated the effectiveness of our disclosure controls and procedures at December 31, 2010,2011, the end of the period covered by this report. Based on this evaluation, the principal executive officer and principal financial officer concluded that, at December 31, 2010,2011, our disclosure controls and procedures were effective to provide reasonable assurance that information required to be disclosed by the Company in the reports that it files or submits under the Exchange Act is (i) recorded, processed, summarized, and reported on a timely basis, and (ii) accumulated and communicated to management, including our principal executive officer and principal financial officer, as appropriate to allow timely decisions regarding required disclosures.

      Management's Report on Internal Control Over Financial Reporting

              Our management is responsible for establishing and maintaining adequate internal control over financial reporting as such term is defined in Rules 13a-15(f) and 15d-15(f) under the Exchange Act. Our management, with the participation of our principal executive officer and principal financial officer, conducted an evaluation of the effectiveness, as of December 31, 2010,2011, of our internal control over financial reporting using the criteria set forth by the Committee of Sponsoring Organizations of the Treadway Commission ("COSO") in Internal Control—Integrated Framework. Based on this evaluation, our management concluded that our internal control over financial reporting was effective as of December 31, 2010.2011.

              Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risks that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies and procedures may deteriorate.

              The effectiveness of our internal control over financial reporting as of December 31, 20102011 has been audited by PricewaterhouseCoopers LLP, an independent registered public accounting firm, as stated in their report included in this annual report on Form 10-K.


      Table of Contents

      Changes in Internal Control Over Financial Reporting.

              There have not been any changes in our internal control over financial reporting during the most recent fiscal quarter that have materially affected, or are reasonably likely to materially affect, our internal control over financial reporting.

      Item 9B.    OTHER INFORMATION

              None.10b5-1 Stock Trading Plans

              The Company's directors and employees may, at a time they are not in possession of material non-public information, enter into plans ("Rule 10b5-1 Plans") to purchase or sell shares of our common stock that satisfy the requirements of Exchange Act Rule 10b5-1. Rule 10b5-1 permits trading on a pre-arranged, "automatic-pilot" basis, subject to certain conditions, including that the person for whom the plan is created (or anyone else aware of material non-public information acting on such person's behalf) not exercise any subsequent influence regarding the amount, price and dates of transactions under the plan. In addition, any such plan of the Company's directors and employees is required to be established and maintained in accordance with the Company's "Policy on Establishing and Maintaining 10b5-1 Trading Plans".

              Rule 10b-5-1 Plans permit persons whose ability to purchase or sell our common stock may otherwise be substantially restricted (by quarterly and special stock-trading blackouts and by their possession from time to time of material nonpublic information) to engage in pre-arranged trading. Trades under a Rule 10b5-1 Plan by our directors and employees are not necessarily indicative of their respective opinions of our current or potential future performance at the time of the trade. Trades by our directors and executive officers pursuant to a Rule 10b5-1 Plan will be disclosed publicly through Form 144 and Form 4 filings with the SEC, in accordance with applicable laws, rules and regulations.


      Table of Contents


      PART III

      Item 10.    DIRECTORS, EXECUTIVE OFFICERS, AND CORPORATE GOVERNANCE

              The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20112012 Annual Meeting of Shareholders, entitled "Proposal 1—Election of Directors," "Executive Officers," "Section 16(a) Beneficial Ownership Reporting Compliance," "Corporate Governance Matters—Code of Conduct" and "Corporate Governance Matters—Board of Directors and Committees—Board Committees—Audit Committee" to be filed with the Securities and Exchange Commission.

      Item 11.    EXECUTIVE COMPENSATION

              The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20112012 Annual Meeting of Shareholders, entitled "Executive Compensation" and "Director Compensation" to be filed with the Securities and Exchange Commission.

      Item 12.    SECURITY OWNERSHIP OF CERTAIN BENEFICIAL OWNERS AND MANAGEMENT AND RELATED SHAREHOLDER MATTERS

              The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20112012 Annual Meeting of Shareholders, entitled "Equity Compensation Plan Information" and "Security Ownership of Certain Beneficial Owners and Management" to be filed with the Securities and Exchange Commission.

      Item 13.    CERTAIN RELATIONSHIPS AND RELATED TRANSACTIONS, AND DIRECTOR INDEPENDENCE

              The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20112012 Annual Meeting of Shareholders, entitled "Certain Relationships and Related Transactions" and "Corporate Governance Matters—Board of Directors and Committees—Director Independence" to be filed with the Securities and Exchange Commission.

      Item 14.    PRINCIPAL ACCOUNTING FEES AND SERVICES

              The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20112012 Annual Meeting of Shareholders, entitled "Independent"Audit-Related Matters—Independent Registered Public Accounting Firm—Auditor's Fees"Firm" to be filed with the Securities and Exchange Commission.


      Table of Contents


      PART IV

      Item 15.    EXHIBITS, FINANCIAL STATEMENT SCHEDULE

      (a) 1. Financial Statements See Item 8.—Consolidated Financial Statements and Supplementary Data for index to Financial Statements and Financial Statement Schedule on page 6770 herein.

       

       

      2.

       

      Financial Statement Schedule The following financial statement schedule of Activision Blizzard for the calendar years ended December 31, 2011, 2010, 2009, and 20082009 is filed as part of this report and should be read in conjunction with the consolidated financial statements of Activision Blizzard:

      Schedule II—Valuation and Qualifying Accounts

       

       

       

       

      Other financial statement schedules are omitted because the information called for is not applicable or is shown either in the Consolidated Financial Statements or the Notes thereto.

       

       

      3.

       

      The exhibits listed on the accompanying index to exhibits immediately following the financial statements are filed as part of, or hereby incorporated by reference into, this Form 10-K.

      Table of Contents


      SIGNATURES

              Pursuant to the requirements of Section 13 or 15(d) of the Securities Exchange Act of 1934, the registrant has duly caused this report to be signed on its behalf by the undersigned, thereunto duly authorized.

      Date: February 25, 201128, 2012

      ACTIVISION BLIZZARD, INC.  

      By:

       

      /s/ ROBERT A. KOTICK

      Robert A. Kotick
      Director, President and Chief Executive Officer of Activision Blizzard, Inc.
      (Principal Executive Officer)

       

       

              Pursuant to the requirements of the Securities Exchange Act of 1934, this report has been signed below by the following persons on behalf of the registrant and in the capacities and on the dates indicated.

      By: /s/ PHILIPPE G. H. CAPRON

      (Philippe G. H. Capron)
       Director February 25, 201128, 2012

      By:

       


      /s/ ROBERT J. CORTI


      (Robert J. Corti)


       


      Director


       


      February 25, 201128, 2012


      By:

       


      /s/ FRÉDÉRIC R. CRÉPIN


      (Frédéric R. Crépin)


       


      Director


       


      February 25, 201128, 2012


      By:


      /s/ LUCIAN GRAINGE


      (Lucian Grainge)



      Director



      February 28, 2012


      By:

       


      /s/ BRIAN G. KELLY


      (Brian G. Kelly)


       


      Co-Chairman and Director


       


      February 25, 201128, 2012


      By:

       


      /s/ ROBERT A. KOTICK


      (Robert A. Kotick)


       


      Director, President, and Chief Executive Officer;Officer and Principal Executive Officer


       


      February 25, 201128, 2012


      By:

       


      /s/ JEAN-BERNARD LÉVY


      (Jean-Bernard Lévy)


       


      Chairman and Director


       


      February 25, 2011


      By:


      /s/ ROBERT J. MORGADO


      (Robert J. Morgado)



      Director



      February 25, 201128, 2012


      Table of Contents

      By: 

      /s/ DOUGLAS P. MORRISROBERT J. MORGADO


      (Douglas P. Morris)Robert J. Morgado)

       

      Director

       

      February 25, 201128, 2012


      By:

       


      /s/ STÉPHANE ROUSSEL


      (Stéphane Roussel)


       


      Director


       


      February 25, 201128, 2012


      By:

       


      /s/ RICHARD SARNOFF


      (Richard Sarnoff)


       


      Director


       


      February 25, 201128, 2012


      By:

       


      /s/ THOMAS TIPPL


      (Thomas Tippl)


       


      Chief Operating Officer, and Chief Financial Officer;Officer and Principal Financial Officer


       


      February 25, 201128, 2012


      By:

       


      /s/ RÉGIS TURRINI


      (Régis Turrini)


       


      Director


       


      February 25, 201128, 2012


      By:

       


      /s/ STEPHEN WEREB


      (Stephen Wereb)


       


      Chief Accounting Officer;Officer and Principal Accounting Officer


       


      February 25, 201128, 2012


      Table of Contents


      Report of Independent Registered Public Accounting Firm

      To the Board of Directors and Shareholders of Activision Blizzard, Inc.:

      In our opinion, the accompanying consolidated balance sheets and the related consolidated statements of operations, of changes in shareholders' equity and of cash flows, present fairly, in all material respects, the financial position of Activision Blizzard, Inc. and its subsidiaries at December 31, 20102011 and 2009,2010, and the results of their operations and their cash flows for each of the three years in the period ended December 31, 20102011 in conformity with accounting principles generally accepted in the United States of America. In addition, in our opinion, the financial statement Schedule II Valuation and Qualifying Accounts presents fairly, in all material respects, the information set forth therein when read in conjunction with the related consolidated financial statements. Also in our opinion, the Company maintained, in all material respects, effective internal control over financial reporting as of December 31, 2010,2011, based on criteria established inInternal Control—Integrated Framework issued by the Committee of Sponsoring Organizations of the Treadway Commission (COSO). The Company's management is responsible for these financial statements and financial statement schedule, for maintaining effective internal control over financial reporting and for its assessment of the effectiveness of internal control over financial reporting, included in Management's Report on Internal Control Over Financial Reporting appearing under Item 9A. Our responsibility is to express opinions on these financial statements, on the financial statement schedule, and on the Company's internal control over financial reporting based on our integrated audits. We conducted our audits in accordance with the standards of the Public Company Accounting Oversight Board (United States). Those standards require that we plan and perform the audits to obtain reasonable assurance about whether the financial statements are free of material misstatement and whether effective internal control over financial reporting was maintained in all material respects. Our audits of the financial statements included examining, on a test basis, evidence supporting the amounts and disclosures in the financial statements, assessing the accounting principles used and significant estimates made by management, and evaluating the overall financial statement presentation. Our audit of internal control over financial reporting included obtaining an understanding of internal control over financial reporting, assessing the risk that a material weakness exists, and testing and evaluating the design and operating effectiveness of internal control based on the assessed risk. Our audits also included performing such other procedures as we considered necessary in the circumstances. We believe that our audits provide a reasonable basis for our opinions.

      A company's internal control over financial reporting is a process designed to provide reasonable assurance regarding the reliability of financial reporting and the preparation of financial statements for external purposes in accordance with generally accepted accounting principles. A company's internal control over financial reporting includes those policies and procedures that (i) pertain to the maintenance of records that, in reasonable detail, accurately and fairly reflect the transactions and dispositions of the assets of the company; (ii) provide reasonable assurance that transactions are recorded as necessary to permit preparation of financial statements in accordance with generally accepted accounting principles, and that receipts and expenditures of the company are being made only in accordance with authorizations of management and directors of the company; and (iii) provide reasonable assurance regarding prevention or timely detection of unauthorized acquisition, use, or disposition of the company's assets that could have a material effect on the financial statements.

      Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risk that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies or procedures may deteriorate.

      /s/ PricewaterhouseCoopers LLP

      Los Angeles, California
      February 25, 201128, 2012


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED BALANCE SHEETS

      (Amounts in millions, except share data)



       At December 31,
      2010
       At December 31,
      2009
        At December 31,
      2011
       At December 31,
      2010
       

      Assets

      Assets

        

      Current assets:

       

      Cash and cash equivalents

       $3,165 $2,812 

      Short-term investments

       360 696 

      Accounts receivable, net of allowances of $300 million and $377 million at December 31, 2011 and 2010, respectively

       649 673 

      Inventories, net

       144 112 

      Software development

       137 147 

      Intellectual property licenses

       22 45 

      Deferred income taxes, net

       507 648 

      Other current assets

       396 299 

      Current assets:

            

      Total current assets

       5,380 5,432 

      Long-term investments

       
      16
       
      23
       

      Software development

       62 55 

      Intellectual property licenses

       12 28 

      Property and equipment, net

       163 169 

      Other assets

       12 15 

      Intangible assets, net

       88 160 

      Trademark and trade names

       433 433 

      Goodwill

       7,111 7,132 
       

      Cash and cash equivalents

       $2,812 $2,768      
       

      Short-term investments

       696 477 
       

      Accounts receivable, net of allowances of $377 million and $317 million at December 31, 2010 and 2009, respectively

       640 739 
       

      Inventories

       112 241 
       

      Software development

       147 224 
       

      Intellectual property licenses

       45 55 
       

      Deferred income taxes, net

       640 498 
       

      Other current assets

       293 327 
           
       

      Total current assets

       5,385 5,329 
       

      Long-term investments

       23 23 
       

      Software development

       55 10 
       

      Intellectual property licenses

       28 28 
       

      Property and equipment, net

       169 138 
       

      Other assets

       21 9 
       

      Intangible assets, net

       160 618 
       

      Trademark and trade names

       433 433 
       

      Goodwill

       7,132 7,154 
           
       

      Total assets

       $13,406 $13,742 

      Total assets

       $13,277 $13,447 
                

      Liabilities and Shareholders' Equity

      Liabilities and Shareholders' Equity

        

      Current liabilities:

       

      Accounts payable

       $390 $363 

      Deferred revenues

       1,472 1,726 

      Accrued expenses and other liabilities

       694 871 

      Current liabilities:

            

      Total current liabilities

       2,556 2,960 

      Deferred income taxes, net

       55 120 

      Other liabilities

       174 164 
       

      Accounts payable

       $363 $302      

      Total liabilities

       2,785 3,244 
       

      Deferred revenues

       1,726 1,426      

      Commitments and contingencies (Note 17)

       

      Shareholders' equity:

       

      Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,133,391,371 and 1,382,479,839 shares issued at December 31, 2011 and 2010, respectively

         

      Additional paid-in capital

       9,616 12,353 

      Less: Treasury stock, at cost, 0 and 199,159,987 shares at December 31, 2011 and 2010, respectively

        (2,194)

      Retained earnings

       948 57 

      Accumulated other comprehensive loss

       (72) (13)
       

      Accrued expenses and other liabilities

       818 779      

      Total shareholders' equity

       10,492 10,203 
                

      Total liabilities and shareholders' equity

       $13,277 $13,447 
       

      Total current liabilities

       2,907 2,507      
       

      Deferred income taxes, net

       112 270 
       

      Other liabilities

       184 209 
           
       

      Total liabilities

       3,203 2,986 
           

      Commitments and contingencies (Note 18)

       

      Shareholders' equity:

       
       

      Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,382,479,839 and 1,364,117,675 shares issued at December 31, 2010 and 2009, respectively

         
       

      Additional paid-in capital

       12,353 12,376 
       

      Less: Treasury stock, at cost, 199,159,987 and 113,686,498 at December 31, 2010 and 2009, respectively

       (2,194) (1,235)
       

      Retained earnings (accumulated deficit)

       57 (361)
       

      Accumulated other comprehensive loss

       (13) (24)
           
       

      Total shareholders' equity

       10,203 10,756 
           
       

      Total liabilities and shareholders' equity

       $13,406 $13,742 
           

      The accompanying notes are an integral part of these Consolidated Financial Statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED STATEMENTS OF OPERATIONS

      (Amounts in millions, except per share data)



       For the Years Ended December 31,  For the Years Ended December 31, 


       2010 2009 2008  2011 2010 2009 

      Net revenues

      Net revenues

        

      Product sales

       $3,087 $3,080 $1,872 

      Subscription, licensing, and other revenues

       1,360 1,199 1,154 

      Product sales

       $3,257 $3,087 $3,080 

      Subscription, licensing, and other revenues

       1,498 1,360 1,199 
                    

      Total net revenues

      Total net revenues

       4,447 4,279 3,026  4,755 4,447 4,279 

      Costs and expenses

      Costs and expenses

        

      Cost of sales—product costs

       1,350 1,432 1,160 

      Cost of sales—massively multi-player online

       
       

      role-playing game ("MMORPG")

       241 212 193 

      Cost of sales—software royalties and amortization

       338 348 267 

      Cost of sales—intellectual property licenses

       197 315 219 

      Product development

       642 627 592 

      Sales and marketing

       520 544 464 

      General and administrative

       364 395 271 

      Impairment of intangible assets

       326 409  

      Restructuring

        23 93 

      Cost of sales—product costs

       1,134 1,350 1,432 

      Cost of sales—online subscriptions

       238 241 212 

      Cost of sales—software royalties and amortization

       218 338 348 

      Cost of sales—intellectual property licenses

       165 197 315 

      Product development

       646 635 627 

      Sales and marketing

       545 516 544 

      General and administrative

       456 375 395 

      Impairment of intangible assets

        326 409 

      Restructuring

       25  23 
                    

      Total costs and expenses

      Total costs and expenses

       3,978 4,305 3,259  3,427 3,978 4,305 
                    

      Operating income (loss)

      Operating income (loss)

       469 (26) (233) 
      1,328
       
      469
       
      (26

      )

      Investment and other income, net

      Investment and other income, net

       
      23
       
      18
       
      46
        
      3
       
      23
       
      18
       
                    

      Income (loss) before income tax expense (benefit)

      Income (loss) before income tax expense (benefit)

       492 (8) (187) 
      1,331
       
      492
       
      (8

      )

      Income tax expense (benefit)

      Income tax expense (benefit)

       74 (121) (80) 
      246
       
      74
       
      (121

      )
                    

      Net income (loss)

       $418 $113 $(107)

      Net income

       
      $

      1,085
       
      $

      418
       
      $

      113
       
                    

      Earnings (loss) per common share

       

      Earnings per common share

       

      Basic

       $0.93 $0.34 $0.09 

      Basic

       $0.34 $0.09 $(0.11)       
             

      Diluted

       $0.33 $0.09 $(0.11)

      Diluted

       $0.92 $0.33 $0.09 
                    

      Weighted-average number of shares outstanding

      Weighted-average number of shares outstanding

        

      Basic

       1,222 1,283 946 

      Diluted

       1,236 1,311 946 

      Basic

       1,148 1,222 1,283 

      Diluted

       1,156 1,236 1,311 

      Dividends per common share

      Dividends per common share

       $0.15 $ $  
      $

      0.165
       
      $

      0.15
       
      $

       
                    

      The accompanying notes are an integral part of these Consolidated Financial Statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED STATEMENT OF CHANGES IN SHAREHOLDERS' EQUITY

      For the Years Ended December 31, 2011, 2010, 2009, and 20082009

      (Amounts and shares in millions)

       
        
        
        
        
        
        
        
       Accumulated
      Other
      Comprehensive
      Income
      (Loss)
        
       
       
       Common Stock  
       Treasury Stock Net
      Payable
      to
      Vivendi
       Retained
      Earnings
      (Accumulated
      Deficit)
        
       
       
       Additional
      Paid-In
      Capital
       Total
      Shareholders'
      Equity
       
       
       Shares Amount Shares Amount 

      Balance at December 31, 2007(1)

        591 $ $490   $ $77 $(367)$40 $240 

      Settlement of payable to Vivendi (see Note 23)

            (2)     (77)     (79)

      Components of comprehensive loss:

                                  
       

      Net loss

                    (107)   (107)
       

      Unrealized depreciation on short-term investments, net of taxes

                      (2) (2)
       

      Foreign currency translation adjustment

                      (81) (81)
                                  
        

      Total comprehensive loss

                                (190)

      Purchase consideration upon the business combination

        602    9,919            9,919 

      Issuance of additional common stock related

                                  
       

      to the Business Combination

        126    1,731            1,731 

      Tender offer

            (2)           (2)

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        6    22            22 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            89            89 

      Excess tax benefit associated with employee stock options and restricted stock rights

            2            2 

      Shares repurchased (see Note 20)

              (13) (126)       (126)

      Return of capital to Vivendi (see Note 23)

            (79)           (79)
                          

      Balance at December 31, 2008

        1,325 $ $12,170  (13)$(126)$ $(474)$(43)$11,527 

      Components of comprehensive income:

                                  
       

      Net income

                    113    113 
       

      Foreign currency translation adjustment

                      19  19 
                                  
        

      Total comprehensive income

                                132 

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        36    81            81 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            154            154 

      Tax shortfall from employee stock option exercises and restricted stock rights

            (1)           (1)

      Issuance of contingent consideration

        3    2            2 

      Shares repurchased (see Note 20)

              (101) (1,109)       (1,109)

      Return of capital to Vivendi related to taxes (see Note 16)

            (30)           (30)
                          
       
       Common Stock  
       Treasury Stock Retained
      Earnings
      (Accumulated
      Deficit)
       Accumulated
      Other
      Comprehensive
      Income (Loss)
        
       
       
       Additional
      Paid-In
      Capital
       Total
      Shareholders'
      Equity
       
       
       Shares Amount Shares Amount 

      Balance at December 31, 2008

        1,325 $ $12,170  (13)$(126)$(474)$(43)$11,527 

      Components of comprehensive income:

                               

      Net income

                  113    113 

      Foreign currency translation adjustment

                    19  19 
                               

      Total comprehensive income

                             132 

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        36    81          81 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            154          154 

      Tax shortfall from employee stock option exercises and restricted stock rights

            (1)         (1)

      Issuance of contingent consideration

        3    2          2 

      Shares repurchased (see Note 19)

              (101) (1,109)     (1,109)

      Return of capital to Vivendi related to taxes (see Note 15)

            (30)         (30)
                        

      Balance at December 31, 2009

        1,364 $ $12,376  (114)$(1,235)$(361)$(24)$10,756 

      Components of comprehensive income:

                               

      Net income

                  418    418 

      Foreign currency translation adjustment

                    11  11 
                               

      Total comprehensive income

                             429 

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        18    73          73 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            100          100 

      Return of capital to Vivendi related to taxes (see Note 15)

            (7)         (7)

      Dividends ($0.15 per common share)

            (189)         (189)

      Shares repurchased (see Note 19)

              (85) (959)     (959)
                        

      Balance at December 31, 2010

        1,382 $ $12,353  (199)$(2,194)$57 $(13)$10,203 

      Components of comprehensive income:

                               

      Net income

                  1,085    1,085 

      Unrealized appreciation on investments, net of taxes

                    2  2 

      Foreign currency translation adjustment

                    (61) (61)
                               

      Total comprehensive income

                             1,026 

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        11    54          54 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            95          95 

      Dividends ($0.165 per common share)

                  (194)   (194)

      Shares repurchased (see Note 19)

              (61) (692)     (692)

      Retirement of treasury shares

        (260)   (2,886) 260  2,886       
                        

      Balance at December 31, 2011

        1,133 $ $9,616   $ $948 $(72)$10,492 
                        

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED STATEMENT OF CHANGES IN SHAREHOLDERS' EQUITY (Continued)

      For the Years Ended December 31, 2010, 2009, and 2008

      (Amounts and shares in millions)

       
        
        
        
        
        
        
        
       Accumulated
      Other
      Comprehensive
      Income
      (Loss)
        
       
       
       Common Stock  
       Treasury Stock Net
      Payable
      to
      Vivendi
       Retained
      Earnings
      (Accumulated
      Deficit)
        
       
       
       Additional
      Paid-In
      Capital
       Total
      Shareholders'
      Equity
       
       
       Shares Amount Shares Amount 

      Balance at December 31, 2009

        1,364 $ $12,376  (114)$(1,235)$ $(361)$(24)$10,756 

      Components of comprehensive income:

                                  
       

      Net income

                    418    418 
       

      Foreign currency translation adjustment

                      11  11 
                                  
        

      Total comprehensive income

                                429 

      Issuance of common stock pursuant to employee stock options and restricted stock rights

        18    73            73 

      Stock-based compensation expense related to employee stock options and restricted stock rights

            100            100 

      Return of capital to Vivendi related to taxes (see Note 16)

            (7)           (7)

      Dividends ($0.15 per common share)

            (189)           (189)

      Shares repurchased (see Note 20)

              (85) (959)       (959)
                          

      Balance at December 31, 2010

        1,382 $ $12,353  (199)$(2,194)$ $57 $(13)$10,203 
                          

      (1)
      The number of shares issued reflects the number of split adjusted shares received by Vivendi, former parent company of Vivendi Games.

      The accompanying notes are an integral part of these Consolidated Financial Statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED STATEMENTS OF CASH FLOWS

      (Amounts in millions)

       
       For the Years Ended December 31, 
       
       2011 2010 2009 

      Cash flows from operating activities:

                

      Net income

       $1,085 $418 $113 

      Adjustments to reconcile net income (loss) to net cash provided by operating activities:

                

      Deferred income taxes

        75  (278) (256)

      Impairment of goodwill and intangible assets (see Notes 10 and 11)

        12  326  409 

      Depreciation and amortization

        148  198  347 

      Loss on disposal of property and equipment

        4  1  2 

      Amortization and write-off of capitalized software development costs and intellectual property licenses (1)

        287  319  281 

      Stock-based compensation expense (2)

        103  131  156 

      Excess tax benefits from stock option exercises

        (24) (22) (79)

      Changes in operating assets and liabilities:

                

      Accounts receivable

        13  43  235 

      Inventories, net

        (34) 124  21 

      Software development and intellectual property licenses

        (254) (313) (308)

      Other assets

        (67) 17  (110)

      Deferred revenues

        (248) 293  503 

      Accounts payable

        31  70  (18)

      Accrued expenses and other liabilities

        (179) 49  (113)
              

      Net cash provided by operating activities

        952  1,376  1,183 
              

      Cash flows from investing activities:

                

      Proceeds from maturities of available-for-sale investments

        740  519  44 

      Proceeds from maturities of auction rate securities classified as trading securities

          61   

      Proceeds from sale of available-for-sale investments

            2 

      Proceeds from auction rate securities called at par

        10     

      Payment of contingent consideration

        (3) (4)  

      Purchases of available-for-sale investments

        (417) (800) (425)

      Capital expenditures

        (72) (97) (69)

      Decrease in restricted cash

        8  9  5 
              

      Net cash provided by (used in) investing activities

        266  (312) (443)
              

      Cash flows from financing activities:

                

      Proceeds from issuance of common stock to employees

        54  73  81 

      Repurchase of common stock

        (692) (959) (1,109)

      Dividends paid

        (194) (189)  

      Excess tax benefits from stock option exercises

        24  22  79 
              

      Net cash used in financing activities

        (808) (1,053) (949)
              

      Effect of foreign exchange rate changes on cash and cash equivalents

        (57) 33  19 
              

      Net increase (decrease) in cash and cash equivalents

        353  44  (190)

      Cash and cash equivalents at beginning of period

        2,812  2,768  2,958 
              

      Cash and cash equivalents at end of period

       $3,165 $2,812 $2,768 
              

       
       For the Years Ended December 31, 
       
       2010 2009 2008 

      Cash flows from operating activities:

                
       

      Net income (loss)

       $418 $113 $(107)
       

      Adjustments to reconcile net income (loss) to net cash provided by operating activities:

                
        

      Deferred income taxes

        (278) (256) (430)
        

      Impairment of intangible assets (see Note 12)

        326  409  21 
        

      Depreciation and amortization

        198  347  385 
        

      (Gain) loss on auction rate securities ("ARS") classified as trading securities

        (7) (3) 7 
        

      Loss on ARS rights from UBS

        7  3  2 
        

      Loss on disposal of property and equipment

        1  2  6 
        

      Amortization and write-off of capitalized software development costs and intellectual property licenses (1)

        319  281  176 
        

      Stock-based compensation expense (2)

        131  156  89 
        

      Excess tax benefits from stock option exercises

        (22) (79) (21)
       

      Changes in operating assets and liabilities:

                
        

      Accounts receivable

        76  235  (428)
        

      Inventories

        124  21  (20)
        

      Software development and intellectual property licenses

        (313) (308) (181)
        

      Other assets

        17  (110) (165)
        

      Deferred revenues

        293  503  726 
        

      Accounts payable

        70  (18) 86 
        

      Accrued expenses and other liabilities

        16  (113) 233 
              
       

      Net cash provided by operating activities

        1,376  1,183  379 
              

      Cash flows from investing activities:

                
       

      Proceeds from maturities of investments

        519  44   
       

      Proceeds from sale of ARS classified as trading securities

        61     
       

      Proceeds from sale of available-for-sale investments

          2   
       

      Payment of contingent consideration

        (4)    
       

      Purchases of available-for-sale investments

        (800) (425)  
       

      Capital expenditures

        (97) (69) (46)
       

      Net proceeds from disposal of assets—restructuring (see Note 8)

            9 
       

      Cash acquired through Business Combination, net of cash payments to effect acquisitions

            1,120 
       

      Decrease in restricted cash

        9  5  18 
              
       

      Net cash provided by (used in) investing activities

        (312) (443) 1,101 
              

      Cash flows from financing activities:

                
       

      Proceeds from issuance of common stock to employees

        73  81  22 
       

      Repurchase of common stock through tender offer

            (2)
       

      Return of capital to Vivendi

            (79)
       

      Issuance of additional common stock related to the Business Combination

            1,731 
       

      Repurchase of common stock

        (959) (1,109) (126)
       

      Settlement of payable to Vivendi

            (79)
       

      Dividends paid

        (189)    
       

      Excess tax benefits from stock option exercises

        22  79  21 
              
       

      Net cash provided by (used in) financing activities

        (1,053) (949) 1,488 
              

      Effect of foreign exchange rate changes on cash and cash equivalents

        33  19  (72)
              

      Net increase (decrease) in cash and cash equivalents

        44  (190) 2,896 

      Cash and cash equivalents at beginning of period

        2,768  2,958  62 
              

      Cash and cash equivalents at end of period

       $2,812 $2,768 $2,958 
              

      (1)
      Excludes deferral and amortization of stock-based compensation expense.

      (2)
      Includes the net effects of capitalization, deferral, and amortization of stock-based compensation expense.

      The accompanying notes are an integral part of these Consolidated Financial Statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements

      1. Description of Business and Business Combination

      Description of Business

              Activision Blizzard, Inc. is a worldwide online, personal computer ("PC"), console, handheld, and mobile game publisher of interactive entertainment. The terms "Activision Blizzard," the "Company," "we," "us," and "our" are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries. We maintain significant operations in the United States, Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, the Netherlands, Australia, South Korea and China.

              The common stock of Activision Blizzard is traded on The NASDAQ Stock Market under the ticker symbol "ATVI." Vivendi S.A. ("Vivendi") owned approximately 60% of Activision Blizzard's outstanding common stock at December 31, 2011.

      Based upon our current organizational structure, we operate three operating segments as follows:

      (i) Activision Publishing, Inc.

              Activision Publishing, Inc. ("Activision") is a leading international developer and publisher of interactive software products and content. Activision develops games utilizing internally-developed, acquired and publishes videolicensed intellectual property. Activision markets and sells games on various consoles, handheld platformsit develops and, the PC platform through internallyour affiliate label program, games developed franchisesby certain third-party publishers. We sell games both through retail channels and license agreements.by digital download. Activision currently offers games that operate on the Sony Computer Entertainment, Inc. ("Sony") PlayStation 3 ("PS3"), Nintendo Co. Ltd. ("Nintendo") Wii ("Wii"), and Microsoft Corporation ("Microsoft") Xbox 360 ("Xbox 360") console systems; the Nintendo Dual Screen ("NDS") and Nintendo DSi ("DSi"DS") handheld devices;game systems; the PC; the Apple iPhone ("iPhone"), the Apple iPad ("iPad")iOS devices and other handheld and mobile devices. Our Activision business involves the development, marketing, and sale of products through retail channels or digital downloads, by license, or from our affiliate label program with certain third-party publishers.

      (ii) Blizzard Entertainment, Inc.

              Blizzard Entertainment, Inc. ("Blizzard") is a leader in terms of subscriber base and revenues generated in the subscription-based massively multi-player online role-playing game ("MMORPG") category. Blizzard internallycategory in terms of both subscriber base and revenues generated through its World of Warcraft franchise, which it develops, markets and publishessells role-playing action and strategy PC-based computer games, including games in the multiple-award winning Diablo®and StarCraft® franchises. Blizzard also maintains itsa proprietary online-game related service, Battle.net. Our Blizzard business involves the development, marketing, sales and support of role playing action and strategy games. Blizzard also develops, hosts, and supports its online subscription-based games in the MMORPG category. Blizzard is the development studio and publisher best known as the creator ofBattle.netWorld of Warcraft® and the multiple award winningDiablo,StarCraft, andWorld of Warcraft franchises.. Blizzard distributes its products and generates revenues worldwide through various means, including: subscription revenuessubscriptions (which consist of fees from individuals playingWorld of Warcraft, prepaid cards and other value-added service revenues such as realm transfers, faction changes, and other character customizations within theWorld of Warcraft gameplay); retail sales of physical "boxed" products; online download sales of PC products; and licensing of software to third-party or related party companies that distributeWorld of Warcraft andStarCraft IIII®.

      (iii) Activision Blizzard Distribution

              Activision Blizzard Distribution ("Distribution") consists of operations in Europe that provide warehousing, logistical and sales distribution services to third-party publishers of interactive entertainment software, our own publishing operations, and manufacturers of interactive entertainment hardware.

      Business Combination

              On July 9, 2008, a business combination (the "Business Combination") by and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiary of Activision, Inc., Vivendi S.A.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      1. Description of Business and Business Combination (Continued)


      ("Vivendi"Business Combination

              On July 9, 2008, a business combination (the "Business Combination") by and among Activision, Inc., Sego Merger Corporation, a wholly-owned subsidiary of Activision, Inc., Vivendi, VGAC LLC, a wholly-owned subsidiary of Vivendi , and Vivendi Games, Inc. ("Vivendi Games"), a wholly-owned subsidiary of VGAC LLC, was consummated. As a result of the consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. ("Activision Blizzard"). For accounting purposes, the Business Combination wasis treated as a "reverse acquisition," with Vivendi Games deemed to be the acquirer. The historical financial statements of Activision Blizzard prior to July 10, 2008 are those of Vivendi Games.

              The common stock of Activision Blizzard is traded on The NASDAQ Stock Market under the ticker symbol "ATVI." Vivendi owned approximately 61% of Activision Blizzard's outstanding common stock at December 31, 2010.

              We maintain significant operations in the United States, Canada, the United Kingdom ("U.K."), France, Germany, Ireland, Italy, Spain, Australia, Sweden, South Korea, China and the Netherlands.

      Activision Blizzard's Non-Core Exit Operations

              Activision Blizzard's non-core exit operations ("Other" or "Non-Core") represent legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination described above, but that do not meet the criteria for separate reporting of discontinued operations. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

      2. Summary of significant accounting policies

      Basis of Consolidation and Presentation

              The accompanying consolidated financial statements include the accounts and operations of the Company. All intercompany accounts and transactions have been eliminated. The consolidated financial statements have been prepared in conformity with accounting principles generally accepted in the United States of America ("U.S. GAAP"). The preparation of the consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions that affect the amounts reported in the consolidated financial statements.statements and accompanying notes. Actual results could differ from these estimates and assumptions.

              Certain reclassifications have been made to prior year amounts to conform to the current period presentation.

              The Company considers events or transactions that occur after the balance sheet date, but before the financial statements are issued, to provide additional evidence relative to certain estimates or to identify matters that require additional disclosures.

      Cash and Cash Equivalents and Investment Securities

              We consider all money market funds and highly liquid investments with maturities of three months or less when purchasedat the time of purchase to be "Cash and cash equivalents.


      Table of Contentsequivalents".


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)Investment Securities

              Investments designated as available-for-sale securities are carried at fair value, which is based on quoted market prices for such securities, if available, or is estimated based on the basis of quoted market prices of financial instruments with similar characteristics. Unrealized gains and losses of the Company's available-for-sale securities are excluded from earnings and reported as a component of other"Other comprehensive income (loss), when credit losses are not expected and the Company does not intend, or it is more likely than not that the Company will not be required, to sell the security prior to recovery of the security's amortized cost basis.".

              In general, investmentsInvestments with original maturities greater than 90 days and remaining maturities of less than one year are normally classified as short-term investments."Short-term investments". In addition, investments with maturities beyond one year may be classified as short-term based on their"Short-term investments" if they are highly liquid in nature and because such investments represent the investment of cash that is available for current operations.

              The specific identification method is used to determine the cost of securities disposed of, with realized gains and losses reflected in investment and other income, net in the consolidated statements of operations.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

              The Company's investments include auction rate securities ("ARS"). These ARS are variable rate bonds tied to short-term interest rates with long-term maturities. ARS have interest rates which reset through a modified Dutch auction at predetermined short-term intervals, typically every 7, 28, or 35 days. Interest on ARS is generally paid at the end of each auction process and is based upon the interest rate determined for the prior auction. The majority of our ARS are AAA/Aaahighly rated, and are typically collateralized by student loans guaranteed by the U.S. government under the Federal Family Education Loan Program or backed by monoline bond insurance companies.

              On November 14, 2008, we accepted an offer from UBS AG ("UBS"), providing us with rights related to our ARS held through UBS (the "Rights"). The Rights permitted us to require UBS to purchase our ARS held through UBS at par value, which is defined as the price equal to the liquidation preference of the ARS plus accrued but unpaid dividends or interest, at any time during the period between June 30, 2010 and July 2, 2012. Conversely, UBS had the right, in its discretion, to purchase or sell our ARS at any time until July 2, 2012, so long as we receive payment at par value upon any sale or disposition.

              At December 31, 2009, we held ARS through UBS, which were classified as trading securities. Investments designated as trading securities are reported at fair value, with unrealized gains and losses recognized in earnings.

              The Rights represented a firm agreement in accordance with the Financial Accounting Standards Board ("FASB") Accounting Standards Codification ("ASC") Topic 815, regarding derivatives and hedging ("ASC Topic 815"), which defines a firm agreement as an agreement binding on both parties and usually legally enforceable, with the following characteristics: (a) the agreement specifies all significant terms, including the quantity to be exchanged, the fixed price, and the timing of the transaction, and (b) the agreement includes a disincentive for nonperformance that is sufficiently large to make performance probable. The enforceability of the Rights was recognized as a free standing asset separate from the ARS. The Rights did not meet the definition of a derivative instrument under ASC Topic 815, because the underlying securities were not readily convertible to cash. Therefore, we had elected to measure the Rights at fair value under ASC Subtopic 825-10 regarding the fair value option for financial assets and financial liabilities, which permits an entity to measure certain items at fair value, to mitigate volatility in reported earnings from the changes in the fair value of the ARS. As a


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)


      result, unrealized gains and losses were included in earnings during 2009 and 2008. At December 31, 2009, we had classified our investment in ARS held through UBS as a current asset and we exercised the Rights on June 30, 2010.

        Restricted Cash—Compensating Balances

              MostRestricted cash is included within "Short-term investments" on the consolidated balance sheets. The majority of our restricted cash relates to a standby letter of credit required by one of our inventory manufacturers to qualify for certain payment terms on our inventory purchases. Under the terms of this arrangement, we are required to maintain with the issuing bank a compensating balance, restricted as to use, of not less than the sum of the available amount of the letter of credit plus the aggregate amount of any drawings under the letter of credit that have been honored thereunder, but have not yet been reimbursed. Restricted cash is included in short-term investments on the consolidated balance sheets.

        Financial Instruments

              The carrying amount of cash"Cash and cash equivalents, accounts receivable, accounts payable,equivalents", "Accounts receivable", "Accounts payable", and accrued expenses is a reasonable approximation of"Accrued expenses" substantively approximate fair value due to theirthe short-term nature.nature of these accounts. Our U.S. treasuries, and government agency securities, and mortgage-backed securities are carried at fair value, with fair values estimatedwhich is based on quoted market prices for such securities, if available, or is estimated based on the basis of quoted market prices of financial instruments with similar characteristics. Both short-term and long-term ARS are carried at fair value, with fair valueswhich is estimated using an income-approach model (specifically, a discounted cash-flow analysis). We carry derivative

              Derivative instruments, primarily foreign exchange contracts, are reported at fair value in "Other assets" or "Other liabilities" in the consolidated balance sheet as other assets or liabilities at their fair value.sheet. The fair value of foreign currency contracts isare estimated based on the prevailing exchange rates of the various hedged currencies as of the end of the period.

              Activision Blizzard transacts business in various foreign currencies and has significant international sales and expenses denominated in foreign currencies, subjecting Activision Blizzardus to foreign currency risk. Activision Blizzard utilizesWe utilize foreign exchange forward contracts and swaps, with maturities of generally less than one year, to mitigate foreign currency exchange rate risk associated with foreign currency denominatedcurrency-denominated assets and liabilities. The foreign exchange forward contracts generally have contractual terms of less than a year. Activision Blizzard does not use foreign exchange forward contractsderivatives for speculative or trading purposes. None of Activision Blizzard's foreign exchange forward contracts are designatedpurposes, and the Company does not designate these derivatives as hedging instruments under ASC Topic 815. Accordingly, gains orand losses resulting from changes in the fair values ofthrough the foreign exchange contractsperiod are reported as generalGeneral and administrative expenses or investmentInvestment and other income, net in the consolidated statements of operations, depending on the nature of derivatives.the derivative.

      Other-Than-Temporary Impairments

              On April 1, 2009, we adopted prospectivelyThe Company regularly reviews its investments to determine whether a new accounting standard addressingdecline in fair value below the evaluation of fixed maturity securities forcost basis is other than a temporary impairment. If the decline is determined to be other-than-temporary, impairments. These requirements have altered our policies and procedures for determining impairment charges recognized through earnings. The new standard requires a company to recognize a credit component (a credit impairment) of an other-than-temporary impairment of a fixed maturity security in earnings and the non-credit component in accumulated other comprehensive income (loss) if the company does not intend, or it is more likely than not that the company will not be required, to sell the security prior to recoverycost basis of the security's amortized cost basis. The new standard also changes the threshold for determining when aninvestment is written down to fair value. For


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)


      other-than-temporary impairment has occurred on aavailable-for-sale fixed maturity security with respect to intentinstruments where credit-related impairments exist, other-than-temporary impairments are reported in the consolidated statement of operations and ability to hold the security until recovery and requires additional disclosures. A credit impairment, which is recognizednon-credit impairments are reported in earnings when it occurs, is the difference between the amortized cost of the fixed maturity security and the estimated present value of cash flows expected to be collected (recovery value), as determined by management. The difference between fair value and amortized cost that is not related to a credit impairment is recognized as a separate component of accumulated other comprehensive income (loss), net of taxes..

      Concentration of Credit Risk

              Financial instruments which potentially subject us toOur concentration of credit risk consist principally ofrelates to depositors holding the Company's cash and cash equivalents and customers with significant accounts receivable. We placereceivable balances. Substantially all of our cash and cash equivalents are held in financial instruments issued or fully guaranteed by local and foreign governments and governmental organizations, with financial institutions. At various times, we had deposits in excessthe significant majority of coverage by the Federal Deposit Insurance Corporation ("FDIC"), or the equivalent agencies in overseas jurisdictions, at these financial institutions.instruments being money market funds.

              Our customer base includes retail outletsretailers and distributors, including mass-market retailers, consumer electronics stores, discount warehouses, and game specialty stores in the United StatesU.S. and other countries worldwide. We perform ongoing credit evaluations of our customers and maintain allowances for potential credit losses. We generally do not require collateral or other security from our customers.

              We did not have any single customer that accounted for 10% or more of net revenues for the year ended December 31, 2011. We had one customer, Wal-Mart, which accounted for 21% of consolidated gross receivables at December 31, 2011.

              For the year ended December 31, 2010, we had one customer in our Activision and Blizzard operating segments, GameStop, whowhich accounted for approximately 12% of consolidated net revenues for the year ended December 31, 2010. GameStop and another customer, Wal-Mart accounted for approximately 12% and 18% of consolidated gross receivables at December 31, 2010, respectively.

              For the year ended December 31, 2009, we had two customers in our Activision and Blizzard operating segments, Wal-Mart and GameStop, who each accounted for approximately 10% of consolidated net revenues and accounted for approximately 18% and 10% of consolidated gross receivables at December 31, 2009, respectively. For the year ended December 31, 2008, we had two customers, Wal-Mart and GameStop, who each accounted for approximately 11% of consolidated net revenues.

      Software Development Costs and Intellectual Property Licenses

              Software development costs include payments made to independent software developers under development agreements, as well as direct costs incurred for internally developed products.

              We account for software development costs in accordance with the FASBFinancial Accounting Standards Board ("FASB") guidance for the costs of computer software to be sold, leased, or otherwise marketed ("within ASC Subtopic 985-20").985-20. Software development costs are capitalized once technological feasibility of a product is established and such costs are determined to be recoverable. Technological feasibility of a product encompasses both technical design documentation and game design documentation, or the completed and tested product design and working model. Significant management judgments and estimates are utilized in the assessment of when technological feasibility is established. For products where proven technology exists, this may occur early in the development cycle. Technological feasibility is evaluated on a product-by-product basis. Prior to a product's release, we expense, as part of "cost"Cost of sales—software royalties and amortization", capitalized costs if and when we believe such amounts are not recoverable. Capitalized costs for those products that are cancelled or expected to be abandoned are charged to "Product development expense" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to "Product development expense."

              Commencing upon product release, capitalized software development costs are amortized to "Cost of sales—software royalties and amortization" based on the ratio of current revenues to total projected revenues for the specific product, generally resulting in an amortization period of six months or less.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)


      product development expense in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to product development expense.

              Commencing upon product release, capitalized software development costs are amortized to "cost of sales—software royalties and amortization" based on the ratio of current revenues to total projected revenues for the specific product, generally resulting in an amortization period of six months or less.

              Intellectual property license costs represent license fees paid to intellectual property rights holders for use of their trademarks, copyrights, software, technology, music or other intellectual property or proprietary rights in the development of our products. Depending upon the agreement with the rights holder, we may obtain the rightsright to use acquiredthe intellectual property in multiple products over multiplea number of years, or alternatively, for a single product. Prior to the related product's release, we expense, as part of "cost of sales—intellectual property licenses," capitalized intellectual property costs when we believe such amounts are not recoverable. Capitalized intellectual property costs for those products that are cancelled or expected to be abandoned are charged to product development expense in the period of cancellation.

              Commencing upon the related product's release, capitalized intellectual property license costs are amortized to "cost"Cost of sales—intellectual property licenses" based on the ratio of current revenues for the specific product to total projected revenues for all products in which the licensed property will be utilized. As intellectual property license contracts may extend for multiple years, the amortization of capitalized intellectual property license costs relating to such contracts may extend beyond one year.

              We evaluate the future recoverability of capitalized software development costs and intellectual property licenses on a quarterly basis. For products that have been released in prior periods, the primary evaluation criterion is actual title performance. For products that are scheduled to be released in future periods, recoverability is evaluated based on the expected performance of the specific products to which the costs relate or in which the licensed trademark or copyright is to be used. Criteria used to evaluate expected product performance include: historical performance of comparable products developed with comparable technology; orders for the product prior to its release; and, for any sequel product, estimated performance based on the performance of the product on which the sequel is based. Further, as many of our capitalized intellectual property licenses extend for multiple products over multiple years, we also assess the recoverability of capitalized intellectual property license costs based on certain qualitative factors, such as the success of other products and/or entertainment vehicles utilizing the intellectual property, whether there are any future planned theatrical releases or television series based on the intellectual property, and the rights holder's continued promotion and exploitation of the intellectual property.

              Significant management judgments and estimates are utilized in the assessment ofassessing the recoverability of capitalized costs. In evaluating the recoverability of capitalized costs, the assessment of expected product performance utilizes forecasted sales amounts and estimates of additional costs to be incurred. If revised forecasted or actual product sales are less than the originaloriginally forecasted amounts utilized in the initial recoverability analysis, the net realizable value may be lower than originally estimated in any given quarter, which could result in an impairment charge. Material differences may result in the amount and timing of chargesexpense for any period if management makes different judgments or utilizes different estimates in evaluating these qualitative factors.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      Inventories

              Inventories consist of materials (including manufacturing royalties paid to console manufacturers), labor and freight-in and are stated at the lower of cost (weighted average method) or marketnet realizable value.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      Long-Lived Assets

              Property and Equipment.    Property and equipment are recorded at cost and depreciated on a straight-line basis over the shorter of the estimated useful lives or the lease term: buildings,life (i.e., 25 to 33 years;years, for buildings, and 2 to 5 years, for computer equipment, office furniture and other equipment, 2 to 5 years; leasehold improvements, the shorter of estimated useful lives or the lifeequipment) of the lease.asset. When assets are retired or disposed of, the cost and accumulated depreciation thereon are removed and any resulting gains or losses are included in the consolidated statements of operations. Leasehold improvements are amortized using the straight-line method over the estimated life of the asset, not to exceed the length of the lease. Repair and maintenance costs are expensed as incurred.

              Goodwill and Other Indefinite-Lived Assets.    We account for goodwill using the provisions within ASC Topic 350. Under ASC Topic 350, goodwill is considered to have an indefinite life, and is carried at cost. Acquired trade names are assessed as indefinite lived assets as there are no foreseeable limits on the periods of time over which they are expected to contribute cash flows. Goodwill and acquired trade names are not amortized, but are subject to an impairment test annually, as well as in between annual tests when events or circumstances indicate that the carrying value may not be recoverable. We perform our annual impairment testing at December 31st.

              Our annual goodwill impairment test is performed at the reporting unit level. We have determined our reporting units based on the guidance within ASC Subtopic 350-20.350-20, which provides that reporting units are generally operating segments or one reporting level below the operating segments. As of December 31, 2010,2011, the Company's reporting units consisted ofare the same as our operating segments: Activision, Blizzard, and Distribution. We test goodwill for possible impairment by first determining the fair value of the related reporting unit and comparing this value to the recorded net assets of the reporting unit, including goodwill. In the event the recorded net assets of the reporting unit exceed the estimated fair values,value of such assets, we perform a second step to measure the amount of the impairment, which is equal to the amount by which the recorded goodwill exceeds the implied fair value of the goodwill after assessing the fair value of each of the assets and liabilities within the reporting unit.

              Fair value of our reporting units is determined using a combination ofan income approach based on discounted cash flow models and market comparable valuations of peer companies.models. In determining the fair value of our reporting units, we assumed a discount rate between 11.0%10.0% and 13.5%13.0%. During our 2011 annual impairment testing, the Company identified and recorded a $12 million impairment of goodwill to "General and administrative" in the statement of operations related to the Distribution reporting unit. The impairment was due to declines in our expected future performance of the distribution companies based on growing industry trends towards digital distribution and online gaming. The estimated fair values of each of ourthe remaining reporting units exceeded their carrying values by a range of approximately $18 million to $6at least $4 billion or 24% to 422%40% as of December 31, 2010. As such, we have determined that no impairment has occurred at December 31, 2010 based upon a set of assumptions regarding discounted future cash flows, which represent our best estimate of future performance at this time.

              In completing our goodwill impairment analysis, we test the appropriateness of our reporting units' estimated fair value by reconciling the aggregate reporting units' fair values with our market capitalization. Our impairment analysis indicated that the aggregate fair values of our reporting units exceeded our December 31, 2010 market capitalization by approximately $4.6 billion or 30%.

              The fair value of an entity can be greater than its market capitalization for various reasons, one of which is the concept of control premium. A control premium is the amount that a buyer is willing to pay over the current market price of a company to acquire a controlling interest. Substantial value may


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)


      arise from the ability to take advantages of synergies, such as the expected increase in cash flow resulting from cost savings and revenue enhancements, and other benefits could be achieved by controlling another entity.2011. However, changes in our assumptions underlying our estimates of fair value, which will be a function of our future financial performance and changes in economic conditions, could result in future impairment charges.

              We test acquired trade names for possible impairment by using a discounted cash flow model to estimate fair value. As of December 31, 2010, the estimated fair values of each of our acquired trade names exceeded their carrying values by a range of approximately $143 million to $251 million, which exceeds their respective carrying values by a range of approximately 37% to 534%. As such, weWe have determined that no impairment has occurred at December 31, 20102011 based upon a set of assumptions regarding discounted future cash flows, which represent our best estimate of future performance at this time. In determining the fair value of our trade names, we assumed a discount rate of 11%10%, and royalty saving rates of approximately 1.5%. A one percentage point increase in the discount rate would not yield an impairment charge to our trade names. Changes in our


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      assumptions underlying our estimates of fair value, which will be a function of our future financial performance and changes in economic conditions, could result in future impairment charges.

              Amortizable Intangible Assets.    Intangible assets subject to amortization are carried at cost less accumulated amortization. Intangible assets subject to amortization, areand amortized over the estimated useful life in proportion to the economic benefits received.

              Management evaluates the recoverability of our identifiable intangible assets and other long-lived assets in accordance with FASB guidance within ASC Subtopic 360-10, which generally requires the assessment of these assets for recoverability when events or circumstances indicate a potential impairment exists. We considered certain events and circumstances in determining whether the carrying value of identifiable intangible assets and other long-lived assets may not be recoverable including, but not limited to: significant changes in performance relative to expected operating results; significant changes in the use of the assets; significant negative industry or economic trends; a significant decline in our stock price for a sustained period of time; and changes in our business strategy. In determining whether an impairment exists, we estimate the undiscounted cash flows to be generated from the use and ultimate disposition of these assets. If an impairment is indicated based on a comparison of the assets' carrying values and the undiscounted cash flows, the impairment loss is measured as the amount by which the carrying amount of the assets exceeds the fair value of the assets.

              In the fourth quarter of 2010, we recorded impairment charges of $67 million, $9 million and $250 million to license agreements, game engines and internally developed franchises intangible assets, respectively. In the fourth quarter of 2009, we recorded impairment charges of $24 million, $12 million and $373 million to license agreements, game engines and internally developed franchises intangible assets, respectively. (See Note 1211 of the notesNotes to consolidated financial statements)Consolidated Financial Statements)

      Revenue Recognition

        Product SalesRevenue Arrangements with Multiple Deliverables

              We recognizeEffective January 1, 2011, we adopted amendments to an accounting standard related to revenue fromrecognition for arrangements with multiple deliverables (which standard, as amended, is referred to herein as the sale"new accounting principles"). The new accounting principles establish a selling price hierarchy for determining the selling price of a deliverable and requires the application of the relative selling price method to allocate the consideration received for an arrangement to each deliverable in a multiple deliverables revenue arrangement. Certain of our products uponrevenue arrangements have multiple deliverables and, as such, are accounted for under the transfernew accounting principles. These revenue arrangements include product sales consisting of titleboth software and riskhardware deliverables (such as peripherals or other ancillary collectors' items sold together with physical "boxed" software) and our sales of loss to our customers and once any performance obligations have been completed. Certain products are sold to customers with a street date (i.e.,World of Warcraft boxed products, expansion packs and value-added services, each of which is considered with the earliest daterelated subscription services for these purposes. Our assessment of deliverables and units of accounting does not change under the new accounting principles.

              Pursuant to the guidance of ASU 2009-13, when a revenue arrangement contains multiple elements, such as hardware and software products, may be sold by retailers). For theselicenses and/or services, we allocate revenue to each element based on a selling price hierarchy. The selling price for a deliverable is based on its vendor-specific-objective-evidence ("VSOE") if it is available, third-party evidence ("TPE") if VSOE is not available, or best estimated selling price ("BESP") if neither VSOE nor TPE is available. In multiple


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      element arrangements where more-than-incidental software deliverables are included, revenue is allocated to each separate unit of accounting for each of the non-software deliverables and to the software deliverables as a group using the relative selling prices of each of the deliverables in the arrangement based on the aforementioned selling price hierarchy. If the arrangement contains more than one software deliverable, the arrangement consideration allocated to the software deliverables as a group is then allocated to each software deliverable using the guidance for recognizing software revenue.

              As noted above, when neither VSOE nor TPE is available for a deliverable, we use BESP. We do not have significant revenue arrangements that require BESP for the year ended December 31, 2011. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for a deliverable that the Company sells separately, which represents the VSOE, and the wholesale prices of the same or similar products, which represents TPE. The pattern and timing of revenue recognition for deliverables and allocation of the arrangement consideration did not change upon the adoption of the new accounting principles. Also, the adoption of the new accounting standard has not had a material impact on our financial statements in the current period.

        Product Sales

              We recognize revenue from the sale of our products once title and risk of loss have been transferred to our customers and any performance obligation(s) have been completed. Certain products are sold to customers with a "street date" (which is the earliest date these products may be sold by retailers). For these products, we recognize revenue on the later of the street date orand the sale date.date the product is sold to the customer. Revenue from product sales is recognized after deducting the estimated allowance for returns and price protection.

              For our software products with online functionality, we evaluate whether those features or functionality are more than an inconsequential separate deliverable in addition to the software product. This evaluation is performed for each software product and any online transaction, such as an electronica digital download of a title or product add-ons, when it is released.

              When we determine that a software title contains online functionality that constitutes a more-than-inconsequential separate service deliverable in addition to the product, principally because of its importance to gameplay, we consider that our performance obligations for this title to extend beyond the sale of the game. Vendor-specific objective evidence ("VSOE")VSOE of fair value does not exist for the online functionality of some products, as we do not separately charge for this component of theevery title. As a result, we recognize all of the software-related revenue from the sale of theany such title ratably over the estimated service period which is estimated to begin the month after either the sale date or the street date of the title, whichever is later.such title. In addition, we initially defer the costs of sales for the title (excluding intangible asset amortization), and recognize the costs of sales as the related revenues are recognized. Cost of sales includes manufacturing costs, software royalties and amortization, and intellectual property licenses.licenses costs.

              We recognize revenues fromWorld of Warcraft boxed product, expansion packs and other value-added service revenuesservices, in each case with the related subscription service revenue, ratably over the estimated service periodsperiod beginning upon activation of the software and delivery of the related services. Revenues attributed to the sale ofWorld of Warcraft boxed software and related expansion packs are classified as product sales and"Product sales", whereas revenues attributable to subscriptionsubscriptions and other value-added services are classified as subscription,"Subscription, licensing and other revenues.revenues".


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

              RevenueRevenues for software products with more than inconsequentialmore-than-inconsequential separate service deliverables andWorld of Warcraft products are recognized over the estimated service periods, which range from a minimum of five months to a maximum of less than a year.

              For our software products with features we consider to be incidental to the overall product offering and an inconsequential deliverable, such as products which provide limited online features at no additional cost to the consumer, we recognize the related revenue from them upon the transfer of title and risk of loss of the product to our customer.

              With respect to online transactions, such as online downloads of titles or product add-ons that do not include a more-than-inconsequential separate service deliverable, revenue is recognized when the fee is paid by the online customer to purchase online content, the product is available for download and is activated for gameplay. In addition, persuasive evidence of an arrangement must exist and collection of the related receivable must be probable.

              Sales incentives and other consideration given by us to our customers, such as rebates and product replacement fees, are considered adjustments of the selling price of our products such as rebates and product placement fees, and are reflected as reductions to revenue. Sales incentives and other consideration that represent costs incurred by us for assets or services received, such as the appearance of our products in a customer's national circular ad, are reflected as sales and marketing expenses when the benefit from the sales incentive is separable from sales to the same customer and we can reasonably estimate the fair value of the benefit.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

        Subscription Revenues

              Subscription revenues are derived fromWorld of Warcraft, and from ourCall of Duty Elite membership.World of Warcraft is a game that is playable through Blizzard's servers onand is generally sold through a subscription-only basis. Afterbasis, whereasCall of Duty Elite provides an enhanced multiplayer gameplay experience through subscription-based services, such as monthly downloadable content and year round competitions.

              ForWorld of Warcraft, after the first month of free usage that is included with theWorld of Warcraft boxed software, theWorld of Warcraft end user may enter into a subscription agreement for additional future access. Revenues associated with the sale of subscriptions via packagedboxed software and prepaid subscription cards, as well as prepaid subscriptions sales, are deferred until the subscription service is activated by the consumer and are then recognized ratably over the subscription period. Revenue from internet gaming rooms in Asia is recognized upon usage of the time packages sold. Value-added service revenues associated with subscriptions are recognized ratably over the estimated service periods.

        Licensing Revenues

              Third-party licensees in Russia, China and Taiwan distribute and host Blizzard'sWorld of Warcraft game in their respective countries under license agreements, with Blizzard. We receive royalties fromfor which they pay the licensees asCompany a result.royalty. We recognize these royalties as revenues based on the end users' activation of the underlying prepaid time, if all other performance obligations have been completed, or based on usage by the end user, when we have continuing service obligations. We recognize any upfront licensing fee received over the term of the contracts.

              With respect to license agreements that provide customers the right to make multiple copies in exchange for guaranteed amounts, revenue is generally recognized upon delivery of a master copy. Per


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      copy royalties on sales that exceed the guarantee are recognized as earned. In addition, persuasive evidence of an arrangement must exist and collection of the related receivable must be probable.

        Breakage Revenues

              World of Warcraft boxed product sales and subscription revenues are recognized upon activation of the game. We analyze historical activation patterns over time to determine when the likelihood of activation ever occurring becomes remote. We recognize revenues from subscriptions that have not yet been activated, prepaid subscription cards, as well as prepaid subscription sales, when the likelihood of future activation occurring is remote (defined as "breakage revenues"). In 2008, we recognized breakage revenues for the first time since the initial launch ofWorld of Warcraft. For the years ended December 31, 2011, 2010, 2009, and 2008,2009, we recorded $0 million, $14 million, $5 million, and $6$5 million, respectively of breakage revenues from the sale of packaged software in product sales, and $0 million, $6 million, $8 million, and $16$8 million, respectively of prepaid and subscription breakage revenues in subscription, licensing and other revenues in the consolidated statements of operations.

        Other Revenues

              Other revenues primarily include licensing activity of intellectual property other than software to third-parties. Revenue is recorded upon receipt of licensee statements, or upon the receipt of cash, provided the license period has begun.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      Allowances for Returns, Price Protection, Doubtful Accounts, and Inventory Obsolescence

              We closely monitor and analyze the historical performance of our various titles, the performance of products released by other publishers, market conditions, and the anticipated timing of other releases to assess future demand of current and upcoming titles. Initial volumes shipped upon title launch and subsequent reorders are evaluated with the goal of ensuring that quantities are sufficient to meet the demand from the retail markets, but at the same time are controlled to prevent excess inventory in the channel. We benchmark units to be shipped to our customers using historical and industry data.

              We may permit product returns from, or grant price protection to, our customers under certain conditions. In general, price protection refers to the circumstances in which we elect to decrease, on a short or longer term basis, the wholesale price of a product by a certain amount and, when granted and applicable, allowsallow customers a credit against amounts owed by such customers to us with respect to open and/or future invoices. The conditions our customers must meet to be granted the right to return products or price protection include, among other things, compliance with applicable trading and payment terms, and consistent return of inventory and delivery of sell-through reportssales reporting to us. We may also consider other factors, including the facilitation of slow-moving inventory and other market factors. Management

              Significant management judgments and estimates must makebe made and used in connection with establishing the allowance for returns and price protection in any accounting period based on estimates of potential future product returns and price protection related to current period product revenue. We estimate the amount of future returns and price protection for current period product revenue utilizing historical experience and information regarding inventory levels and the demand and acceptance of our products by the end consumer. The following factors are used to estimate the amount of future returns and price protection for a particular title: historical performance of titles in similar genres; historical performance of the hardware platform; historical performance of the franchise; console hardware life


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      cycle; sales force and retail customer feedback; industry pricing; weeks of on-hand retail channel inventory; absolute quantity of on-hand retail channel inventory; our warehouse on-hand inventory levels; the title's recent sell-throughsales history (if available); marketing trade programs; and performance of competing titles. The relative importance of these factors varies among titles depending upon, among other items, genre, platform, seasonality, and sales strategy. Significant management judgments and estimates must be made and used in connection with establishing the allowance for returns and price protection in any accounting period.

              Based upon historical experience, we believe that our estimates are reasonable. However, actual returns and price protection could vary materially from our allowance estimates due to a number of reasons including, among others, a lack of consumer acceptance of a title, the release in the same period of a similarly themed title by a competitor, or technological obsolescence due to the emergence of new hardware platforms. Material differences may result in the amount and timing of our revenue for any period if factors or market conditions change or if management makes different judgments or utilizes different estimates in determining the allowances for returns and price protection. For example, a 1% change in our December 31, 20102011 allowance for sales returns, price protection and other allowances would impacthave impacted net revenues by approximately $4$3 million.

              Similarly, management must make estimates as to the collectability of our accounts receivable. In estimating the allowance for doubtful accounts, we analyze the age of current outstanding account balances, historical bad debts, customer concentrations, customer creditworthiness, current economic trends, and changes in our customers' payment terms and their economic condition, as well as whether we can obtain sufficient credit insurance. Any significant changes in any of these criteria would affect management's estimates in establishing our allowance for doubtful accounts.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

              We regularly review inventory quantities on-hand and in the retail channel. We write down inventory based on excess or obsolete inventories determined primarily by future anticipated demand for our products. Inventory write-downs are measured as the difference between the cost of the inventory and net realizable value, based upon assumptions about future demand, which are inherently difficult to assess and dependent on market conditions. At the point of a loss recognition, a new, lower cost basis for that inventory is established, and subsequent changes in facts and circumstances do not result in the restoration or increase in that newly established basis.

      Shipping and Handling

              Shipping and handling costs, which consist primarily of packaging and transportation charges incurred to move finished goods to customers, are included in "cost"Cost of sales—product costs."

      Advertising Expenses

              We expense advertising as incurred, except for production costs associated with media advertising, which are deferred and charged to expense when the related advertisement is ran for the first time the related ad is run.time. Advertising expenses for the years ended December 31, 2011, 2010, and 2009 and 2008 were $343 million, $332 million, $366 million, and $241$366 million, respectively, and are included in sales"Sales and marketing expenseexpense" in the consolidated statements of operations.

      Income Taxes

              We accountrecord a tax provision for the anticipated tax consequences of the reported results of operations. In accordance with FASB income taxes usingtax guidance within ASC Topic 740, the provision for


      Table of Contents

      Income Taxes
      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      . Under ASC Topic 740, Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      income taxes are accounted for underis computed using the asset and liability method. Deferredmethod, under which deferred tax assets and liabilities are recognized for the expected future tax consequences attributable to differences between the financial statement carrying amounts of existing assets and liabilities and their respective tax bases and operating losslosses and tax credit carryforwards. Deferred tax assets and liabilities are measured using enacted tax rates expected to apply to taxable income in the years in which those temporary differencesthe deferred tax assets or liabilities are expected to be recovered or settled. The effect on deferred tax assets and liabilities of a change in tax rates is recognized in income in the period that includes the enactment date. We evaluate deferred tax assets each period for recoverability. For those assets that do not meet the threshold hold of "more likely than not" that they will be realized in the future, a valuation allowance is recorded.

              ASC Topic 740 includes accounting guidance which clarifies the accountingWe report a liability for the uncertainty in recognizing income taxes in an organization by providing detailed guidance for financial statement recognition, measurement and disclosure involvingunrecognized tax benefits resulting from uncertain tax positions. This guidance requires an uncertain tax position to meet a more-likely-than-not recognition threshold at the effective datepositions taken or expected to be recognized both upon the adoption of thetaken in a tax return. We recognize interest and penalties, if any, related guidance andto unrecognized tax benefits in subsequent periods.income tax expense.

      Foreign Currency Translation

              All assets and liabilities of our foreign subsidiaries are translated into U.S. dollars at the exchange rate in effect at the balance sheet date, and revenue and expenses are translated at average exchange rates during the period. The resulting translation adjustments are reflected as a component of accumulated"Accumulated other comprehensive income (loss)" in shareholders' equity.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      Earnings (Loss) Per Common Share

              Basic"Basic earnings (loss) per common shareshare" is computed by dividing income (loss) available to common shareholders by the weighted average number of common shares outstanding for the periods presented. Diluted"Diluted earnings per shareshare" is computed by dividing income (loss) available to common shareholders by the weighted average number of common shares outstanding, increased by the weighted average number of common stock equivalents. Common stock equivalents are calculated using the treasury stock method and represent incremental shares issuable upon exercise of our outstanding options. However, potential common shares are not included in the denominator of the diluted earnings (loss) per share calculation when inclusion of such shares would be anti-dilutive, such as in a period in which a net loss is recorded.

              On January 1, 2009,When we adopted the new accounting guidance for determiningdetermine whether instruments granted in stock-based payment transactions are participating securities, and as a result, unvested stock-based awards which include the right to receive non-forfeitable dividends or dividend equivalents are considered to participate with common stock in undistributed earnings. Companies that issue stock-based awards considered to beWith participating securities, we are required to calculate basic and diluted earnings per common share amounts under the two-class method. The two-class method excludes from earnings per common share calculations any dividends paid or owed to participating securities and any undistributed earnings considered to be attributable to participating securities. The accounting guidance requires retrospective application to all prior-period earnings per share data presented. The adoption of the accounting guidance did not change our basic or diluted loss per common share for the year ended December 31, 2008.

      Stock-Based Compensation

              We account for stock-based compensation in accordance with ASC Topic 718-10,Compensation-Stock Compensation, and ASC Subtopic 505-50,Equity-Based Payments to Non-Employees ("ASC stock-based compensation guidance"). Stock-based compensation expense recognized during the requisite services period (that is, the period for which the employee is being compensated) and is based on the value of stock-based payment awards after reduction for estimated forfeitures. Forfeitures are estimated


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)

      at the time of grant and are revised, if necessary, in subsequent periods if actual forfeitures differ from those estimates. Stock-based compensation expense recognized in the consolidated statement of operations for the years ended December 31, 2011, 2010, and 2009 and 2008 included both compensation expense for stock-based payment awards granted by Activision, Inc. prior to, but not yet vested as of July 9, 2008, based on the revalued fair value estimated at July 9, 2008, and compensation expense for the stock-based payment awards granted by us subsequent to July 9, 2008.

              We estimate the value of stock-based payment awards on the measurement date using a binomial-lattice model. Our determination of fair value of stock-based payment awards on the date of grant using an option-pricing model is affected by our stock price as well as assumptions regarding a number of highly complex and subjective variables. These variables include, but are not limited to, our expected stock price volatility over the term of the awards, and actual and projected employee stock option exercise behaviors.

              Prior toWe generally determine the Business Combination, Vivendi Games had equity incentive plans that were equity-settled and cash-settled. Vivendi Games used a binomial model to assess thefair value of these equity incentive awards. Equity-settled awards includerestricted stock options and restricted shares granted by Vivendi, and the cash-settled awards include stock appreciation rights and(including restricted stock units, granted both by


      Tablerestricted stock awards, and performance shares) based on the closing market price of Contentsthe Company's common stock on the date of grant.


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

              See Note 18 of the Notes to Consolidated Financial Statements (Continued)

      2. Summary of significant accounting policies (Continued)


      Vivendi and under the Blizzard Equity Plan ("BEP"). The Company records a liability and recognizes changes in fair value of the liability that occur during the period as compensation cost over the requisite service period. Changes in the fair value of the liability that occur after the end of the requisite service period are compensation cost of the period in which the change occurs. Any differences between the amount for which the liability is settled and its fair value at the settlement date as estimated is an adjustment of compensation cost in the period of settlement. See Note 19 of the notes to consolidated financial statements.Statements.

      3. Acquisitions

      Reverse Acquisition

              The Business Combination (See Note 1 of the notes to consolidated financial statements) is accounted for as a reverse acquisition under the purchase method of accounting. For this purpose, Vivendi Games was deemed to be the accounting acquirer and Activision, Inc. was deemed to be the accounting acquiree.

              The purchase price of Activision, Inc. consists of the following items (amounts in millions):

      Fair market value of Activision, Inc.'s outstanding common stock immediately prior to the Business Combination at the closing price

       $9,057 

      Fair value of Activision, Inc.'s existing vested and unvested stock awards at the closing price*

        861 

      Transaction expenses

        1 
          
       

      Total consideration

       $9,919 
          

      *
      The fair value of the existing vested and unvested stock award is comprised of the following (amount in millions):

      Fair value of Activision, Inc. existing vested stock awards

       $713 

      Fair value of Activision, Inc. unvested stock awards

        296 

      Less: Unearned stock-based compensation

        (148)
          

       $861 
          

              The fair value of Activision, Inc.'s stock awards was determined using the fair value of Activision, Inc.'s common stock of $15.04 per share, which was the closing price at July 9, 2008, and using a binomial-lattice model and the following assumptions: (a) varying volatility ranging from 42.38% to 51.50%, (b) a risk free interest rate of 3.97%, (c) an expected life ranging from 3.22 years to 4.71 years, (d) risk adjusted stock return of 8.89%, and (e) an expected dividend yield of 0.0%.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      3. Acquisitions (Continued)

              The Company's allocation of the purchase price of Activision, Inc. is as follows (amounts in millions):

       
       Amount 

      Working capital, excluding inventories

       $1,192 

      Inventories

        221 

      Property and equipment

        64 

      Deferred tax asset

        62 

      Other long term assets

        129 


       
       Estimated useful life  
       

      Intangible Assets:

            
       

      License agreements

       3 - 10 years $207 
       

      Developed software

       1 - 2 years  68 
       

      Game engines

       2 - 5 years  128 
       

      Internally developed franchises

       11 - 12 years  1,124 
       

      Retail customer relationships

       < 1 year  40 
       

      Favorable leases

       1 - 4 years  5 
       

      Distribution agreements

       4 years  17 
       

      Activision trade name

       Indefinite  385 
       

      Goodwill

       Indefinite  7,044 

      Long term liabilities

          (24)

      Deferred tax liability

          (743)
            
       

      Total consideration

         $9,919 
            

              Goodwill arises from the Business Combination due to the acquired work force of Activision, Inc., and the expected synergies from the Business Combination.

              The following table summarizes unaudited pro forma financial information assuming the Business Combination had occurred at the beginning of the period presented. This pro forma financial information is for informational purposes only and does not reflect any operating efficiencies or inefficiencies which may result from the Business Combination and therefore is not necessarily indicative of results that would have been achieved had the businesses been combined during the period presented (amounts in millions, except per share data):

       
       For the Year
      Ended
      December 31,
       
       
       2008 

      Pro forma net revenues

       $4,336 

      Pro forma net loss

        (111)

      Pro forma net loss per share

          

      - basic

        (0.08)

      - diluted

        (0.08)

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      3. Acquisitions (Continued)

              Comparative Period—Following the consummation of the Business Combination, the historical financial statements of Activision Blizzard for periods prior to the consummation of the Business Combination are those of Vivendi Games. Activision, Inc.'s businesses were included in Activision Blizzard's financial statements for all periods subsequent to the consummation of the Business Combination only.

      4. Investment and other income, net

              Investment and other income, net is comprised of the following (amounts in millions):


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 2008  2011 2010 2009 

      Interest income

       $8 $15 $36  $14 $8 $15 

      Interest expense

       (5) (4) (3) (4) (5) (4)

      Unrealized gain (loss) on trading securities

        3 (7)

      Unrealized gain (loss) on ARS rights from UBS

        (3) 10 

      Net realized gain on investments

         4 

      Change in fair value of other financial liability

       22 8    22 8 

      Net realized and unrealized gain (loss) on foreign exchange contracts with Vivendi

       (2) (1) 6 

      Net realized and unrealized loss on foreign exchange contracts with Vivendi

       (7) (2) (1)
                    

      Investment and other income, net

       $23 $18 $46  $3 $23 $18 
                    

      5.4. Cash and Cash Equivalents

              The following table summarizes the components of our cash and cash equivalents with original maturities of three months or less at the date of purchase (amounts in millions):

       
       At December 31, 
       
       2010 2009 

      Cash

       $245 $445 

      Time deposits

        19  19 

      Money market funds

        2,216  2,304 

      U.S. treasuries and foreign government bonds

        332   
            

      Cash and cash equivalents

       $2,812 $2,768 
            

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      6. Investments

              The following table summarizes our short-term and long-term investments at December 31, 2010 and 2009 (amounts in millions):

      At December 31, 2010
       Amortized
      cost
       Gross
      unrealized
      gains
       Gross
      unrealized
      losses
       Fair
      Value
       

      Short-term investments:

                   
       

      Available-for-sale investments:

                   
        

      U.S. treasuries and government agency securities

       $672 $ $ $672 
       

      Restricted cash

                 24 
                   

      Total short-term investments

                $696 
                   

      Long-term investments:

                   
       

      Available-for-sale investments:

                   
       

      Auction rate securities held through Morgan Stanley Smith Barney LLC

       $27 $ $(4)$23 
                


      At December 31, 2009
       Amortized
      cost
       Gross
      unrealized
      gains
       Gross
      unrealized
      losses
       Fair
      Value
       

      Short-term investments:

                   
       

      Available-for-sale investments:

                   
        

      Mortgage-backed securities

       $2 $ $ $2 
        

      U.S. treasuries and government agency securities

        389      389 
                

      Total short-term available-for-sale investments

       $391 $ $  391 
                 
       

      Trading investments:

                   
        

      Auction rate securities held through UBS

                 54 
       

      Restricted cash

                 32 
                   

      Total short-term investments

                $477 
                   

      Long-term investments:

                   
       

      Available-for-sale investments:

                   
       

      Auction rate securities held through Morgan Stanley Smith Barney LLC

       $27 $ $(4)$23 
                
       
       At December 31, 
       
       2011 2010 

      Cash

       $270 $245 

      Time deposits

        24  19 

      Money market funds

        2,869  2,216 

      U.S. treasuries and/or foreign government bonds

        2  332 
            

      Cash and cash equivalents

       $3,165 $2,812 
            

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      6.5. Investments (Continued)

              The following table summarizes our short-term and long-term investments at December 31, 2011 and 2010 (amounts in millions):

      At December 31, 2011
       Amortized
      cost
       Gross
      unrealized
      gains
       Gross
      unrealized
      losses
       Fair
      Value
       

      Short-term investments:

                   

      Available-for-sale investments:

                   

      U.S. treasuries and government agency securities

       $344 $ $ $344 

      Restricted cash

                 16 
                   

      Total short-term investments

                $360 
                   

      Long-term investments:

                   

      Available-for-sale investments:

                   

      Auction rate securities held through Morgan Stanley Smith Barney LLC

       $17 $ $(1)$16 
                


      At December 31, 2010
       Amortized
      cost
       Gross
      unrealized
      gains
       Gross
      unrealized
      losses
       Fair
      Value
       

      Short-term investments:

                   

      Available-for-sale investments:

                   

      U.S. treasuries and government agency securities

       $672 $ $ $672 

      Restricted cash

                 24 
                   

      Total short-term investments

                $696 
                   

      Long-term investments:

                   

      Available-for-sale investments:

                   

      Auction rate securities held through Morgan Stanley Smith Barney LLC

       $27 $ $(4)$23 
                

              The following table illustrates the gross unrealized losses on available-for-sale securities, the fair value of those securities, aggregated by investment categories, and the length of time that they have been in a continuous unrealized loss position at December 31, 20102011 and 20092010 (amounts in millions):


       Less than 12 months 12 months or more Total  Less than 12 months 12 months or more Total 
      At December 31, 2010 and 2009
       Unrealized
      losses
       Fair Value Unrealized
      losses
       Fair Value Unrealized
      losses
       Fair Value 
      At December 31, 2011
       Unrealized
      losses
       Fair
      Value
       Unrealized
      losses
       Fair
      Value
       Unrealized
      losses
       Fair
      Value
       

      Taxable auction rate securities

       $ $ $(4)$23 $(4)$23  $ $ $(1)$16 $(1)$16 

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      5. Investments (Continued)


       
       Less than 12 months 12 months or more Total 
      At December 31, 2010
       Unrealized
      losses
       Fair
      Value
       Unrealized
      losses
       Fair
      Value
       Unrealized
      losses
       Fair
      Value
       

      Taxable auction rate securities

       $ $ $(4)$23 $(4)$23 

              The total unrealized loss of $4$1 million at December 31, 20102011 is due to failed auctions of taxable ARS held through Morgan Stanley Smith Barney LLC, which is 51% owned by Morgan Stanley and 49% owned by Citigroup, Inc. The ARS were held directly through a wholly owned subsidiary of Citigroup, Inc. until the Morgan Stanley Smith Barney LLC joint-venture closed in the second quarter 2009. OurThe majority of our investments in ARS are all backed by higher education student loans.

              Based upon our analysis of the available-for-sale investments with unrealized losses, we have concluded that the gross unrealized losses of $4$1 million at December 31, 20102011 were temporary in nature. We do not intend to sell the investment securities that are in an unrealized loss position and do not consider that it is more-likely-than-not that we will be required to sell the investment securities before recovery of their amortized cost basis, which may be maturity. We have not identified any issues related to the ultimate repayment of principal as a result of credit concerns on these securities. However, facts and circumstances may change which could result in a decline in fair value considered to be other-than-temporary in the future.

              The following table summarizes the contractually stated maturities of our short- and long-term investments classified as available-for-sale at December 31, 20102011 (amounts in millions):

      At December 31, 2010
       Amortized
      cost
       Fair
      Value
       
      At December 31, 2011
       Amortized
      cost
       Fair
      Value
       

      U.S. government agency securities due in 1 year or less

       $672 $672  $344 $344 

      Due after ten years

       27 23  17 16 
                

       $699 $695  $361 $360 
                

      Trading Investments

              In 2008, prior to accepting the UBS offer (see Note 2 of the notes to consolidated financial statements), we classified our investment in ARS held through UBS as available-for-sale. We recorded unrealized gains and losses on our available-for-sale securities, net of tax, in accumulated other comprehensive income (loss) in the shareholders' equity section of the consolidated balance sheets. The unrealized loss did not reduce net income for the applicable accounting period.

              In connection with our acceptance of the UBS offer in November 2008, resulting in our right to require UBS to purchase our ARS at par value beginning on June 30, 2010 (i.e., the Rights), we transferred our investments in ARS held through UBS from available-for-sale to trading securities. The transfer to trading securities reflected management's intent to exercise the Rights during the period between June 30, 2010 and July 3, 2012, which resulted in the securities being held for the purpose of


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      6. Investments (Continued)


      selling them in the near future. Prior to our agreement with UBS, our intent was to hold the ARS until the market recovered. At the time of transfer, the unrealized loss on our ARS was $5 million. This unrealized loss was included in accumulated other comprehensive income (loss). Upon transfer to trading securities, we immediately recognized in investment income, net, the $5 million unrealized loss not previously recognized in earnings. Subsequently, we recognized an additional decline in fair value of $2 million for a total unrealized loss of $7 million, included in investment and other income (loss), net, in the consolidated statements of operations for the year ended December 31, 2008. In June 2010, we exercised the Rights, thereby selling the remainder of our ARS held with UBS at par and recognized a gain of $7 million, which was offset by a loss of $7 million for the change in fair value of the Rights, resulting in no impact to our investment and other income, net, in the consolidated statement of operations.

      7. Software development and intellectual property licenses

              The following table summarizes the components of our software development and intellectual property licenses (amounts in millions):


       At
      December 31,
      2010
       At
      December 31,
      2009
        At
      December 31,
      2011
       At
      December 31,
      2010
       

      Internally developed software costs

       $142 $182  $115 $142 

      Payments made to third-party software developers

       60 52  84 60 
                

      Total software development costs

       $202 $234  $199 $202 
                

      Intellectual property licenses

       $73 $83  $34 $73 

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      6. Software development and intellectual property licenses (Continued)

              Amortization, write-offs and impairments of capitalized software development costs and intellectual property licenses are comprised of the following (amounts in millions):


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 2008  2011 2010 2009 

      Amortization

       $322 $314 $90  $258 $319 $314 

      Write-offs and impairments

       63 21 89  60 66 21 

      8.7. Restructuring

              On February 3, 2011, the Board of Directors of the Company authorized a restructuring plan (the "2011 Restructuring") involving a focus on the development and publication of a reduced slate of titles on a going-forward basis, including the discontinuation of the development of music-based games, the closure of the related business unit and the cancellation of other titles then in production, along with a related reduction in studio headcount and corporate overhead.

              The following table details the amount of the 2011 Restructuring reserves included in "Accrued Expenses and Other Liabilities" in the consolidated balance sheet at December 31, 2011 (amounts in millions):

       
       Severance Facilities costs Contract termination costs Total 

      Balance at December 31, 2010

       $ $ $ $ 

      Costs charged to expense

        20  4  1  25 

      Costs paid or otherwise settled

        (16) (1) (1) (18)
                

      Balance at December 31, 2011

       $4 $3 $ $7 
                

              The 2011 Restructuring charges for the year ended December 31, 2011 was $25 million. These charges, as well as the 2011 Restructuring reserve balances at December 31, 2011, were recorded within our Activision segment. We completed the 2011 Restructuring as of December 31, 2011 and we do not expect to incur significant additional restructuring expenses relating thereto.

      We have substantially completed our implementation of our organizational restructuring plan as a result of the Business Combination describedCombination. There were minimal cash payments and additional charges in Note 1our consolidated statement of operations for the notesyear ended December 31, 2011 relating to consolidated financial statements. This organizationalthat restructuring plan included the integration of different operationsand we do not expect to streamline the combined organization of Activision Blizzard.

              The primary goals of the organizationalincur additional restructuring were to rationalize the title portfolio and consolidate certain corporate functions to realize synergies from the Business Combination.expenses relating thereto.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      8. Restructuring (Continued)

              The following table details the amount of restructuring reserves included in accrued expenses and other liabilities in the consolidated balance sheets at December 31, 2010 and 2009 (amounts in millions):

       
       Severance Facilities
      costs
       Total 

      Balance at December 31, 2008

       $37 $7 $44 

      Costs charged to expense

        19  4  23 

      Costs paid or otherwise settled

        (48) (8) (56)

      Foreign exchange and other

          (2) (2)
              

      Balance at December 31, 2009

        8  1  9 

      Costs charged to expense

        3    3 

      Costs paid or otherwise settled

        (9) (1) (10)
              

      Balance at December 31, 2010

       $2 $ $2 
              

              For the year ended December 31, 2010, the restructuring costs charged to expense of $3 million is reflected in the general and administrative expense in the consolidated statement of operations.

              The total restructuring reserve balances and theInventories, net restructuring charges are presented below by operating segment (amounts in millions):

       
       Restructuring Reserve Balance Restructuring Charges 
       
       At
      December 31, 2010
       At
      December 31, 2009
       Year Ended
      December 31, 2010
       Year Ended
      December 31, 2009
       Year Ended
      December 31, 2008
       

      Activision

       $2 $9 $3 $2 $2 

      Distribution

              3   
                  

      Total operating segments

        2  9  3  5  2 

      Other*

              18  91 
                  

      Total

       $2 $9 $3 $23 $93 
                  

      *
      Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment and, consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' presentation so that it conforms to the current period's presentation.

              On February 3, 2011, the Board of Directors of the Company approved a restructuring plan involving a focus on the development and publication of a reduced slate of titles on a going-forward basis, including the discontinuation of the development of all music-based games and the closure of the related business unit and the cancellation of other titles then in production, and a related reduction in studio headcount and corporate overhead. See Note 25 of the notes to the consolidated financial statements for further information.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      9. Inventories

              Our inventories consist of the following (amounts in millions):


       At
      December 31,
        At December 31, 

       2010 2009  2011 2010 

      Finished goods

       $82 $201  $116 $98 

      Purchased parts and components

       30 40  28 14 
                

      Inventories

       $112 $241 

      Inventories, net

       $144 $112 
                

      10.9. Property and Equipment, Net

              Property and equipment, net was comprised of the following (amounts in millions):



       At December 31,  At December 31, 


       2010 2009  2011 2010 

      Land

      Land

       $1 $1  $1 $1 

      Buildings

      Buildings

       5 6  5 5 

      Leasehold improvements

      Leasehold improvements

       57 54  72 57 

      Computer equipment

      Computer equipment

       386 311  406 386 

      Office furniture and other equipment

      Office furniture and other equipment

       63 65  49 63 
                

      Total cost of property and equipment

       512 437 

      Total cost of property and equipment

       533 512 

      Less accumulated depreciation

      Less accumulated depreciation

       (343) (299) (370) (343)
                

      Property and equipment, net

       $163 $169 

      Property and equipment, net

       $169 $138      
           

              Depreciation expense for the years ended December 31, 2011, 2010, and 2009 and 2008 was $75 million, $68 million, $76 million, and $79$76 million, respectively.

              Rental expenses were $38 million, $37 million $38 million and $41$38 million for the years ended December 31, 2011, 2010, 2009, and 2008,2009, respectively.

      11.10. Goodwill

              The changes in the carrying amount of goodwill by reporting unit for the years ended December 31, 20102011 and 20092010 are as follows (amounts in millions):


       Activision Blizzard Distribution Total 

      Balance at December 31, 2008

       $7,037 $178 $12 $7,227 

      Goodwill acquired

       3   3 

      Issuance of contingent consideration

       6   6 

      Purchase accounting adjustments

       (6)   (6)

      Tax benefit credited to goodwill

       (78)   (78)

      Foreign exchange

       2   2 
                Activision Blizzard Distribution Total 

      Balance at December 31, 2009

      Balance at December 31, 2009

       6,964 178 12 7,154  $6,964 $178 $12 $7,154 

      Tax benefit credited to goodwill

       (22)   (22)

      Tax benefit credited to goodwill

       (22)   (22)
                        

      Balance at December 31, 2010

      Balance at December 31, 2010

       $6,942 $178 $12 $7,132  $6,942 $178 $12 $7,132 

      Tax benefit credited to goodwill

       (12)   (12)

      Issuance of contingent consideration

       3   3 

      Impairment of goodwill

         (12) (12)
                        

      Balance at December 31, 2011

       $6,933 $178 $ $7,111 
               

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      11.10. Goodwill (Continued)

              Issuance of contingent consideration consists of additional purchase consideration paid or accrued during 2009 in relation to previous acquisitions. The tax benefit credited to goodwill represents the tax deduction resulting from the exercise of stock options that were outstanding and vested at the consummation of the Business Combination and included in the purchase price of Activision, Inc. to the extent that the tax deduction did not exceed the fair value of those options. Conversely, to the extent that the tax deduction did exceed the fair value of those options, the tax benefit is credited to accumulated paid in capital.

              At December 31, 2010, 20092011 and 2008,2010, the gross goodwill and accumulated impairment losses by reporting unit are as follows:

       
       Activision Blizzard Distribution Activision
      Blizzard's
      core
      operations
       Other(i) Total 

      Balance at December 31, 2008:

                         
       

      Goodwill

       $7,037 $178 $12 $7,227 $18 $7,245 
       

      Accumulated impairment losses

                (18) (18)
                    
       

      Total

       $7,037 $178 $12 $7,227 $ $7,227 
                    

      Balance at December 31, 2009:

                         
       

      Goodwill

       $6,964 $178 $12 $7,154 $18 $7,172 
       

      Accumulated impairment losses

                (18) (18)
                    
       

      Total

       $6,964 $178 $12 $7,154 $ $7,154 
                    

      Balance at December 31, 2010:

                         
       

      Goodwill

       $6,942 $178 $12 $7,132 $ $7,132 
                    
       

      Total

       $6,942 $178 $12 $7,132 $ $7,132 
                    
       
       Activision Blizzard Distribution Total 

      Balance at December 31, 2010:

                   

      Goodwill

       $6,942 $178 $12 $7,132 
                

      Total

       $6,942 $178 $12 $7,132 
                

      Balance at December 31, 2011:

                   

      Goodwill

       $6,933 $178 $12 $7,123 

      Accumulated impairment losses

            (12) (12)
                

      Total

       $6,933 $178 $ $7,111 
                

      (i)
      Other represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result

      11. Intangible Assets, Net

              Intangible assets, net consist of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however,following (amounts in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

      millions):

       
       At December 31, 2011 
       
       Estimated
      useful
      lives
       Gross
      carrying
      amount
       Accumulated
      amortization
       Impairment
      charge
       Net carrying
      amount
       

      Acquired definite-lived intangible assets:

                     

      License agreements

       3 - 10 years $88 $(82)$ $6 

      Game engines

       2 - 5 years  32  (32)    

      Internally developed franchises

       11 - 12 years  309  (227)   82 

      Distribution agreements

       4 years  18  (18)    

      Acquired indefinite-lived intangible assets:

                     

      Activision trademark

       Indefinite  386      386 

      Acquired trade names

       Indefinite  47      47 
                  

      Total

         $880 $(359)$ $521 
                  

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

        12.11. Intangible Assets, Net (Continued)

                Intangible assets, net consist of the following (amounts in millions):

       
       At December 31, 2010 
       
       Estimated
      useful
      lives
       Gross
      carrying
      amount
       Accumulated
      amortization
       Impairment
      charge
       Net carrying
      amount
       

      Acquired definite-lived intangible assets:

                     
       

      License agreements

       3 - 10 years $172 $(91)$(67)$14 
       

      Game engines

       2 - 5 years  61  (50) (9) 2 
       

      Internally developed franchises

       11 - 12 years  574  (182) (250) 142 
       

      Favorable leases

       1 - 4 years  5  (5)    
       

      Distribution agreements

       4 years  18  (16)   2 

      Acquired indefinite-lived intangible assets:

                     
       

      Activision trademark

       Indefinite  386      386 
       

      Acquired trade names

       Indefinite  47      47 
                  

      Total

         $1,263 $(344)$(326)$593 
                  

       



       At December 31, 2009  At December 31, 2010 


       Estimated
      useful
      lives
       Gross
      carrying
      amount
       Accumulated
      amortization
       Impairment
      charge
       Net carrying
      amount
        Estimated
      useful
      lives
       Gross
      carrying
      amount
       Accumulated
      amortization
       Impairment
      charge
       Net carrying
      amount
       

      Acquired definite-lived intangible assets:

      Acquired definite-lived intangible assets:

        

      License agreements

       3 - 10 years $209 $(77)$(24)$108 

      Developed software

       1 - 2 years 288 (288)   

      Game engines

       2 - 5 years 134 (94) (12) 28 

      Internally developed franchises

       11 - 12 years 1,124 (278) (373) 473 

      Favorable leases

       1 - 4 years 5 (4)  1 

      Distribution agreements

       4 years 18 (10)  8 

      Other intangibles

       0 - 2 years 5 (5)   

      License agreements

       3 - 10 years $172 $(91)$(67)$14 

      Game engines

       2 - 5 years 61 (50) (9) 2 

      Internally developed franchises

       11 - 12 years 574 (182) (250) 142 

      Favorable leases

       1 - 4 years 5 (5)   

      Distribution agreements

       4 years 18 (16)  2 

      Acquired indefinite-lived intangible assets:

      Acquired indefinite-lived intangible assets:

        

      Activision trademark

       Indefinite 386   386 

      Acquired trade names

       Indefinite 47   47 

      Activision trademark

       Indefinite 386   386 

      Acquired trade names

       Indefinite 47   47 
                        

      Total

      Total

         $2,216 $(756)$(409)$1,051    $1,263 $(344)$(326)$593 
                        

                Amortization expense of intangible assets was $72 million, $130 million, $271 million, and $306$271 million for the years ended December 31, 2011, 2010, 2009, and 2008,2009, respectively.

                The gross carrying amount as of December 31, 20102011 in the tables above reflect a new cost basis for license agreements, game engines and internally developed franchises due to impairment charges for the year ended December 31, 2009.2010. The new cost basis includes the original gross carrying amount, less accumulated amortization and impairment charges on the intangible assets as of December 31, 2009.2010.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      12. Intangible Assets, Net (Continued)

                At December 31, 2010,2011, future amortization of definite-lived intangible assets is estimated as follows (amounts in millions):

      2011

       $56 

      2012

       45  $34 

      2013

       21  28 

      2014

       10  13 

      2015

       8  7 

      2016

       3 

      Thereafter

       20  3 
            

      Total

       $160  $88 
            

                We did not record any impairment charges against our intangible assets for the year ended December 31, 2011.

                In the fourth quarter of 2010, with the franchise and industry results of the holiday season, our outlook for the retail sales of software was significantly revised. Withwe considered the continued economic downturn within our industry in 2010 and the change in the buying habits of casual consumers we reassessed our overall expectations. We considered these economic changes during ourwhile planning for 2011 planning process conducted during the monthsfourth quarter of November and December, which2010. This resulted in a significant revision of our outlook for retail sales of software and a strategy change to, among other things, focus on fewer title releases in the casual genre and no music titles with peripherals.discontinue the development of music-based titles. As we considerconsidered this change in strategy to be an indicator of a potential impairment of our intangible assets, we updated our future projected revenue streams for certain franchises in the casual games and music genres. We performed recoverability tests and, where applicable, measured the impairment of the related intangible assets in accordance with ASC


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        11. Intangible Assets, Net (Continued)

        Subtopic 360-10.

                Determining whether impairment has occurred requires various estimates and assumptions, including determining which cash flows are directly related to the potentially impaired asset, the estimated remaining useful life over which cash flows will occur, the amount of these cash flows and the asset's residual value, if any. For intangible assets that did not pass the recoverability test, measurement of an impairment loss requires a determination of fair value, which is based on the best information available. Based on the characteristics of the assets being valued and the availability of information, the Company used the income approach, which presumes that the value of an asset can be estimated by the net economic benefit to be received over the estimated remaining useful life of the asset, discounted to present value. We derived the required cash flow estimates from our historical experience and our internal business plans and applied an appropriate discount rate. Based on this analysis, we recorded This resulted in impairment charges of $67 million, $9 million and $250 million to license agreements, game engines and internally developed franchises intangible assets, respectively, for the year ended December 31, 2010 recorded within our Activision segment.

                Similarly in 2009, we recorded impairment charges of $24 million, $12 million and $373 million to license agreements, game engines and internally developed franchises intangible assets, respectively, within our Activision segment.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

        13.12. Current Accrued Expenses and Other Liabilities, and Other Current Assets

                CurrentIncluded in current accrued expenses and other liabilities were comprised of the following (amounts in millions):our consolidated balance sheets are accrued payroll related costs of $363 million and $386 million at December 31, 2011 and 2010, respectively.

       
       At
      December 31,
       
       
       2010 2009 

      Accrued royalties payable

       $59 $64 

      Accrued selling and marketing costs

        91  128 

      Current income tax payable

        95   

      Accrued payroll related costs

        386  271 

      Other

        187  316 
            
       

      Current accrued expenses and other liabilities

       $818 $779 
            

                Included in other current assets of our consolidated balance sheets are deferred cost of sales—product costs of $250$246 million and $255$250 million at December 31, 20102011 and 2009,2010, respectively.

        14.13. Operating Segments and Geographic Region

                Our operating segments are consistent with our internal organizational structure, the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our Chief Operating Decision Maker ("CODM"), the manner in which operating performance is assessed and resources are allocated, and the availability of separate financial information. Currently, we operate under three operating segments: Activision, Blizzard and Distribution (see Note 1 of the notes to the consolidated financial statements). We do not aggregate operating segments.

                The CODM reviews segment performance exclusive of the impact of the change in deferred net revenues and related cost of sales with respect to certain of our online-enabled games, stock-based compensation expense, restructuring expense, amortization of intangible assets and purchase price accounting related adjustments, impairment of intangible assets and goodwill, integration and transaction costs, and other. The CODM does not review any information regarding total assets on an operating segment basis and, accordingly, no disclosure is made. Information on the operating segments and reconciliations of total net revenues and total segment income (loss) from operations to


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        13. Operating Segments and Geographic Region (Continued)

        consolidated net revenues from external customers and income (loss) before income tax expense for the years ended December 31, 2011, 2010, and 2009 are presented below (amounts in millions):

       
       Years Ended December 31, 
       
       2011 2010 2009 2011 2010 2009 
       
       Net Revenues Income (loss) from
      operations
       

      Activision

       $2,828 $2,769 $3,156 $851 $511 $663 

      Blizzard

        1,243  1,656  1,196  496  850  555 

      Distribution

        418  378  423  11  10  16 
                    

      Operating segments total

        4,489  4,803  4,775  1,358  1,371  1,234 

      Reconciliation to consolidated net revenues / consolidated income (loss) before tax expense:

                         

      Net effect from deferral of net revenues and related cost of sales

        266  (356) (497) 183  (319) (383)

      Stock-based compensation expense

              (103) (131) (154)

      Restructuring

              (26) (3) (23)

      Amortization of intangible assets

              (72) (123) (259)

      Impairment of goodwill/intangible assets

              (12) (326) (409)

      Integration and transaction costs

                  (24)

      Other

            1      (8)
                    

      Consolidated net revenues / operating income (loss)

       $4,755 $4,447 $4,279 $1,328 $469 $(26)
                       

      Investment and other income, net

                 3  23  18 
                       

      Consolidated income (loss) before income tax expense

                $1,331 $492 $(8)
                       

              For the years ended December 31, 2011 and 2010, restructuring expense of $1 million and $3 million is reflected in the "General and administrative expense" in the consolidated statement of operations, respectively. These restructuring expenses were related to the Business Combination consummated in July 2008. See Note 7 of the Notes to Consolidated Financial Statements for more detail.

              Geographic information for the years ended December 31, 2011, 2010, and 2009 is based on the location of the selling entity. Net revenues from external customers by geographic region were as follows (amounts in millions):

       
       Years Ended
      December 31,
       
       
       2011 2010 2009 

      Net revenues by geographic region:

                

      North America

       $2,405 $2,409 $2,217 

      Europe

        1,990  1,743  1,798 

      Asia Pacific

        360  295  263 
              

      Total geographic region net revenues

        4,755  4,447  4,278 

      Other

            1 
              

      Total consolidated net revenues

       $4,755 $4,447 $4,279 
              

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      13. Operating Segments and Geographic Region (Continued)

              Net revenues by platform were as follows (amounts in millions):

       
       Years Ended December 31, 
       
       2011 2010 2009 

      Net revenues by platform:

                

      Online subscriptions*

       $1,357 $1,230 $1,248 

      Console

        2,439  2,330  2,199 

      Handheld

        167  184  244 

      PC and Other

        374  325  164 
              

      Total platform net revenues

        4,337  4,069  3,855 

      Distribution

        418  378  423 

      Other

            1 
              

      Total consolidated net revenues

       $4,755 $4,447 $4,279 
              

      *
      Revenue from online subscriptions consists of revenue from allWorld of Warcraft products, including subscriptions, boxed products, expansion packs, licensing royalties, and value-added services.

              Long-lived assets by geographic region at December 31, 2011, 2010, and 2009 were as follows (amounts in millions):

       
       Years Ended December 31, 
       
       2011 2010 2009 

      Long-lived assets* by geographic region:

                

      North America

       $105 $113 $100 

      Europe

        46  46  32 

      Asia Pacific

        12  10  6 
              

      Total long-lived assets by geographic region

       $163 $169 $138 
              

      *
      We classify long-lived assets as long term tangible fixed assets by the location of the controlling statutory entity, which only includes property, plant and equipment assets, as all other long term assets are corporate assets that are not allocated to locations.

              For information regarding significant customers, see "Concentration of Credit Risk" in Note 2 of the Notes to Consolidated Financial Statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      14. Operating Segments and Geographic Region (Continued)


        net revenues and operating income (loss) from external customers for the years ended December 31, 2010, 2009, and 2008 are presented below (amounts in millions):

       
       Years Ended December 31, 
       
       2010 2009 2008 2010 2009 2008 
       
       Net Revenues Income (loss) from
      operations
       
       

      Activision

       $2,769 $3,156 $2,152 $511 $663 $307 
       

      Blizzard

        1,656  1,196  1,343  850  555  704 
       

      Distribution

        378  423  227  10  16  22 
                    
        

      Operating segments total

        4,803  4,775  3,722  1,371  1,234  1,033 

      Reconciliation to consolidated net revenues / operating income (loss):

                         
       

      Net effect from deferral of net revenues and related cost of sales

        (356) (497) (713) (319) (383) (496)
       

      Stock-based compensation expense

              (131) (154) (90)
       

      Restructuring

              (3) (23) (93)
       

      Amortization of intangible assets and purchase price accounting related adjustments

              (123) (259) (292)
       

      Impairment of intangible assets

              (326) (409)  
       

      Integration and transaction costs

                (24) (29)
       

      Other*

          1  17    (8) (266)
                    

      Consolidated net revenues / operating income (loss)

       $4,447 $4,279 $3,026 $469 $(26)$(233)
                    

                For the year ended December 31, 2010, restructuring expense of $3 million is reflected in the general and administrative expense in the consolidated statement of operations.

                Geographic information for the years ended December 31, 2010, 2009, and 2008 is based on the location of the selling entity. Net revenues from external customers by geographic region were as follows (amounts in millions):

       
       Years Ended
      December 31,
       
       
       2010 2009 2008 

      Net revenues by geographic region:

                
       

      North America

       $2,409 $2,217 $1,494 
       

      Europe

        1,743  1,798  1,288 
       

      Asia Pacific

        295  263  227 
              

      Total geographic region net revenues

        4,447  4,278  3,009 
       

      Other*

          1  17 
              

      Total consolidated net revenues

       $4,447 $4,279 $3,026 
              

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      14. Operating Segments and Geographic Region (Continued)

                Net revenues by platform were as follows (amounts in millions):

       
       Years Ended December 31, 
       
       2010 2009 2008 

      Net revenues by platform:

                
       

      MMORPG

       $1,230 $1,248 $1,152 
       

      Console

        2,330  2,199  1,294 
       

      Handheld

        184  244  237 
       

      PC and other

        325  164  99 
              

      Total platform net revenues

        4,069  3,855  2,782 

      Distribution

        378  423  227 

      Other*

          1  17 
              

      Total consolidated net revenues

       $4,447 $4,279 $3,026 
              

      *
      Represents Non-Core activities, which are legacy Vivendi Games' divisions or business units that we have exited, divested or wound down as part of our restructuring and integration efforts as a result of the Business Combination. Prior to July 1, 2009, Non-Core activities were managed as a stand-alone operating segment; however, in light of the minimal activities and insignificance of Non-Core activities, as of that date we ceased their management as a separate operating segment. Consequently, we are no longer providing separate operating segment disclosure and have reclassified our prior periods' segment presentation so that it conforms to the current period's presentation.

              See "Concentration of Credit Risk" in Note 2 of the notes to consolidated financial statements for information regarding significant customers.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      15. Computation of Basic/Diluted Earnings (Loss) Per Common Share

              The following table sets forth the computation of basic and diluted earnings (loss) per common share (amounts in millions, except per share data):



       Years Ended December 31,  Years Ended December 31, 


       2010 2009 2008  2011 2010 2009 

      Numerator:

      Numerator:

        

      Consolidated net income

       $1,085 $418 $113 

      Less: Distributed earnings to unvested stock-based awards that participate in earnings

       (3) (2)  

      Less: Undistributed earnings allocated to unvested stock-based awards that participate in earnings

       (13) (2) (1)

      Consolidated net income (loss)

       $418 $113 $(107)       

      Numerator for basic and diluted earnings per common share—income available to common shareholders

       1,069 414 112 

      Denominator:

       

      Denominator for basic earnings per common share—weighted-average common shares outstanding

       1,148 1,222 1,283 

      Effect of potential dilutive common shares under the treasury stock method: Employee stock options

       8 14 28 
       

      Less: Distributed earnings to unvested stock-based awards that participate in earnings

       (2)          

      Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive effect of employee stock options

       1,156 1,236 1,311 
       

      Less: Undistributed earnings allocated to unvested stock-based awards that participate in earnings

       (2) (1)         

      Basic earnings per common share

       $0.93 $0.34 $0.09 
                    

      Diluted earnings per common share

       $0.92 $0.33 $0.09 

      Numerator for basic and diluted earnings per common share—income (loss) available to common shareholders

       414 112 (107)       

      Denominator:

       

      Denominator for basic earnings per common share—weighted-average common shares outstanding

       1,222 1,283 946 

      Effect of potential dilutive common shares under the treasury stock method: Employee stock options

       14 28  
             
       

      Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive effect of employee stock options

       1,236 1,311 946 
             

      Basic earnings (loss) per common share

       $0.34 $0.09 $(0.11)
             

      Diluted earnings (loss) per common share

       $0.33 $0.09 $(0.11)
             

              Our unvested restricted stock rights (including restricted stock units, restricted stock awards, and performance shares) are considered participating securities since these securities have non-forfeitable rights to dividends or dividend equivalents during the contractual period of the award. Since the unvested restricted stock rights are considered participating securities, we are required to use the two-class method in our computation of basic and diluted earnings per common share. For the years ended December 31, 20102011 and 2009,2010, we had outstanding unvested restricted stock rights with respect to 1217 million and 1012 million shares of common stock on a weighted-average basis, respectively.

              According to the terms of our restricted stock plans, our unvested restricted stock rights do not participate with common stock in undistributed losses. Therefore, the two-class method in our computation of basic and diluted net earnings per common share for the year ended December 31, 2008 does not apply as there were losses during this period.

              In July 2008, the Board of Directors approved a two-for-one split of our outstanding common stock effected in the form of a stock dividend ("the split"). The stock dividend was issued on September 5, 2008 to shareholders of record as of August 25, 2008. The par value of our common stock was maintained at the pre-split amount of $.000001 per share. The consolidated financial statements and notes thereto, including all share and per share data, have been restated as if the split had occurred as of the earliest period presented.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      15. Computation of Basic/Diluted Earnings (Loss) Per Common Share (Continued)

              On July 9, 2008, Vivendi obtained control of Activision, Inc. through acquisition of the majority of the outstanding common stock of Activision, Inc. For accounting purposes, Vivendi Games is deemed to be the acquirer (as the transaction was a "reverse acquisition"—see Note 1 of the notes to consolidated financial statements). As such, the historical financial statements prior to July 10, 2008, are those of Vivendi Games.

              Potential common shares are not included in the denominator of the diluted earnings per common share calculation when inclusion of such shares would be anti-dilutive. Therefore, options to acquire 25 million, 2025 million, and 4020 million shares of common stock were not included in the calculation of diluted earnings (loss) per common share for the years ended December 31, 2011, 2010, 2009, and 2008,2009, respectively, as the effect of their inclusion would be anti-dilutive.


      16.Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      15. Income Taxes

              Domestic and foreign income (loss) before income taxes and details of the income tax expense (benefit) are as follows (amounts in millions):



       For the Years Ended
      December 31,
        For the Years Ended
      December 31,
       


       2010 2009 2008  2011 2010 2009 

      Income (loss) before income tax expense (benefit):

      Income (loss) before income tax expense (benefit):

        

      Domestic

       $228 $(237)$(131)

      Foreign

       264 229 (56)

      Domestic

       $623 $228 $(237)

      Foreign

       708 264 229 
                    

       $492 $(8)$(187) $1,331 $492 $(8)
                    

      Income tax expense (benefit):

      Income tax expense (benefit):

        

      Current:

       

      Federal

       $144 $314 $237 

      State

       (2) 31 46 

      Foreign

       28 29 14 

      Current:

              

      Total current

       170 374 297 
       

      Federal

       $314 $237 $251        

      Deferred:

       

      Federal

       61 (264) (309)

      State

       (4) 8 (75)

      Foreign

       19 (45) (12)

      Release of valuation allowance

         (22)
       

      State

       31 46 49        
       

      Foreign

       29 14 41 
             
       

      Total current

       374 297 341 
             

      Deferred:

       
       

      Federal

       (264) (309) (294)
       

      State

       8 (75) (67)
       

      Foreign

       (45) (12) (62)
       

      Release of valuation allowance

        (22)  
             
       

      Total deferred

       (301) (418) (423)

      Total deferred

       76 (301) (418)
                    

      Add back benefit credited to additional paid-in capital:

      Add back benefit credited to additional paid-in capital:

        

      Excess tax benefit associated with stock options

       1  2 

      Excess tax benefit associated with stock options

        1  
                    

      Income tax expense (benefit)

      Income tax expense (benefit)

       $74 $(121)$(80) $246 $74 $(121)
                    

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16.15. Income Taxes (Continued)

              The items accounting for the difference between income taxes computed at the U.S. federal statutory income tax rate and the income tax expense (benefit) (the effective tax rate) for each of the years are as follows:follows (amounts in millions):


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 2008  2011 2010 2009 

      Federal income tax provision at statutory rate

       $172 35%$(3) (35)%$(65) (35)% $466 35%$172 35%$(3) (35)%

      State taxes, net of federal benefit

       30 6 (17) (219) (6) (3) 18 1 30 6 (17) (219)

      Research and development credits

       (11) (2) (24) (302) (31) (17) (21) (2) (11) (2) (24) (302)

      Domestic production activity deduction

       (13) (3) (7) (89) (12) (6) (15) (1) (13) (3) (7) (89)

      Foreign rate differential

       (109) (22) (82) (1,040) (2) (1) (202) (15) (109) (22) (82) (1,040)

      Change in valuation allowance

         (22) (286) 6 3      (22) (286)

      Change in tax reserves

       (1)  34 440 11 6  10 1 (1)  34 440 

      Foreign withholding tax

         2 24 8 4      2 24 

      Foreign tax credits

         (3) (41) (15) (8)     (3) (41)

      Goodwill impairment

           7 4 

      Shortfall from employee stock option exercises

       8 1 2 27    9 1 8 1 2 27 

      Return to provision adjustment

           12 6  (31) (2)     

      Other

       (2)  (1) (13) 7 4  12 1 (2)  (1) (13)
                                

      Income tax expense (benefit)

       $74 15%$(121) (1,534)%$(80) (43)% $246 19%$74 15%$(121) (1,534)%
                                

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16.15. Income Taxes (Continued)

              Deferred income taxes reflect the net tax effects of temporary differences between the amounts of assets and liabilities for accounting purposes and the amounts used for income tax purposes. The components of the net deferred tax assets (liabilities) are as follows (amounts in millions):



       As of December 31,  As of December 31, 


       2010 2009  2011 2010 

      Deferred tax assets:

      Deferred tax assets:

        

      Reserves and allowances

       $29 $36 

      Allowance for sales returns and price protection

       72 64 

      Inventory reserve

       23 17 

      Accrued expenses

       117 53 

      Deferred revenue

       377 292 

      Tax credit carryforwards

       25 61 

      Net operating loss carryforwards

       16 18 

      Stock-based compensation

       99 119 

      Foreign deferred assets

       15 27 

      Other

       17 17 

      Reserves and allowances

       $20 $29 

      Allowance for sales returns and price protection

       59 72 

      Inventory reserve

       2 23 

      Accrued expenses

       101 117 

      Deferred revenue

       330 377 

      Tax credit carryforwards

       43 25 

      Net operating loss carryforwards

       15 16 

      Stock-based compensation

       91 99 

      Foreign deferred assets

       16 15 

      Other

       5 17 
                

      Deferred tax assets

      Deferred tax assets

       790 704  682 790 

      Valuation allowance

         
                

      Deferred tax assets, net of valuation allowance

      Deferred tax assets, net of valuation allowance

       790 704  682 790 
                

      Deferred tax liabilities:

      Deferred tax liabilities:

        

      Intangibles

       (209) (407)

      Prepaid royalties

       (2) (5)

      Capitalized software development expenses

       (42) (56)

      State taxes

       (9)��(8)

      Intangibles

       (177) (209)

      Prepaid royalties

       (2) (2)

      Capitalized software development expenses

       (33) (42)

      State taxes

       (18) (9)
                

      Deferred tax liabilities

      Deferred tax liabilities

       (262) (476) (230) (262)
                

      Net deferred tax assets

      Net deferred tax assets

       $528 $228  $452 $528 
                

              As of December 31, 2010,2011, our available federal net operating loss carryforward of less than a million is subject to certain limitations as defined under Section 382 of the Internal Revenue Code. The net operating loss carryforward will begin to expire in 2023. We have various state net operating loss carryforwards totaling $17 million which are not subject to limitations under Section 382 of the Internal Revenue Code and will begin to expire in 2013. We have tax credit carryforwards of $5$6 million and $20$37 million for federal and state purposes, respectively, which begin to expire in fiscal 2016.

              Through our foreign operations, we have approximately $54$47 million in net operating loss carryforwards at December 31, 2010,2011, attributed mainly to losses in France Ireland, and Sweden.Ireland. We evaluate our deferred tax assets, including net operating losses, to determine if a valuation allowance is required. We assess whether a valuation allowance should be established or released based on the consideration of all available evidence using a "more likely than not" standard. In making such judgments, significant weight is given to evidence that can be objectively verified. At December 31, 2010,2011, there are no valuation allowances on deferred tax assets.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      15. Income Taxes (Continued)

              Realization of the U.S. deferred tax assets is dependent upon the continued generation of sufficient taxable income prior to expiration of tax credits and loss carryforwards. Although realization


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16. Income Taxes (Continued)


      is not assured, management believes it is more likely than not that the net carrying value of the U.S. deferred tax assets will be realized.

              Cumulative undistributed earnings of foreign subsidiaries for which no deferred taxes have been provided approximated $759$1,123 million at December 31, 2010.2011. Deferred income taxes on these earnings have not been provided as these amounts are considered to be permanent in duration. It is not practical to estimate the amount of tax that would be payable upon distribution of these earnings.

              As of December 31, 2010,2011, we had approximately $132$154 million in total unrecognized tax benefits of which $130$152 million would affect our effective tax rate if recognized. A reconciliation of unrecognized tax benefits for the years ended December 31, 2011, 2010 2009 and 20082009 is as follows (amounts in millions):


       For the Years Ended December 31,  For the Years Ended
      December 31,
       

       2010 2009 2008  2011 2010 2009 

      Unrecognized tax benefits balance at January 1

       $139 $103 $13  $132 $139 $103 

      Assumption of unrecognized tax benefits upon the Business Combination

         73 

      Gross increase for tax positions of prior years

        3 12  4  3 

      Gross decrease for tax positions of prior years

        (1) (2)   (1)

      Gross increase for tax positions of current year

       21 35 7  65 21 35 

      Settlement with taxing authorities

       (16)     (16)  

      Lapse of statute of limitations

       (12) (1)   (47) (12) (1)
                    

      Unrecognized tax benefits balance at December 31

       $132 $139 $103  $154 $132 $139 
                    

              In addition, as of December 31, 20102011 and 2009,2010, we reflected $111$146 million and $123$111 million, respectively, of income tax liabilities as non-current liabilities because payment of cash or settlement is not anticipated within one year of the balance sheet date. These non-current income tax liabilities are recorded in other liabilities in the consolidated balance sheets as of December 31, 20102011 and 2009.2010.

              We recognize interest and penalties related to uncertain tax positions in income tax expense. As of December 31, 20102011 and 2009,2010, we had approximately $11$12 million and $8$11 million, respectively, of accrued interest and penalties related to uncertain tax positions. For the years ended December 31, 2011, 2010, 2009, and 2008,2009, we recorded $1 million, $3 million and $6 million, and $1 millionrespectively, of interest expense related to uncertain tax positions, respectively.

              Vivendi Games results for the period January 1, 2008 through July 9, 2008 are included in the consolidated federal and certain foreign, state and local income tax returns filed by Vivendi or its affiliates while Vivendi Games results for the period July 10, 2008 through December 31, 2008 are included in the consolidated federal and certain foreign, state and local income tax returns filed by Activision Blizzard. Vivendi Games is no longer subject to U.S. federal income tax examinations for tax years before 2002. Vivendi Games is also no longer subject to state examinations for tax years before 2000. Activision Blizzard's tax years 2007 through 2009 remain open to examination by the major taxing jurisdictions to which we are subject, including the United States of America ("U.S.") and non-U.S. locations. Activision Blizzard is currently under audit by the California Franchise Tax Board for the tax years 2005 through 2007, and it is reasonably possible that the current portion of our unrecognized tax benefits will significantly decrease within the next twelve months due to the outcome of these audits.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16. Income Taxes (Continued)positions.

              On July 9, 2008, Activision Blizzard entered into a Tax Sharing Agreement (the "Tax Sharing Agreement") with Vivendi. The Tax Sharing Agreement generally governs Activision Blizzard's and Vivendi's respective rights, responsibilities and obligations with respect to the ordinary course of business taxes. Currently, under the Tax Sharing Agreement, with certain exceptions, Activision Blizzard generally is responsible for the payment of U.S. and certain non-U.S. income taxes that are required to be paid to tax authorities on a stand-alone Activision Blizzard basis. In the event that Activision Blizzard joins Vivendi in the filing of a group tax return, Activision Blizzard will pay its share of the tax liability for such group tax return to Vivendi, and Vivendi will pay the tax liability for the entire group to the appropriate tax authority. Vivendi will indemnify Activision Blizzard for any tax liability imposed upon it due to Vivendi's failure to pay any group tax liability. Activision Blizzard will indemnify Vivendi


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      15. Income Taxes (Continued)

      for any tax liability imposed on Vivendi (or any of its subsidiaries) due to Activision Blizzard's failure to pay any taxes it owes under the Tax Sharing Agreement.

              PriorFor periods prior to the Business Combination, Vivendi Games' income taxes arewere presented in the financial statements as if Vivendi Games were a stand-alone taxpayer even though Vivendi Games' operating results arewere included in the consolidated federal, certain foreign, and state and local income tax returns of Vivendi or Vivendi's subsidiaries. Based on the subsequent filing of these tax returns by Vivendi or Vivendi's subsidiaries, we determined that the amount paid by Vivendi Games was greater than the actual amount due (and settled) based upon filing of these returns for the year ended December 31, 2008. This difference between the amount paid and the actual amount due (and settled) represents a return of capital to Vivendi, which, was required in accordance with the terms of the Business Combination agreement, occurred immediately prior to the close of the Business Combination. This difference has resulted in no additional payment to Vivendi and no impact to our consolidated statement of cash flows for the years ended December 31, 2011, 2010, and 2009.

              Vivendi Games results for the period January 1, 2008 through July 9, 2008 are included in the consolidated federal and certain foreign, state and local income tax returns filed by Vivendi or its affiliates while Vivendi Games results for the period July 10, 2008 through December 31, 2008 are included in the consolidated federal and certain foreign, state and local income tax returns filed by Activision Blizzard. Vivendi Games is no longer subject to U.S. federal income tax examinations for tax years before 2002 or state examinations for tax years before 2000.

              Activision Blizzard's tax years 2008 through 2010 remain open to examination by the major taxing jurisdictions to which we are subject. The Internal Revenue Service is currently examining the Company's federal tax returns for the 2009 tax year. The Company also has several state and non-U.S. audits pending. Although the final resolution of the Company's global tax disputes is uncertain, based on current information, in the opinion of the Company's management, the ultimate resolution of these matters will not have a material adverse effect on the Company's consolidated financial position, liquidity or results of operations.

              Within the next twelve months, it is reasonably possible we will reduce approximately $66$16 million of previously unrecognized tax benefits due to the expiration of statutes of limitation and anticipated closure of income tax examinations.

      17.16. Fair Value Measurements

        Fair Value Measurements on a Recurring Basis

              FASB literature regarding fair value measurements for financial and non-financial assets and liabilities establishes a three-level fair value hierarchy that prioritizes the inputs used to measure fair value. This hierarchy requires entities to maximize the use of "observable inputs" and minimize the use of "unobservable inputs." The three levels of inputs used to measure fair value are as follows:

        Level 1—Quoted prices in active markets for identical assets or liabilities.

        Level 2—Observable inputs other than quoted prices included in Level 1, such as quoted prices for similar assets or liabilities in active markets or other inputs that are observable or can be corroborated by observable market data.

      Table of Contents



      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16. Fair Value Measurements (Continued)

        Level 3—Unobservable inputs that are supported by little or no market activity and that are significant to the fair value of the assets or liabilities. This includes certain pricing models, discounted cash flow methodologies and similar techniques that use significant unobservable inputs.

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17. Fair Value Measurements (Continued)

              The table below segregates all assets and liabilities that are measured at fair value on a recurring basis (which means they are so measured at least annually) into the most appropriate level within the fair value hierarchy based on the inputs used to determine the fair value at the measurement date (amounts in millions):


        
       Fair Value Measurements at
      December 31, 2010 Using
        
        
       Fair Value Measurements at
      December 31, 2011 Using
        

        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        

        
       Significant
      Other
      Observable
      Inputs
        
        
        
       Significant
      Other
      Observable
      Inputs
        
        

        
       Significant
      Unobservable
      Inputs
        
        
       Significant
      Unobservable
      Inputs
        

       As of
      December 31,
      2010
       Balance Sheet
      Classification
       As of
      December 31,
      2011
       Balance Sheet
      Classification

       (Level 1) (Level 2) (Level 3) (Level 1) (Level 2) (Level 3)

      Financial assets:

        

      Money market funds

       $2,216 $2,216 $ $ Cash and cash equivalents $2,869 $2,869 $ $ Cash and cash equivalents

      U.S. treasuries and foreign government bonds with original maturities of the three months or less

       332 332   Cash and cash equivalents

      U.S. treasuries with original maturities of three months or less

       2 2   Cash and cash equivalents

      U.S. treasuries and government agency securities

       672 672   Short-term investments 344 344   Short-term investments

      ARS held through Morgan Stanley Smith Barney LLC

       23   23 Long-term investments 16   16 Long-term investments

      Foreign exchange contract derivatives

       1  1  Other assets—current
                        

      Total financial assets at fair value

       $3,244 $3,220 $1 $23  $3,231 $3,215 $ $16 
                        

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17.16. Fair Value Measurements (Continued)

       

       
        
       Fair Value Measurements at
      December 31, 2009 Using
        
       
        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
       
        
       Significant
      Other
      Observable
      Inputs
        
        
       
        
       Significant
      Unobservable
      Inputs
        
       
       As of
      December 31,
      2009
       Balance Sheet
      Classification
       
       (Level 1) (Level 2) (Level 3)

      Financial assets:

                    

      Money market funds

       $2,304 $2,304 $ $ Cash and cash equivalents

      Mortgage backed securities

        2    2   Short-term investments

      ARS held through UBS

        54      54 Short-term investments

      U.S. treasuries and government agency securities

        389  389     Short-term investments

      ARS held through Morgan Stanley Smith Barney LLC

        23      23 Long-term investments

      ARS rights from UBS(a)

        7      7 Other assets—current
                 

      Total financial assets at fair value

       $2,779 $2,693 $2 $84  
                 

      Financial liabilities:

                    

      Other financial liability

       $(23)$ $ $(23)Other liabilities—current
                 

      Total financial liabilities at fair value

       $(23)$ $ $(23) 
                 
       
        
       Fair Value Measurements at
      December 31, 2010 Using
        
       
        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
       
        
       Significant
      Other
      Observable
      Inputs
        
        
       
        
       Significant
      Unobservable
      Inputs
        
       
       As of
      December 31,
      2010
       Balance Sheet
      Classification
       
       (Level 1) (Level 2) (Level 3)

      Financial assets:

                    

      Money market funds

       $2,216 $2,216 $ $ Cash and cash equivalents

      U.S. treasuries and foreign government bonds with original maturities of the three months or less

        332  332     Cash and cash equivalents

      U.S. treasuries and government agency securities

        672  672     Short-term investments

      ARS held through Morgan Stanley Smith Barney LLC

        23      23 Long-term investments

      Foreign exchange contract derivatives

        1    1   Other assets—current
                 

      Total financial assets at fair value

       $3,244 $3,220 $1 $23  
                 

      (a)
      Auction Rate Securities ("ARS") rights from UBS represent an offer from UBS providing us with the right to require UBS to purchase our ARS held through UBS at par value. To value the ARS rights, we considered the intrinsic value, time value of money, and our assessment

              The following table provides a reconciliation of the credit worthiness of UBS. We exercised our ARS rights with UBS on June 30, 2010.

              As of December 31, 2009 other financial liability represented the earn-out liability from a previous acquisition. The earn-out liability was recorded at fair value at the date of the Business Combination, as it was to be settled by a variable number of sharesbeginning and ending balances of our common stock based on the average of the closing prices on each of the five business days immediately preceding issuance of the shares. When estimating the fair value, we considered our projection of revenues from the related titles under the earn-out provisions. For the year ended December 31, 2010, there was a $23 million decreasefinancial assets and financial liabilities classified as Level 3 by major categories (amounts in our fair value estimate of this financial liability, which was recorded in investment and other income, net. There was no earn-out liability recordedmillions) at December 31, 2010.2011:

       
       Level 3 
       
       ARS
      (a)
       Total
      financial
      assets at
      fair
      value
       

      Balance at January 1, 2011

       $23 $23 

      Total unrealized gains included in other comprehensive income

        3  3 

      Purchases or acquired sales, issuances and settlements

        (10) (10)
            

      Balance at December 31, 2011

       $16 $16 
            

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17.16. Fair Value Measurements (Continued)

              The following table provides a reconciliation of the beginning and ending balances of our financial assets and financial liabilities classified as Level 3 by major categories (amounts in millions) at December 31, 2010:

       
       Level 3 
       
       ARS
      (a)
       ARS rights
      from UBS
      (b)
       Total
      financial
      assets at
      fair
      value
       Other financial
      liabilities
       

      Balance at January 1, 2010

       $77 $7 $84 $(23)

      Total gains or (losses) (realized/unrealized) included in investment and other income, net

        7  (7)   23 

      Purchases or acquired sales, issuances and settlements

        (61)   (61)  
                

      Balance at December 31, 2010

       $23 $ $23 $ 
                

       
       Level 3 
       
       ARS
      (a)
       ARS rights
      from UBS
      (b)
       Total
      financial
      assets at
      fair
      value
       Other financial
      liabilities
       

      Balance at January 1, 2010

       $77 $7 $84 $(23)
       

      Total gains or (losses) (realized/unrealized) included in investment and other income, net

        7  (7)   23 
       

      Purchases or acquired sales, issuances and settlements

        (61)   (61)  
                

      Balance at December 31, 2010

       $23 $ $23 $ 
                

              The following table provides a reconciliation of the beginning and ending balances of our financial assets and financial liabilities classified as Level 3 by major categories (amounts in millions) at December 31, 2009:

       
       Level 3 
       
       ARS
      (a)
       ARS rights
      from UBS
      (b)
       Total
      financial
      assets at
      fair
      value
       Other financial
      liabilities
       

      Balance at January 1, 2009

       $78 $10 $88 $(31)
       

      Total gains or (losses) (realized/unrealized) included in investment and other income, net

        3  (3)   8 
       

      Purchases or acquired sales, issuances and settlements

        (4)   (4)  
                

      Balance at December 31, 2009

       $77 $7 $84 $(23)
                

      The amount of total gains or (losses) for the period included in investment and other income, net attributable to the change in unrealized gains or losses relating to assets and liabilities still held at December 31, 2009

       $3 $(3)$ $8 
                

      (a)
      Fair value measurements have been estimated using an income-approach model (specifically, discounted cash-flow analysis). When estimating the fair value, we consider both observable market data and non-observable factors, including credit quality, duration, insurance wraps, collateral composition, maximum rate formulas, comparable trading instruments, and the likelihood of redemption. Significant assumptions used in the analysis include estimates for interest rates, spreads, cash flow timing and amounts, and holding periods of the securities. Assets measured at fair value using significant unobservable inputs (Level 3) represent less than 1% of our financial assets measured at fair value on a recurring basis at December 31, 2010.2011.

      In June 2010, we sold the remainder of our ARS held with UBS at par and recognized a gain of $7 million included within investment and other income, net in the consolidated statement of operations.

      (b)
      ARS rights from UBS represented an offer from UBS providing us with the right to require UBS to purchase our ARS held through UBS at par value. To value the ARS rights, we considered the intrinsic value, time

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17. Fair Value Measurements (Continued)

        value of money, and our assessment of the credit worthiness of UBS. We exercised our ARS rights with UBS on June 30, 2010 and recorded a loss of $7 million included within investment and other income, net in the consolidated statement of operations.

      Foreign Currency Forward Contracts Not Designated as Hedges

              We transact business in various currencies other than the U.S. dollar and have significant international sales and expenses denominated in currencies other than the U.S. dollar, subjecting us to currency exchange rate risks. To mitigate our risk from foreign currency fluctuations we periodically enter into currency derivative contracts, principally swaps and forward contracts with maturities of twelve months or less, with Vivendi as our principal counterparty. We do not hold or purchase any foreign currency contracts for trading or speculative purposes and we do not designate these forward contracts or swaps as hedging instruments. Accordingly, we report the fair value of these contracts in the consolidated balance sheet with changes in fair value recorded in the consolidated statement of operations. The fair value of foreign currency contracts is estimated based on the prevailing exchange rates of the various hedged currencies as of the end of the period.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      16. Fair Value Measurements (Continued)

      Fair Value Measurements on a Non-Recurring Basis

              We measure the fair value of certain assets on a non-recurring basis, generally annually or when events or changes in circumstances indicate that the carrying amount of the assets may not be recoverable.

              During our annual impairment review of goodwill performed as of December 31, 2011, we identified and recorded an impairment of $12 million in our Distribution segment. The decrease in fair value of the reporting unit was primarily due to the decrease of forecasted revenue from our Distribution segment in view of the industry trend towards digital distribution. No impairments of goodwill were recorded for the years ended December 31, 2010 and 2009.

              In accordance with the provisions of the impairment of long-lived assets subsections of ASC Subtopic 360-10, intangible assets were written down to their fair value during in the quarter ended December 31, 2010 within our Activision operating segment. The write down resulted in impairment charges of $67 million, $9 million and $250 million to license agreements, game engines and internally developed franchises intangible assets, respectively (see Note 1211 of the notes to the consolidated financial statements for details).

              We recorded impairment charges of $24 million, $12 million and $373 million to license agreements, game engines and internally developed franchises intangible assets, respectively, in the quarter ended December 31, 2009 within our Activision operating segment.

              The tables below present intangible assets that were measured at fair value on a non-recurring basis at December 31, 20102011 and 20092010 (amounts in millions):


        
       Fair Value Measurements at
      December 31, 2010 Using
        
         
       Fair Value Measurements at
      December 31, 2011 Using
        
       

        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
         
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
       

        
       Significant
      Other
      Observable
      Inputs
        
        
         
       Significant
      Other
      Observable
      Inputs
        
        
       

        
       Significant
      Unobservable
      Inputs
        
         
       Significant
      Unobservable
      Inputs
        
       

       As of
      December 31,
      2010
       Total Losses  As of
      December 31,
      2011
       Total Losses 

       (Level 1) (Level 2) (Level 3)  (Level 1) (Level 2) (Level 3) 

      Non-financial assets:

        

      Intangible assets, net

       $ $ $ $ $326 

      Goodwill

       $ $ $ $ $12 
                            

      Total non-financial assets at fair value

       $ $ $ $ $326  $ $ $ $ $12 
                            


       
        
       Fair Value Measurements at
      December 31, 2010 Using
        
       
       
        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
       
       
        
       Significant
      Other
      Observable
      Inputs
        
        
       
       
        
       Significant
      Unobservable
      Inputs
        
       
       
       As of
      December 31,
      2010
       Total Losses 
       
       (Level 1) (Level 2) (Level 3) 

      Non-financial assets:

                      

      Intangible assets, net

       $ $ $ $ $326 
                  

      Total non-financial assets at fair value

       $ $ $ $ $326 
                  

      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17. Fair Value Measurements (Continued)


       
        
       Fair Value Measurements at
      December 31, 2009 Using
        
       
       
        
       Quoted
      Prices in
      Active
      Markets for
      Identical
      Financial
      Instruments
        
        
        
       
       
        
       Significant
      Other
      Observable
      Inputs
        
        
       
       
        
       Significant
      Unobservable
      Inputs
        
       
       
       As of
      December 31,
      2009
       Total Losses 
       
       (Level 1) (Level 2) (Level 3) 

      Non-financial assets:

                      

      Intangible assets, net

       $278 $ $ $278 $409 
                  

      Total non-financial assets at fair value

       $278 $ $ $278 $409 
                  

      18. Commitments and Contingencies

      Credit Facilities

              At December 31, 20102011 and 2009,2010, we maintained a $22$15 million and $30$22 million irrevocable standby letter of credit, respectively. The standby letter of credit is required by one of our inventory manufacturers to qualify for payment terms on our inventory purchases. Under the terms of this arrangement, we are required to maintain on deposit with the bank a compensating balance, restricted as to use, of not less than the sum of the available amount of the letter of credit plus the aggregate amount of any drawings under the letter of credit that have been honored thereunder, but not reimbursed. The letter of credit was undrawn at December 31, 20102011 and 2009.2010.

              At December 31, 2011 and 2010, and 2009, our publishing subsidiary located in the U.K.Europe maintained aan irrevocable standby letter of credit of EUR 5 million ($7 million) and EUR 30 million ($40 million and $43 million, respectively) irrevocable standby letter of credit.million), respectively. The standby letter of credit is required by one of our inventory manufacturers to qualify for payment terms on our inventory purchases. The standby letter of credit does not require a compensating balance and expires in July 2011. NoThere were no amounts were outstanding at December 31, 20102011 and 2009.2010.

              On April 29, 2008, Activision, Inc. entered into a senior unsecured credit agreement with Vivendi, as lender. Borrowings under the agreement became available upon consummation of the Business Combination. The credit agreement provided for a revolving credit facility of up to $475 million, bearing interest at LIBOR plus 1.20% per annum. Any unused amount under the revolving credit facility was subject to a commitment fee of 0.42% per annum. No borrowings under revolving credit facility with Vivendi were outstanding at December 31, 2009. Effective July 23, 2010, we terminated our unsecured credit agreement.

      Commitments

              In the normal course of business, we enter into contractual arrangements with third parties for non-cancelable operating lease agreements for our offices, for the development of products, and for the rights to intellectual property. Under these agreements, we commit to provide specified payments to a lessor, developer or intellectual property holder, as the case may be, based upon contractual arrangements. The payments to third-party developers are generally conditioned upon the achievement by the developers of contractually specified development milestones. Further, these payments to third-party developers and intellectual property holders typically are deemed to be advances and are


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      18. Commitments and Contingencies (Continued)


      recoupable against future royalties earned by the developer or intellectual property holder based on the sale of the related game. Additionally, in connection with certain intellectual property rights acquisitions and development agreements, we will commit to spend specified amounts for marketing support for the related game(s) which is to be developed or in which the intellectual property will be utilized. Assuming all contractual provisions are met, the total future minimum commitments for these


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      17. Commitments and Contingencies (Continued)

      and other contractual arrangements in place at December 31, 20102011 are scheduled to be paid as follows (amounts in millions):

       
       Contractual Obligations(1) 
       
       Facility and
      Equipment
      Leases
       Developer and
      Intellectual
      Properties
       Marketing Total 

      For the years ending December 31,

                   

      2012

       $33 $108 $32 $173 

      2013

        30  49    79 

      2014

        27  16    43 

      2015

        18      18 

      2016

        15      15 

      Thereafter

        60      60 
                

      Total

       $183 $173 $32 $388 
                

       
       Contractual Obligations(1) 
       
       Facility and
      Equipment
      Leases
       Developer and
      Intellectual
      Properties
       Marketing Total 

      For the years ending December 31,

                   
       

      2011

       $32 $90 $48 $170 
       

      2012

        31  69  11  111 
       

      2013

        29  49    78 
       

      2014

        26  15    41 
       

      2015

        16      16 
       

      Thereafter

        63      63 
                
        

      Total

       $197 $223 $59 $479 
                

      (1)
      We have omitted uncertain tax liabilities from this table due to the inherent uncertainty regarding the timing of potential issue resolution. Specifically, either (a) the underlying positions have not been fully developed under audit to quantify at this time or, (b) the years relating to the issues for certain jurisdictions are not currently under audit. At December 31, 2010,2011, we had $132$154 million of unrecognized tax benefits.

      Legal Proceedings

              We are currently involved in certain legal proceedings and where liabilities are probable and estimable, we have accrued appropriate amounts.

              After concluding an internal human resources inquiry into breaches of contract and insubordination by two senior employees at Infinity Ward, the Company terminated its employment of Jason West and Vince Zampella on March 1, 2010. On March 3, 2010, West and Zampella filed a complaint against the Company in Los Angeles Superior Court for breach of contract and wrongful termination, among other claims. In their complaint, West and Zampella are seekingalleged damages, including punitive damages, in excess of $36 million andan amount they have since significantly increased during discovery, as well as declaratory relief. On April 9, 2010, the Company filed a cross complaint against West and Zampella, asserting claims for breach of contract and fiduciary duty, among other claims. The Company is seeking damages and declaratory relief.

              In addition, 38 current and former employees of Infinity Ward filed a complaint against the Company in Los Angeles Superior Court on April 27, 2010 (Alderman et al. v. Activision Publishing, Inc. et al). An amended complaint was filed on July 8, 2010, which added seven additional plaintiffs. On October 5, 2010, five plaintiffs, all current employees of Infinity Ward, filed dismissals without prejudice. There are currently 40 plaintiffs in the case. The plaintiffs have asserted claims for breach of contract, violation of the Labor Code of the State of California, conversion and other claims. TheIn their complaint, the plaintiffs claimclaimed that the Company failed to pay them bonuses and other compensation allegedly owed to them in an amount at least between $75 million to $125 million, plus punitive damages, an amount they have since increased in discovery responses to approximately $300 million,


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      18.17. Commitments and Contingencies (Continued)


      to them in an amount of at least $75 million to $125 million, plus punitive damages. On October 12, 2010, the court consolidated this matter with the West and Zampella matter.

              On August 10, 2010, the Company filed a demurrer to various causes of action in the amended Alderman complaint. On October 15, 2010, the court overruled the demurrer with respect to all causes of action other than conversion, for which it was sustained. On November 4, 2010, the Alderman plaintiffs filed a second amended complaint. On November 15, 2010, the Company filed a demurrer with respect to the claim for conversion in the second amended complaint.

              On January 18, 2011, the court granted the Company's motion to amend its cross complaint against West and Zampella to add allegations with respect to them and to add Electronic Arts, Inc. as a party. On January 26, 2011, Electronic Arts, Inc. filed a demurrer with respect to the claims asserted against it in the amended cross complaint. On January 31, 2011, the case was transferred to the complex division, stayingdivision.

              Some of the case pendingparties have filed, and are likely to file, additional pre-trial motions, including dispositive motions, and discovery continues in the ordinary course of the litigation. The court has set a status hearing with the new judge. A status conference is scheduled for March 16, 2011.trial date of May 7, 2012.

              The Company has accrued, and will continue to accrue, appropriate amounts related to bonuses and other monies allegedly owed in connection with this matter. Due to the inherent uncertainties of litigation, other potential outcomes are reasonably possible, including outcomes which are above the amount of the accrual. The Company does not expect this lawsuit to have a material impact on the Company.Company's business, financial condition, results of operation or liquidity. However, an unfavorable resolution of this lawsuit above the amount of the accrual could have a material adverse effect on the Company's business and results of operations in an interim period in which the lawsuit is ultimately resolved.

              In addition, we are party to other routine claims and suits brought by us and against us in the ordinary course of business, including disputes arising over the ownership of intellectual property rights, contractual claims, employment laws, regulations and relationships, and collection matters. In the opinion of management, after consultation with legal counsel, the outcome of such routine claims and lawsuits will not have a material adverse effect on our business, financial condition, results of operations, or liquidity.

      19.18. Stock-Based Compensation

      Activision Blizzard Equity Incentive Plans

              The Activision Blizzard Inc. 2008 Incentive Plan was adopted by our Board on July 28, 2008, approved by our stockholders and amended and restated by our Board on September 24, 2008, further amended and restated by our Board with stockholder approval on June 3, 2009, further amended and restated by the Compensation Committee of our Board with stockholder approval on December 17, 2009, and further amended and restated by our Board and the Compensation Committee of our Board with shareholder approval on June 3, 2010 (as so amended and restated, the "2008 Plan"). The 2008 Plan authorizes the Compensation Committee of our Board of Directors to provide stock-based compensation in the form of stock options, share appreciation rights, restricted stock, restricted stock units, performance shares, performance units and other performance- or value-based awards structured by the Compensation Committee within parameters set forth in the 2008 Plan, including custom awards that are denominated or payable in, valued in whole or in part by reference to, or otherwise based on or related to, shares of our common stock, or factors that may influence the value of our common stock or that are valued based on our performance or the performance of any of our subsidiaries or business units or other factors designated by the Compensation Committee, as well as incentive bonuses, for the purpose of providing incentives and rewards for performance to the directors, officers, and employees of, and consultants to, Activision Blizzard and its subsidiaries.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19.18. Stock-Based Compensation (Continued)

              While the Compensation Committee has broad discretion to create equity incentives, our stock-based compensation program for the most part currently utilizes a combination of options and restricted stock units. Options have time-based vesting schedules, generally vesting annually over a period of three to five years, and all options expire ten years from the grant date. Restricted stock units either have time-based vesting schedules, generally vesting in their entirety on anthe third anniversary of the date of grant, or vesting annually over a period of three to five years, or vest only if certain performance measures are met. In addition, under the terms of the 2008 Plan, the exercise price for the options must be equal to or greater than the closing price per share of our common stock on the date the award is granted, as reported on NASDAQ.

              Upon the effective date of the 2008 Plan, we ceased to make awards under the following equity incentive plans (collectively, the "Prior Plans"), although such plans will remain in effect and continue to govern outstanding awards: (i) Activision, Inc. 1998 Incentive Plan, as amended; (ii) Activision, Inc. 1999 Incentive Plan, as amended; (iii) Activision, Inc. 2001 Incentive Plan, as amended; (iv) Activision, Inc. 2002 Incentive Plan, as amended; (v) Activision, Inc. 2002 Executive Incentive Plan, as amended; (vi) Activision, Inc. 2002 Studio Employee Retention Incentive Plan, as amended; (vii) Activision, Inc. 2003 Incentive Plan, as amended; and (viii) Activision, Inc. 2007 Incentive Plan.

              Pursuant to the 2008 Plan as adopted, 30At December 31, 2011, 102 million shares of our common stock were made available for issuance. The 2008 plan was amended with stockholder approval on December 17, 2009 to increase the number of shares of our common stock available for issuance thereunder by 14 million and was further amended with stockholder approval on June 3, 2010 to increaseunder the number of shares of our common stock available for issuance thereunder by 56 million.2008 Plan. The number of shares of our common stock reserved for issuance under the 2008 Plan may be further increased from time to time by: (i) the number of shares relating to awards outstanding under any Prior Planprior stock compensation plans that: (a) expire, or are forfeited, terminated or cancelled, without the issuance of shares; (b) are settled in cash in lieu of shares; or (c) are exchanged, prior to the issuance of shares of our common stock, for awards not involving our common stock; and (ii) if the exercise price of any option outstanding under any Prior Planprior plan is, or the tax withholding requirements with respect to any award outstanding under any Prior Planprior plan are, satisfied by withholding shares otherwise then deliverable in respect of the award or the actual or constructive transfer to the Company of shares already owned, the number of shares equal to the withheld or transferred shares. At December 31, 2010,2011, we had approximately 6055 million shares of our common stock reserved for future issuance under the 2008 Plan. Shares issued in connection with awards made under the 2008 Plan are generally issued as new stock issuances.

      Employee Stock Purchase Plan

              The Employee Stock Purchase Plan was terminated by the Board of Directors and there were no further purchases thereunder after October 1, 2008. Effective October 1, 2005, the Board of Directors of Activision, Inc. approved the Activision, Inc. Third Amended and Restated 2002 Employee Stock Purchase Plan and the Activision, Inc. Second Amended and Restated 2002 Employee Stock Purchase Plan for International Employees (together, the "ESPP"). Before the termination, up to an aggregate of 4,000,000 shares of Activision, Inc. common stock was available for purchase by eligible employees during two six-month offering periods that commenced each April 1 and October 1 (the "Offering Period") at a price per share generally equal to 85% of the lower of the fair market value of our common stock on the first day of the Offering Period and the fair market value of our common stock on the purchase date (the last day of the Offering Period). Employees had been able to purchase


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19. Stock-Based Compensation (Continued)


      shares having a value not exceeding 15% of their gross compensation during an Offering Period and were limited to a maximum of $10,000 in value for any two purchases within the same calendar year. As a result of the Business Combination the offering period in effect at the time of the Business Combination was assumed by us, and on October 1, 2008, employees purchased 262,002 shares of our common stock at a purchase price of $11.65 per share under the ESPP.

      Blizzard Equity Plan ("BEP")

              In 2006, Blizzard implemented the BEP, an equity incentive plan denominated in U.S. dollars. Under the BEP, restricted shares of Blizzard stock and other cash settled awards were granted to certain key executives and employees of Blizzard.

              Under the provisions of the BEP and the Business Combination Agreement, the consummation of the Business Combination was deemed to be a change in control. As such, the outstanding non-vested rights became immediately vested upon the closing of the Business Combination, cancelled and extinguished and converted into a new right to receive an amount in cash eighteen months after the closing upon the terms and subject to the conditions set forth in the BEP and in the Business Combination Agreement, including continued employment through the payment date. The determination of the value of Blizzard shares upon a change in control was equal to the transaction value under the provisions of the BEP. At December 31, 2009, other current liabilities in the consolidated balance sheet included $87 million related to this plan, which was settled during 2010.

      Method and Assumptions on Valuation of Stock Options

              Our employee stock options have features that differentiate them from exchange-traded options. These features include lack of transferability, early exercise, vesting restrictions, pre- and post-vesting termination provisions, blackout dates, and time-varying inputs. In addition, some of the options have non-traditional features, such as accelerated vesting upon the satisfaction of certain performance conditions that must be reflected in the valuation. A binomial-lattice model was selected because it is better able to explicitly address these features than closed-form models such as the Black-Scholes model, and is able to reflect expected future changes in model inputs, including changes in volatility, during the option's contractual term.

              We have estimated expected future changes in model inputs during the option's contractual term. The inputs required by our binomial-lattice model include expected volatility, risk-free interest rate, risk-adjusted stock return, dividend yield, contractual term, and vesting schedule, as well as measures of employees' forfeiture, exercise and post-vesting termination behavior. Statistical methods were used to estimate employee rank- specific termination rates. These termination rates, in turn, were used to model the number of options that are expected to vest and post-vesting termination behavior. Employee rank-specific estimates of Expected Time-To-Exercise ("ETTE") wereAn exercise multiple based on a stock to strike price ratio was used to reflect the employee exercise behavior. ETTE was estimated by using statistical procedures to first estimate the conditional probability of exercise occurring during each time period, conditional on the option surviving to that time period and then using those probabilities to estimate ETTE. The model was calibrated by adjusting parameters controlling exercise and post-vesting termination behavior so that the measures output by the model matched values of these measures that were estimated from historical data.pattern.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19.18. Stock-Based Compensation (Continued)

              The following tables present the weighted-average assumptions and the weighted-average fair value at grant date using the binomial-lattice model:


       Employee and director options  Employee and director options 

       For the Year Ended
      December 31, 2010
       For the Year Ended
      December 31, 2009
       For the Year Ended
      December 31, 2008
        For the Year Ended
      December 31, 2011
       For the Year Ended
      December 31, 2010
       For the Year Ended
      December 31, 2009
       

      Expected life (in years)

       5.79 5.95 5.28  6.58 5.79 5.95 

      Risk free interest rate

       2.97% 3.63% 3.98% 1.91% 2.97% 3.63%

      Volatility

       46.20% 53.00% 53.88% 43.50% 46.20% 53.00%

      Dividend yield

       1.33% % % 1.34% 1.33% %

      Weighted-average fair value at grant date

       $3.98 $5.40 $5.92  $4.17 $3.98 $5.40 

              Upon consummation of the Business Combination the fair value of Activision, Inc.'s stock awards was determined using the fair value of Activision, Inc.'s common stock of $15.04 per share, which was the closing price at July 9, 2008, and using a binomial-lattice model with the following assumptions: (a) varying volatility ranging from 42.38% to 51.50%, (b) a risk free interest rate of 3.97%, (c) an expected life ranging from 3.22 years to 4.71 years, (d) risk adjusted stock return of 8.89%, and (e) an expected dividend yield of 0.0%.

              To estimate volatility for the binomial-lattice model, we use methods that consider the implied volatility method based upon the volatilities for exchange-traded options on our stock to estimate short-term volatility, the historical method (annualized standard deviation of the instantaneous returns on Activision Blizzard's stock) during the option's contractual term to estimate long-term volatility, and a statistical model to estimate the transition or "mean reversion" from short-term volatility to long-term volatility. Based on these methods, for options granted during the year ended December 31, 2010,2011, the expected stock price volatility ranged from 32.87%30.03% to 53.71%46.03%.

              As is the case for volatility, the risk-free rate is assumed to change during the option's contractual term. Consistent with the calculation required by a binomial-lattice model, the risk-free rate reflects the interest from one time period to the next ("forward rate") as opposed to the interest rate from the grant date to the given time period ("spot rate"). The expected dividend yield assumption for options granted during the year ended December 31, 20102011 is based on the Company's historical and expected future amount of dividend payouts.

              The expected life of employee stock options represents the weighted-average period the stock options are expected to remain outstanding and is an output from the binomial-lattice model. The expected life of employee stock options depends on all of the underlying assumptions and calibration of our model. A binomial-lattice model can be viewed as assuming that employees will exercise their options when the stock price equals or exceeds an exercise boundary. Themultiples, of which the multiple is based on historical employee exercise boundary is not constant, but continually declines as the option's expiration date approaches. The exact placement of the exercise boundary depends on all of the model inputs as well as the measures that are used to calibrate the model to estimated measures of employees' exercise and termination behavior.behaviors.

              As stock-based compensation expense recognized in the consolidated statement of operations for the year ended December 31, 20102011 is based on awards ultimately expected to vest, it has been reduced for estimated forfeitures. Forfeitures are estimated at the time of grant and revised, if necessary, in subsequent periods if actual forfeitures differ from those estimates. Forfeitures were estimated based on historical experience.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19. Stock-Based Compensation (Continued)

      Accuracy of Fair Value Estimates

              We developed the assumptions used in the binomial-lattice model, including model inputs and measures of employees' exercise and post-vesting termination behavior. Our ability to accurately estimate the fair value of stock-based payment awards at the grant date depends upon the accuracy of the model and our ability to accurately forecast model inputs as long as ten years into the future. These inputs include, but are not limited to, expected stock price volatility, risk-free rate, dividend yield, and employee termination rates. Although the fair value of employee stock options is determined


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      18. Stock-Based Compensation (Continued)

      using an option-pricing model, the estimates that are produced by this model may not be indicative of the fair value observed between a willing buyer and a willing seller. Unfortunately, it is difficult to determine if this is the case, as markets do not currently exist that permit the active trading of employee stock option and other stock-based instruments.

      Stock Option Activities

              Stock option activities for the year ended December 31, 20102011 are as follows (amounts in millions, except number of shares, which are in thousands, and per share amounts):

       
       Shares Weighted-average exercise price Weighted-average remaining contractual term Aggregate intrinsic value 

      Outstanding at December 31, 2009

        71,818 $9.04       

      Granted

        11,276  11.52       

      Exercised

        (16,211) 4.99       

      Forfeited/Expired

        (5,708) 10.19       
                   

      Outstanding at December 31, 2010

        61,175  10.46  6.96 $157 
                   

      Vested and expected to vest at December 31, 2010

        58,478 $10.38  6.30 $155 

      Exercisable at December 31, 2010

        36,650 $9.29  5.88 $136 
       
       Shares Weighted-average
      exercise price
       Weighted-average
      remaining contractual term
       Aggregate
      intrinsic value
       

      Outstanding at December 31, 2010

        61,175 $10.46       

      Granted

        4,052  12.54       

      Exercised

        (9,605) 7.21       

      Forfeited

        (1,719) 11.11       

      Expired

        (741) 15.13       
                   

      Outstanding at December 31, 2011

        53,162  11.12  6.49 $101 
                   

      Vested and expected to vest at December 31, 2011

        51,391 $11.08  5.91 $100 

      Exercisable at December 31, 2011

        36,273 $10.57  5.66 $92 

              The aggregate intrinsic value in the table above represents the total pretax intrinsic value (i.e., the difference between our closing stock price on the last trading day of the period and the exercise price, times the number of shares underlying options where the exercise price is below the closing stock price) that would have been received by the option holders had all option holders exercised their options on that date. This amount changes as it is based on the fair market value of our stock. Total intrinsic value of options actually exercised was $47 million, $104 million, $312 million, and $53$312 million for the years ended December 31, 2011, 2010, 2009, and 2008,2009, respectively. Total grant date fair value of options vested was $57 million, $114 million, $143 million, and $32$143 million for the years ended December 31, 2011, 2010, 2009, and 2008,2009, respectively.

              At December 31, 2010, $572011, $33 million of total unrecognized compensation cost related to stock options is expected to be recognized over a weighted-average period of 1.61.4 years.

              Income tax benefit from stock option exercises was $28 million, $36 million, $85 million, and $22$85 million for the years ended December 31, 2011, 2010, and 2009, and 2008, respectively.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19. Stock-Based Compensation (Continued)

      Non-Plan Employee Stock Options Granted to Executives

              In connection with prior employment agreements between Activision, Inc. and Robert A. Kotick, our Chief Executive Officer, and Brian G. Kelly, our Co-Chairman, Mr. Kotick and Mr. Kelly were previously granted options to purchase common stock of Activision, Inc. which were not awarded under a stockholder- or board-approved plan. These awards were assumed as a result of the Business Combination and accounted for as an exchange for options to purchase our common stock. All non-plan options were exercised during 2009.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      18. Stock-Based Compensation (Continued)

      Restricted Stock Units and Restricted Stock Awards Activities

              We grant restricted stock units and restricted stock awards (collectively referred to as "restricted stock rights") under the 2008 Plan to employees around the world, and we have assumed as a result of the Business Combination the restricted stock rights granted by Activision, Inc. Restricted stock rights entitle the holders thereof to receive shares of our common stock at the end of a specified period of time or otherwise upon a specified occurrence (which may include the satisfaction of a performance measure). Restricted stock awards are issued and outstanding upon grant. Holders of restricted stock rights are restricted from selling the shares until they vest. Upon vesting of restricted stock rights, we may withhold shares otherwise deliverable to satisfy tax withholding requirements. Restricted stock rights are subject to forfeiture and transfer restrictions. Vesting for restricted stock rights is contingent upon the holders' continued employment with us and may be subject to other conditions (which may include the satisfaction of a performance measure). If the vesting conditions are not met, unvested restricted stock rights will be forfeited.

              In connection with the consummation of the Business Combination, on July 9, 2008, Robert A. Kotick, our Chief Executive Officer, received a grant of 2,500,000 market performance-based restricted shares, which vest in 20% increments on each of the first, second, third, and fourth anniversaries of the date of grant, with another 20% vesting on December 31, 2012, the expiration date of Mr. Kotick's employment agreement with the Company, in each case subject to the Company attaining the specified compound annual total shareholder return target for that vesting period. If the Company does not achieve the market performance measure for a vesting period, no performance shares will vest for that vesting period. If, however, the Company achieves the market performance measure for a subsequent vesting period, then all of the performance shares that would have vested on the previous vesting date will vest on the vesting date when the market performance measure is achieved.

              The following table summarizes our restricted stock rights activity for the year ended December 31, 20102011 (amounts in thousands except per share amounts):.


       Restricted Stock Rights Weighted-Average Grant Date Fair Value  Restricted
      Stock Rights
       Weighted-Average
      Grant Date Fair
      Value
       

      Balance at December 31, 2009

       11,303 $12.84 

      Balance at December 31, 2010

       16,572 $11.62 

      Granted

       10,364 11.54  4,918 12.30 

      Vested

       (2,557) 14.72  (3,125) 12.25 

      Forfeited

       (2,538) 13.91  (1,226) 12.34 
                

      Balance at December 31, 2010

       16,572 11.62 

      Balance at December 31, 2011

       17,139 12.28 
                

              At December 31, 2011, approximately $88 million of total unrecognized compensation cost was related to restricted stock rights, of which $11 million was related to performance shares, which cost is expected to be recognized over a weighted-average period of 1.82 years and 1.46 years, respectively. Total grant date fair value of restricted stock rights vested was $37 million, $40 million, and $28 million for the years ended December 31, 2011, 2010, and 2009, respectively.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19.18. Stock-Based Compensation (Continued)

              At December 31, 2010, approximately $104 million of total unrecognized compensation cost was related to restricted stock rights, of which $12 million was related to performance shares, which cost is expected to be recognized over a weighted-average period of 2.0 years and 1.34 years, respectively. Total grant date fair value of restricted stock rights vested was $40 million, $28 million, and $9 million for the years ended December 31, 2010, 2009, and 2008, respectively.

      Stock-Based Compensation Expense

              As a result of the reverse acquisition accounting treatment for the Business Combination, previously issued Activision, Inc. stock options and restricted stock awards granted to employees and directors that were outstanding and unvested at the date of the Business Combination, were accounted for as an exchange of awards. The fair value of the outstanding vested and unvested awards was measured on the date of the acquisition, and for unvested awards which require service subsequent to the date of the Business Combination, a portion of the awards' fair values have been allocated to future service and will be recognized over the remaining future requisite service period.

              The following table sets forth the total stock-based compensation expense resulting from stock options granted by Activision Inc. or Activision Blizzard, restricted stock rights awarded by Activision, Inc. or Activision Blizzard, awards made to our employees under the BEP, and awards made to our employees under the Vivendi corporate plans described below included in our consolidated statements of operations for the years ended December 31, 2011, 2010, 2009, and 20082009 (amounts in millions):


       For the Years Ended December 31,  For the Years Ended December 31, 

       2010 2009 2008  2011 2010 2009 

      Cost of sales—software royalties and amortization

       $65 $34 $4  $10 $65 $34 

      Product development

       12 40 44  40 12 40 

      Sales and marketing

       8 9 10  6 8 9 

      General and administrative

       46 71 31  47 46 71 

      Restructuring

        2     2 
                    

      Stock-based compensation expense before income taxes

       131 156 89  103 131 156 

      Income tax benefit

       (51) (61) (35) (38) (51) (61)
                    

      Total stock-based compensation expense, net of income tax benefit

       $80 $95 $54  $65 $80 $95 
                    

              The following table summarizes stock-based compensation included in our consolidated balance sheets as a component of "Software development" (amounts in millions):

       
       Software
      Development
       

      Balance at December 31, 2008

       $42 

      Stock-based compensation expense capitalized and deferred during period

        102 

      Amortization of capitalized and deferred stock-based compensation expense

        (90)
          

      Balance at December 31, 2009

       $54 

      Stock-based compensation expense capitalized and deferred during period

        63 

      Amortization of capitalized and deferred stock-based compensation expense

        (97)
          

      Balance at December 31, 2010

       $20 

      Stock-based compensation expense capitalized and deferred during period

        27 

      Amortization of capitalized and deferred stock-based compensation expense

        (37)
          

      Balance at December 31, 2011

       $10 
          

      19. Capital transactions

      Repurchase Program

              On February 2, 2012, our Board of Directors authorized a new stock repurchase program under which we may repurchase up to $1 billion of our common stock, on terms and conditions to be determined by the Company, during the period between April 1, 2012 and the earlier of March 31, 2013 and a determination by the Board of Directors to discontinue the repurchase program.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      19. Stock-Based CompensationCapital transactions (Continued)

              The following table summarizes stock-based compensation included in our consolidated balance sheets as a component of software development (amounts in millions):

       
       Software Development 

      Balance at December 31, 2007

       $ 

      Stock-based compensation expense capitalized and deferred during period

        54 

      Amortization of capitalized and deferred stock-based compensation expense

        (12)
          

      Balance at December 31, 2008

       $42 

      Stock-based compensation expense capitalized and deferred during period

        102 

      Amortization of capitalized and deferred stock-based compensation expense

        (90)
          

      Balance at December 31, 2009

        54 

      Stock-based compensation expense capitalized and deferred during period

        63 

      Amortization of capitalized and deferred stock-based compensation expense

        (97)
          

      Balance at December 31, 2010

       $20 
          

      20. Capital transactions

      Repurchase Program

      On November 5, 2008, we announced thatFebruary 3, 2011, our Board of Directors authorized a new stock repurchase program (the "2008-2009"2011 Stock Repurchase Program") under which we were authorized tomay repurchase up to $1$1.5 billion of our common stock. On Julystock, on terms and conditions to be determined by the Company, until the earlier of March 31, 2009, our2012 and a determination by the Board of Directors authorized an increase of $250 million to discontinue the 2008-2009 Stock Repurchase Program bringingrepurchase program. During the total authorization to $1.25 billion. During 2009,year ended December 31, 2011, we repurchased 11459 million shares of our common stock for an aggregate purchase price of $1,235$670 million pursuant to the 2008-20092011 Stock Repurchase Program. InAdditionally, in January 2010,2012, we settled a $15 millionthe purchase of 1.31 million shares of our common stock that we had agreedcommitted to repurchase in December 20092011 pursuant to the 2008-2009 Stock Repurchase Program, completing that program.this program for $12 million.

              On February 10, 2010, we announced that our Board of Directors authorized a new stock repurchase program (the "2010 Stock Repurchase Program") under which we maywere authorized to repurchase up to $1 billion.billion of our common stock. During the year ended December 31, 2010, we repurchased 84 million shares of our common stock for $944 million pursuant to the 2010 Stock Repurchase Program. In January 2011, we settled a $22 million purchase of 1.8 million shares of our common stock that we had agreed to repurchase in December 2010 pursuant to the 2010 Stock Repurchase Program. The 2010 Stock Repurchase Program expired on December 31, 2010.

              On February 3, 2011,November 5, 2008, we announced that our Board of Directors authorized a new stock repurchase program (the "2008-2009 Stock Repurchase Program") under which we maywere authorized to repurchase up to $1.5$1 billion of our common stock, on terms and conditions to be


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      20. Capital transactions (Continued)


      determined by the Company, until the earlier of Marchstock. On July 31, 2012 and a determination by the2009, our Board of Directors authorized an increase of $250 million to discontinue the 2008-2009 Stock Repurchase Program bringing the total authorization to $1.25 billion. During 2009, we repurchased 101 million shares of our common stock for an aggregate purchase price of $1,109 million pursuant to the 2008-2009 Stock Repurchase Program. In January 2010, we settled a $15 million purchase of 1.3 million shares of our common stock that we had agreed to repurchase in December 2009 pursuant to the 2008-2009 Stock Repurchase Program, completing that program.

      Dividend

              On February 9, 2012, our Board of Directors declared a cash dividend of $0.18 per common share to be paid on May 16, 2012 to shareholders of record at the close of business on March 21, 2012.

              On February 9, 2011, our Board of Directors declared a cash dividend of $0.165 per common share payable on May 11, 2011 to shareholders of record at the close of business on March 16, 2011, and on May 11, 2011, we made a cash dividend payment of $192 million to such shareholders. On August 12, 2011, the Company made dividend equivalent payments of $2 million related to this cash dividend to the holders of restricted stock units.

              On February 10, 2010, Activision Blizzard's Board of Directors declared a cash dividend of $0.15 per common share payable on April 2, 2010 to shareholders of record at the close of business on February 22, 2010, and on April 2, 2010, we made a cash dividend payment of $187 million to such shareholders. On October 22, 2010, the Company made dividend equivalent payments of $2 million related to this cash dividend to the holders of restricted stock units.


              On February 9, 2011, our BoardTable of Directors approved a cash dividend of $0.165 per shareContents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to be paid on May 11, 2011 to shareholders of record at the close of business on March 16, 2011.Consolidated Financial Statements (Continued)

      21.20. Accumulated Other Comprehensive Income (Loss)

              The components of accumulated other comprehensive income (loss) at December 31, 20102011 and 20092010 were as follows (amounts in millions):


       At December 31, 2010 At December 31, 2009  At
      December 31,
      2011
       At
      December 31,
      2010
       

      Foreign currency translation adjustment

       $(11)$(22) $(72)$(11)

      Unrealized depreciation on investments, net of deferred income taxes of $(1) and $(2) for December 31, 2010 and 2009, respectively

       (2) (2)

      Unrealized depreciation on investments, net of deferred income taxes of $0 and $(1) for December 31, 2011 and 2010, respectively

        (2)
                

      Accumulated other comprehensive loss

       $(13)$(24) $(72)$(13)
                

              Income taxes were not provided for foreign currency translation items as these are considered indefinite investments in non-U.S. subsidiaries.

      22.21. Supplemental Cash Flow Information

              Supplemental cash flow information is as follows (amounts in millions):

       
       For the Years Ended December 31, 
       
       2010 2009 2008 

      Supplemental cash flow information:

                
       

      Cash paid for income taxes

       $255 $257 $151 
       

      Cash paid for interest

        2  5  2 
       
       For the Years Ended
      December 31,
       
       
       2011 2010 2009 

      Supplemental cash flow information:

                

      Cash paid for income taxes

       $317 $255 $257 

      Cash paid for interest

        4  2  5 

      23.22. Related Party Transactions

      Treasury

              Our foreign currency risk management program seeks to reduce risks arising from foreign currency fluctuations. We use derivative financial instruments, primarily currency forward contracts and swaps,


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      23. Related Party Transactions (Continued)


      with Vivendi as our principal counterparty. The gross notional amount of outstanding foreign exchange swaps was $138$85 million and $120$138 million at December 31, 20102011 and 2009,2010, respectively. A pretax net unrealized loss of $1 million and unrealized gain of less than a million and unrealized loss of $2 million for the years ended December 31, 20102011 and 2009,2010, respectively, resulted from the foreign exchange contracts and swaps with Vivendi and were recognized in the consolidated statements of operations.

              Prior to the Business Combination, Vivendi maintained a centralized cash management pool from which Vivendi Games borrowed and loaned cash on a daily basis. Net cash transfers, under the cash pooling agreement, were included in owner's equity as part of net transfers to Vivendi. Vivendi charged Vivendi Games interest on the cumulative net cash transfers and such charges are included in investment income (loss), net in the consolidated statements of operations. Net interest earned from Vivendi for the year ended December 31, 2008 was $4 million.

              In addition, in accordance with the terms of the Business Combination Agreement, in 2008 Vivendi Games settled its payable to Vivendi S.A. and distributed its excess cash on-hand as defined in the Business Combination Agreement immediately prior to the close of the transaction, resulting in cash payments of $79 million to settle its payable and $79 million to distribute its excess cash to Vivendi.

      Others

              Activision Blizzard has entered into various transactions and agreements, including cash management services, investor agreement, tax sharing agreement, and music royalty agreements with Vivendi and its subsidiaries and affiliates. Effective July 23, 2010, we terminated our unsecured credit agreement with Vivendi, the lender, which provided for a revolving credit facility of up to $475 million. None of these services, transactions and agreements with Vivendi and its subsidiaries and affiliates is material either individually or in the aggregate to the consolidated financial statements as a whole.


              Annual overhead and support costs were allocatedTable of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Vivendi Games by Vivendi to approximate management leadership, treasury, legal, tax and other similar service-based support functions incurred on Vivendi Games' behalf. These costs amounted to approximately $2 million in 2008. These allocations were included in the accompanying consolidated statements of operations as general and administrative expense.Consolidated Financial Statements (Continued)

              For the year ended December 31, 2008, a management fee of approximately $1 million was allocated to Vivendi Games from Vivendi for insurance, share-employee costs and other general corporate support functions incurred on Vivendi Games' behalf. This allocation is included in the accompanying consolidated statements of operations as general and administrative expense.22. Related Party Transactions (Continued)

              In addition, we are party to a number of agreements with Universal Music Group, a wholly owned subsidiary of Vivendi, and its affiliates. These agreements pertain to the licensing of master recordings and compositions for our games and for marketing and promotional purposes. We expensed and paid an aggregate of $5 million, $12 million $14 million and $2$14 million in royalties and other fees (including fees relating to the marketing of artists whose music was licensed for our games) to Universal Music Group and its affiliates for those uses during the years ended December 31, 2011, 2010 2009 and 2008,2009, respectively. Royalty amounts due to Universal Music Group and its affiliates are not material at December 31, 2011, 2010 2009 and 2008.2009.

      23. Recently Issued Accounting Pronouncements

              In May 2011, the FASB issued an update to the accounting rules for fair value measurement to provide a consistent definition of fair value and ensure that the fair value measurement and disclosure requirements are similar between U.S. GAAP and International Financial Reporting Standards ("IFRS"). This update changes certain fair value measurement principles and enhances the disclosure requirements for fair value measurements. This update does not extend the use of fair value accounting, but provides guidance on how it should be applied where its use is already required or permitted by other standards within U.S. GAAP or IFRS. This update is effective for interim and annual periods beginning after December 15, 2011 and is applied prospectively. The adoption of this update on January 1, 2012 will not have a material impact on the consolidated financial statements.

              In June 2011, the FASB issued an update to the accounting on comprehensive income to increase the prominence of items reported in other comprehensive income and to facilitate convergence of U.S. GAAP and IFRS. This update requires that all non-owner changes in stockholders' equity be presented either in a single continuous statement of comprehensive income or in two separate but consecutive statements. This update does not change the items that must be reported in other comprehensive income or when an item of other comprehensive income must be reclassified to net income. Further, this update does not affect how earnings per share is calculated or presented. This update is effective for interim and annual periods beginning after December 15, 2011 and is applied retrospectively. The adoption of this update on January 1, 2012 will not have a material impact on the consolidated financial statements.

              In September 2011, the FASB issued an update to the authoritative guidance related to goodwill impairment testing. This update gives companies the option to first perform a qualitative assessment to determine whether it is more likely than not that the fair value of a reporting unit is less than its carrying amount before performing the two-step test mandated prior to the update. If, after assessing the totality of events and circumstances, a company determines it is more likely than not that the fair value of a reporting unit is less than its carrying amount, then it must perform the two-step test. Otherwise, a company may skip the two-step test. Companies are not required to perform the qualitative assessment and may, instead proceed directly to the first step of the two-part test. This update is effective for annual and interim goodwill impairment tests performed for fiscal years beginning after December 15, 2011. The adoption of this update on January 1, 2012 will not have a material impact on the consolidated financial statements.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      24. Recently Issued Accounting Pronouncements

              In October 2009, the FASB issued an update toRevenue Recognition—Multiple-Deliverable Revenue Arrangements. This update establishes the accounting and reporting guidance for arrangements including multiple revenue-generating activities. This update provides amendments to the criteria for separating deliverables, measuring and allocating arrangement consideration to one or more units of accounting. The amendments in this update also establish a selling price hierarchy for determining the selling price of a deliverable. Significantly enhanced disclosures are also required to provide information about a vendor's multiple-deliverable revenue arrangements, including information about the nature and terms, significant deliverables, and its performance within arrangements. The amendments also require providing information about the significant judgments made and changes to those judgments and about how the application of the relative selling-price method affects the timing or amount of revenue recognition. The amendments in this update are effective prospectively for revenue arrangements entered into or materially modified in the fiscal years beginning on or after June 15, 2010. The adoption of this update on January 1, 2011 will not have a material impact on the consolidated financial statements.

              In October 2009, the FASB issued an update toSoftware—Certain Revenue Arrangements That Include Software Elements. This update changes the accounting model for revenue arrangements that include both tangible products and software elements that are "essential to the functionality," and excludes these products from the scope of current software revenue guidance. The new guidance will include factors to help companies determine which software elements are considered "essential to the functionality." The amendments will now subject software-enabled products to other revenue guidance and disclosure requirements, such as guidance surrounding revenue arrangements with multiple-deliverables. The amendments in this update are effective prospectively for revenue arrangements entered into or materially modified in the fiscal years beginning on or after June 15, 2010. The adoption of this update on January 1, 2011 will not have a material impact on the consolidated financial statements.

      25. Subsequent events

              Restructuring Plan.    On February 3, 2011, the Board of Directors of the Company approved a restructuring plan involving a focus on the development and publication of a reduced slate of titles on a going-forward basis, including the discontinuation of the development of all music-based games and the closure of the related business unit and the cancellation of other titles then in production, and a related reduction in studio headcount and corporate overhead. Driven by a desire to improve operating margin by focusing the Company's resources on titles the Company believes have the largest potential for success and the anticipation of a continuing weak environment for casual and music-based games, the plan will result in the separation of approximately 500 employees. The plan is expected to be implemented in the quarter ending March 31, 2011, resulting in a net pretax charge in the first two quarters of 2011, which is expected to total between $35 million and $50 million, comprised of severance costs, the costs of other separation benefits and other exit costs. All of the above estimated charges are expected to result in future cash expenditures during 2011.

              Repurchase Program.    On February 3, 2011,2, 2012, our Board of Directors authorized a new stock repurchase program under which we may repurchase up to $1.5$1 billion of our common stock, untilon terms and conditions to be determined by the Company, during the period between April 1, 2012 and the earlier of March 31, 20122013 and a determination by the Board of Directors to discontinue the repurchase program.


      Table of Contents


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      25. Subsequent events (Continued)

              Cash Dividend.    On February 9, 2011,2012, our Board of Directors approveddeclared a cash dividend of $0.165$0.18 per common share to be paidpayable on May 11, 201116, 2012 to shareholders of record at the closeas of business on March 16, 2011.21, 2012.

      26.25. Quarterly Financial and Market Information (Unaudited)

       
       For the Quarters Ended 
       
       December 31, 2010 September 30, 2010 June 30, 2010 March 31, 2010 
       
       (Amounts in millions, except per share data)
       

      Net revenues

       $1,427 $745 $967 $1,308 

      Cost of sales

        878  349  367  533 

      Operating (loss) income

        (397) 55  300  511 

      Net (loss) income

        (233) 51  219  381 

      Basic (loss) earnings per share

        (0.20) 0.04  0.18  0.30 

      Diluted (loss) earnings per share

        (0.20) 0.04  0.17  0.30 
       
       For the Quarters Ended 
       
       December 31,
      2011
       September 30,
      2011
       June 30,
      2011
       March 31,
      2011
       
       
       (Amounts in millions, except per share data)
       

      Net revenues

       $1,407 $754 $1,146 $1,449 

      Cost of sales

        722  237  343  452 

      Operating income

        25  162  467  674 

      Net income

        99  148  335  503 

      Basic earnings per share

        0.09  0.13  0.29  0.42 

      Diluted earnings per share

        0.08  0.13  0.29  0.42 

       


       For the Quarters Ended  For the Quarters Ended 

       December 31, 2009 September 30, 2009 June 30, 2009 March 31, 2009  December 31,
      2010
       September 30,
      2010
       June 30,
      2010
       March 31,
      2010
       

       (Amounts in millions, except per share data)
        (Amounts in millions, except per share data)
       

      Net revenues

       $1,557 $703 $1,038 $981  $1,427 $745 $967 $1,308 

      Cost of sales

       1,012 339 472 484  878 349 368 535 

      Operating (loss) income

       (432) 9 218 179  (397) 55 300 511 

      Net (loss) income

       (286) 15 195 189  (233) 51 219 381 

      Basic (loss) earnings per share

       (0.23) 0.01 0.15 0.14  (0.20) 0.04 0.18 0.30 

      Diluted (loss) earnings per share

       (0.23) 0.01 0.15 0.14  (0.20) 0.04 0.17 0.30 

      Table of Contents


      SCHEDULE II


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      VALUATION AND QUALIFYING ACCOUNTS

      (Amounts in millions)

      Col. A Description
       Col. B
      Balance at
      Beginning of
      Period
       Col. C
      Additions(A)
       Col. D
      Deductions(B)
       Col. E
      Balance at End
      of Period
       

      At December 31, 2011

                   

      Allowances for sales returns and price protection and other allowances

       $373 $166 $(247)$292 

      Allowance for doubtful accounts

        4  4    8 

      At December 31, 2010

                   

      Allowances for sales returns and price protection and other allowances

       $314 $317 $(258)$373 

      Allowance for doubtful accounts

        3  1    4 

      At December 31, 2009

                   

      Allowances for sales returns and price protection and other allowances

       $266 $332 $(284)$314 

      Allowance for doubtful accounts

        2  1    3 

      Deferred tax valuation allowance

        22    (22)  

      Col. A Description
       Col. B
      Balance at Beginning of Period
       Col. C
      Additions(A)
       Col. D
      Deductions(B)
       Col. E
      Balance at End of Period
       

      At December 31, 2010

                   
       

      Allowances for sales returns and price protection and other allowances

       $314 $317 $(258)$373 
       

      Allowance for doubtful accounts

        3  1    4 

      At December 31, 2009

                   
       

      Allowances for sales returns and price protection and other allowances

       $266 $332 $(284)$314 
       

      Allowance for doubtful accounts

        2  1    3 
       

      Deferred tax valuation allowance

        22    (22)  

      At December 31, 2008

                   
       

      Allowances for sales returns and price protection and other allowances

       $76 $295 $(105)$266 
       

      Allowance for doubtful accounts

        10  3  (11) 2 
       

      Deferred tax valuation allowance

        22  4  (4) 22 

      (A)
      Includes increases in allowance for sales returns, price protection, doubtful accounts, and deferred tax valuation due to normal reserving terms and allowance accounts acquired in conjunction with acquisitions.

      (B)
      Includes actual write-off of sales returns, price protection, uncollectible accounts receivable, net of recoveries, and foreign currency translation and other adjustments, and deferred taxes.

      Table of Contents


      EXHIBIT INDEX

              Pursuant to the rules and regulations of the SEC, the Company has filed certain agreements as exhibits to this Annual Report on Form 10-K. These agreements may contain representations and warranties by the parties. These representations and warranties have been made solely for the benefit of the other party or parties to such agreements and (i) may have been qualified by disclosures made to such other party or parties, (ii) were made only as of the date of such agreements or such other date(s) as may be specified in such agreements and are subject to more recent developments, which may not be fully reflected in the Company's public disclosure, (iii) may reflect the allocation of risk among the parties to such agreements and (iv) may apply materiality standards different from what may be viewed as material to investors. Accordingly, these representations and warranties may not describe the Company's actual state of affairs at the date hereof and should not be relied upon.

      Exhibit Number Exhibit
       3.1 Amended and Restated Certificate of Incorporation of Activision Blizzard, Inc., dated July 9, 2008 (incorporated by reference to Exhibit 3.1 of the Company's Form 8-K, filed July 15, 2008).

       

      3.2

       

      Certificate of Amendment to the Amended and Restated Certificate of Incorporation of Activision Blizzard, Inc., dated August 15, 2008 (incorporated by reference to Exhibit 3.1 of the Company's Form 8-K, filed August 15, 2008).

       

      3.3

       

      Amended and Restated By-Laws of Activision Blizzard, Inc., as amended and restated as of February 2, 2010 (incorporated by reference to Exhibit 3.1 of the Company's Form 8-K, filed February 5, 2010).

       

      10.3*

       

      Activision, Inc. 1998 Incentive Plan, as amended (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended September 30, 2001).

       

      10.4*

       

      Amendment, dated as of September 14, 2006, to the 1998 Incentive Plan (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K filed September 20, 2006).

       

      10.5*

       

      Activision, Inc. 1999 Incentive Plan, as amended (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2002).

       

      10.6*

       

      Amendment, dated as of September 14, 2006, to the 1999 Incentive Plan (incorporated by reference to Exhibit 10.3 of the Company's Form 8-K filed September 20, 2006).

       

      10.7*

       

      Activision, Inc. 2001 Incentive Plan, as amended (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended June 30, 2002).

       

      10.8*

       

      Amendment, dated as of September 14, 2006, to the 2001 Incentive Plan (incorporated by reference to Exhibit 10.4 of the Company's Form 8-K filed September 20, 2006).

       

      10.9*

       

      Activision, Inc. 2002 Incentive Plan, as amended (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2003).

       

      10.10*

       

      Amendment, dated as of September 14, 2006, to the 2002 Incentive Plan (incorporated by reference to Exhibit 10.5 of the Company's Form 8-K filed September 20, 2006).

       

      10.11*

       

      Activision, Inc. 2002 Executive Incentive Plan (incorporated by reference to Exhibit 4.1 of the Company's Form S-8, Registration No. 333-100114 filed September 26, 2002).

       

      10.12*

       

      Amendment, dated as of September 14, 2006, to the 2002 Executive Incentive Plan (incorporated by reference to Exhibit 10.6 of the Company's Form 8-K filed September 20, 2006).

      II-1


      Table of Contents

      Exhibit Number Exhibit
       10.13* Activision, Inc. 2002 Studio Employee Retention Incentive Plan (incorporated by reference to Exhibit 4.1 of the Company's Form S-8, Registration No. 333-103323 filed February 19, 2003).

       

      10.14*

       

      Amendment, dated as of September 14, 2006, to the 2002 Studio Employee Retention Incentive Plan (incorporated by reference to Exhibit 10.7 of the Company's Form 8-K filed September 20, 2006).

       

      10.15*

       

      Activision, Inc. Amended and Restated 2003 Incentive Plan (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2005).

       

      10.16*

       

      Amendment, dated as of September 14, 2006, to the 2003 Executive Incentive Plan (incorporated by reference to Exhibit 10.9 of the Company's Form 8-K filed September 20, 2006).

       

      10.17*

       

      Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 99.1 of the Company's Registration Statement on Form S-8, Registration No. 333-146431, filed October 1, 2007).

       

      10.18*

       

      Australian Addendum to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.22 of the Company's Form 10-K for the year ended March 31, 2008).

       

      10.19*

       

      Activision Blizzard, Inc. Amended and Restated 2008 Incentive Plan, as amended and restated (incorporated by reference to Exhibit 10.4 the Company's Form 10-Q for the quarter ended June 30, 2010).

       

      10.20*

       

      Australian Addendum to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.24 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.21*

       

      Form of Stock Option Certificate for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 1998 Incentive Plan (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed May 31, 2005).

       

      10.22*

       

      Form of Stock Option Certificate for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 1999 Incentive Plan (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K, filed May 31, 2005).

       

      10.23*

       

      Form of Stock Option Agreement for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2001 Incentive Plan (incorporated by reference to Exhibit 10.3 of the Company's Form 8-K, filed May 31, 2005).

       

      10.24*

       

      Form of Stock Option Agreement for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2002 Executive Incentive Plan (incorporated by reference to Exhibit 10.4 of the Company's Form 8-K, filed May 31, 2005).

       

      10.25*

       

      Form of Executive Stock Option Agreement for grants to Robert Kotick or Brian Kelly issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.40 of the Company's Form 10-K for the year ended March 31, 2005).

       

      10.26*

       

      Form of Non-Executive Stock Option Agreement for grants to persons other than Robert Kotick or Brian Kelly and non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.41 of the Company's Form 10-K for the year ended March 31, 2005).

      II-2


      Table of Contents

      Exhibit Number Exhibit
       10.27* Form of Non-Employee Director Stock Option Agreement for grants to non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.17 of the Company's Form 10-K for the year ended March 31, 2007).

       

      10.28*

       

      Notice of Share Option Award for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.18 of the Company's Form 10-K for the year ended March 31, 2007).

       

      10.29*

       

      Notice of Share Option Award for grants to non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.19 of the Company's Form 10-K for the year ended March 31, 2007).

       

      10.30*

       

      Notice of Restricted Share Award for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.20 of the Company's Form 10-K for the year ended March 31, 2007).

       

      10.31*

       

      Notice of Restricted Share Unit Award for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2003 Incentive Plan (incorporated by reference to Exhibit 10.21 of the Company's Form 10-K for the year ended March 31, 2007).

       

      10.32*

       

      Notice of Stock Option Award for grants to non-employee directors issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.33*

       

      Notice of Stock Option Award for grants to persons other non-employee directors issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.34*

       

      Notice of Restricted Share Award for grants to persons other than non-employee directors issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.35*

       

      Notice of Restricted Share Unit Award for grants to officers issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.36*

       

      Notice of Restricted Share Unit Award for grants to independent directors upon their initial election to the board or upon their tenth continuous year of service on the board issued pursuant to the Activision,  Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.37*

       

      Notice of Restricted Share Unit Award for grants to independent directors upon their reelection to the board (other than in connection with 10 years of continuous service) issued pursuant to the Activision,  Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.6 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.38*

       

      Notice of Restricted Share Unit Award for grants to non-employee directors resident in France issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.7 of the Company's Form 10-Q for the quarter ended September 30, 2008).

      II-3


      Table of Contents

      Exhibit Number Exhibit
       10.39* Notice of Restricted Share Unit Award for grants to persons other than officers or directors issued pursuant to the Activision, Inc. 2007 Incentive Plan (incorporated by reference to Exhibit 10.8 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.40*

       

      Notice of Stock Option Award for grants to unaffiliated directors issued pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.44 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.41*

       

      Notice of Stock Option Award for grants to persons other than directors issued pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.45 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.42*

       

      Notice of Restricted Share Unit Award for grants to unaffiliated directors upon their initial election to the board or upon their tenth continuous year of service on the board issued pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.46 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.43*

       

      Notice of Restricted Share Unit Award for grants to affiliated non-employee directors and to unaffiliated directors upon their reelection to the board (other than in connection with 10 years of continuous service) pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.47 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.44*

       

      Notice of Restricted Share Unit Award for grants to affiliated non-employee directors resident in France pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.48 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.45*

       

      Notice of Restricted Share Unit Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.49 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.46*

       

      Notice of Restricted Share Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (incorporated by reference to Exhibit 10.50 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.47*

       

      Employment Agreement, dated September 9, 2005, between Thomas Tippl and Activision Publishing, Inc (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended September 30, 2005).

       

      10.48*

       

      Amendment, dated as of December 15, 2008, to Employment Agreement between Thomas Tippl and Activision Publishing, Inc. (incorporated by reference to Exhibit 10.59 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.49*

       

      Amendment, dated as of April 15, 2009, to Employment Agreement between Thomas Tippl and Activision Publishing, Inc. (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2009).

       

      10.50*

       

      Amendment, dated as of March 23, 2010, to Employment Agreement between Thomas Tippl and Activision Blizzard, Inc. (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended March 31, 2010).

      II-4


      Table of Contents

      Exhibit Number Exhibit
       10.51* Stock Option Agreement, dated October 3, 2005, between Thomas Tippl and the Company (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2005).

       

      10.52*

       

      Addendum to Stock Option Agreement, dated as of June 1, 2006, between Thomas Tippl and the Company (incorporated by reference to Exhibit 10.9 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.53*

       

      Restricted Stock Agreement, dated October 3, 2005, between Thomas Tippl and the Company (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended September 30, 2005).

       

      10.54*

       

      Notice of Stock Option Award, dated as of May 11, 2009, to Thomas Tippl (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended June 30, 2009).

       

      10.55*

       

      Notice of Restricted Share Award, dated as of May 11, 2009, to Thomas Tippl (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended June 30, 2009).

       

      10.56*

       

      Notice of PerformancePerformance-Vesting Restricted Share Award, dated as of May 11, 2009, to Thomas Tippl (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended June 30, 2009).

       

      10.57*

       

      Notice of Stock Option Award, dated as of May 10, 2010, to Thomas Tippl (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2010).

       

      10.58*

       

      Notice of Restricted Share Unit Award, dated as of May 10, 2010, to Thomas Tippl (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended June 30, 2010).

       

      10.59*

       

      Notice of PerformancePerformance-Vesting Restricted Share Award, dated as of May 10, 2010, to Thomas Tippl (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended June 30, 2010).

       

      10.60*

       

      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Thomas Tippl.Tippl (incorporated by reference to Exhibit 10.60 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.61*

       

      Employment Agreement, dated July 31,September 11, 2009, between Brian HodousGeorge Rose and Activision Publishing, Inc.the Company (incorporated by reference to Exhibit 10.110.5 of the Company's Form 10-Q for the quarter ended September 30, 2009).

       

      10.62*

       

      Notice of Share Option Award to George Rose, dated as of November 3, 2006, to Brian HodousSeptember 28, 2007 (incorporated by reference to Exhibit 10.4510.12 of the Company's Form 10-K10-Q for the yearquarter ended March 31,September 30, 2007).

       

      10.63*

       

      Notice of Restricted StockShare Unit Award to George Rose, dated as of November 3, 2006, to Brian HodousSeptember 28, 2007 (incorporated by reference to Exhibit 10.4610.13 of the Company's Form 10-K10-Q for the yearquarter ended March 31,September 30, 2007).

       

      10.64*

       

      Notice of Restricted Stock Option Award, dated as of November 3, 2006,March 4, 2010, to Brian HodousGeorge Rose (incorporated by reference to Exhibit 10.4710.2 of the Company's Form 10-K10-Q for the yearquarter ended March 31, 2007)2010).

      II-5


      Table of Contents

      Exhibit Number Exhibit
       10.65* Notice of Stock OptionRestricted Share Unit Award, dated as of August 7, 2009,March 4, 2010, to Brian HodousGeorge Rose (incorporated by reference to Exhibit 10.210.3 of the Company's Form 10-Q for the quarter ended September 30, 2009)March 31, 2010).

       

      10.66*

       

      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to George Rose.


      10.67*


      Release Agreement, dated as of August 7, 2009, to Brian Hodous1, 2011, between George Rose and the Company (incorporated by reference to Exhibit 10.310.1 of the Company's Form 10-Q for the quarter ended September 30, 2009)2011).

       

      10.67*10.68*

       

      Notice of Restricted Share Unit Award,Consulting Agreement, dated as of November 8, 2010,August 1, 2011, among George Rose, Suffolk Ventures LLC and the Company (incorporated by reference to Brian Hodous.Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2011).

       

      10.68*10.69*

       

      Amended and Restated Employment Agreement, dated as of December 1, 2007, between Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.3 of the Company's Form 8-K, filed December 6, 2007).

       

      10.69*10.70*

       

      Amendment No. 1, dated as of July 8, 2008, to the Employment Agreement between Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.10 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.70*10.71*

       

      Replacement Bonus Agreement, dated as of December 1, 2007, between Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.5 of the Company's Form 8-K, filed December 6, 2007).

       

      10.71*10.72*

       

      Stock Option Agreement, dated May 22, 2000, between Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2000).

       

      10.72*10.73*

       

      Notice of Stock Option Award to Robert A. Kotick, dated December 5, 2007 (incorporated by reference to Exhibit 10.71 of the Company's Form 10-K for the year ended March 31, 2008).

       

      10.73*10.74*

       

      Notice of PerformancePerformance-Vesting Restricted Share Award to Robert A. Kotick, dated as of July 9, 2008 (incorporated by reference to Exhibit 10.82 of the Company's Form 10-K for the year ended December 31, 2009).

       

      10.74*10.75*

       

      Notice of Restricted Share Unit Award to Robert A. Kotick, dated as of July 9, 2008 (incorporated by reference to Exhibit 10.17 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.75*10.76*

       

      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Robert A. Kotick.Kotick (incorporated by reference to Exhibit 10.75 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.76*10.77*

       

      Amended and Restated Employment Agreement, dated as of December 1, 2007, between Brian G. Kelly and the Company (incorporated by reference to Exhibit 10.4 of the Company's Form 8-K, filed December 6, 2007).

       

      10.77*10.78*

       

      Replacement Bonus Agreement, dated as of December 1, 2007, between Brian G. Kelly and the Company (incorporated by reference to Exhibit 10.6 of the Company's Form 8-K, filed December 6, 2007).

       

      10.78*10.79*

       

      Stock Option Agreement, dated May 22, 2000, between Brian G. Kelly and the Company (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended September 30, 2000).


      10.79*


      Notice of Restricted Share Unit Award to Brian G. Kelly, dated as of July 9, 2008 (incorporated by reference to Exhibit 10.18 of the Company's Form 10-Q for the quarter ended September 30, 2008).

      II-6


      Table of Contents

      Exhibit Number Exhibit
       10.80* Notice of Restricted Share Unit Award to Brian G. Kelly, dated as of July 9, 2008 (incorporated by reference to Exhibit 10.18 of the Company's Form 10-Q for the quarter ended September 30, 2008).


      10.81*


      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Brian G. Kelly.Kelly (incorporated by reference to Exhibit 10.80 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.81*10.82*

       

      Employment Agreement, dated as of December 1, 2007, between Michael Morhaime and Vivendi Games, Inc. (incorporated by reference to Exhibit 10.19 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.82*10.83*

       

      Assignment and Assumption of Morhaime Employment Agreement, dated as of July 9, 2008, between Vivendi Games. Inc. and the Company (incorporated by reference to Exhibit 10.20 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.83*10.84*

       

      Amendment, dated as of December 15, 2008, to Employment Agreement between Michael Morhaime and the Company (incorporated by reference to Exhibit 10.94 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.84*10.85*

       

      Amendment, dated as of March 31, 2009, to Employment Agreement between Michael Morhaime and the Company (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended March 31, 2009).

       

      10.85*10.86*

       

      Amendment, dated as of November 4, 2009, to Employment Agreement between Michael Morhaime and the Company (incorporated by reference to Exhibit 10.92 of the Company's Form 10-K for the year ended December 31, 2009).

       

      10.86*10.87*

       

      Amendment, dated as of October 26, 2010, to Employment Agreement between Michael Morhaime and the Company.Company (incorporated by reference to Exhibit 10.86 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.87*10.88*

       

      Notice of Stock Option Award to Michael Morhaime, dated as of July 9, 2008 (incorporated by reference to Exhibit 10.23 of the Company's Form 10-Q for the quarter ended September 30, 2008).

       

      10.88*10.89*

       

      Notice of Stock Option Award, dated as of November 9, 2009, to Michael Morhaime (incorporated by reference to Exhibit 10.94 of the Company's Form 10-K for the year ended December 31, 2009).

       

      10.89*


      Notice of Stock Option Award, dated as of November 8, 2010, to Michael Morhaime.


      10.90*

       

      Notice of Stock Option Award, dated as of November 8, 2010, to Michael Morhaime.Morhaime and the Company (incorporated by reference to Exhibit 10.89 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.91*

       

      Notice of Restricted Share UnitStock Option Award, dated as of November 8, 2010, to Michael Morhaime.Morhaime Company (incorporated by reference to Exhibit 10.90 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.92*

       

      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Michael Morhaime.Morhaime (incorporated by reference to Exhibit 10.91 of the Company's Form 10-K for the year ended December 31, 2010).

       

      10.93*

       

      Employment Agreement,Notice of Restricted Share Unit Award, dated August 31, 2009, between Christopher Walther and the Companyas of November 8, 2010, to Michael Morhaime (incorporated by reference to Exhibit 10.410.92 of the Company's Form 10-Q10-K for the quarteryear ended September 30, 2009)December 31, 2010).

       

      10.94*

       

      Notice of Stock Option Award, dated as of November 9, 2009,10, 2011, to Christopher Walther (incorporated by reference to Exhibit 10.100 of the Company's Form 10-K for the year ended December 31, 2009).


      10.95*


      Notice of Restricted Share Unit Award, dated as of November 9, 2009, to Christopher Walther (incorporated by reference to Exhibit 10.101 of the Company's Form 10-K for the year ended December 31, 2009).Michael Morhaime.

      II-7


      Table of Contents

      Exhibit Number Exhibit
       10.96*10.95* Notice of Restricted Share Unit Award, dated as of November 10, 2011, to Michael Morhaime.


      10.96*


      Employment Agreement, dated as of July 6, 2010, between Eric Hirshberg and Activision Publishing, Inc. (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended March 31, 2011).


      10.97*


      Notice of Assignment of Hirshberg Employment Agreement to Activision Blizzard, Inc. dated December 22, 2011.


      10.98*


      Notice of Share Option Award, dated as of November 8, 2010, to Eric Hirshberg (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended March 31, 2011).


      10.99*


      Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Eric Hirshberg (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended March 31, 2011).


      10.100*


      Notice of Performance-Vesting Restricted Share Unit Award, dated as of November 8, 2010, to Eric Hirshberg (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended March 31, 2011).


      10.101*


      Investor Agreement, dated as of July 9, 2008, among the Company, Vivendi S.A., VGAC LLC, and Vivendi Games, Inc. (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed July 15, 2008).

       

      10.97*10.102*

       

      Letter Agreement, dated July 16, 2008, between Vivendi S.A. and the Company (incorporated by reference to Exhibit 10.104 of the Company's Form 10-K for the year ended December 31, 2008).

       

      10.98*10.103*

       

      Tax Sharing Agreement, dated as of July 9, 2008, among the Company, Vivendi Holding I Corp., Vivendi Games, Inc. (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K, filed July 15, 2008).

       

      10.99*10.104*

       

      Non-Affiliated Director Compensation Program and Stock Ownership Guidelines, as amended and restated as on June 3, 2010 (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended June 30, 2010).October 21, 2011.

       

      10.100*10.105*

       

      Voting and Lock-Up Agreement, dated as of December 1, 2007, among the Company, Vivendi S.A. and Robert A. Kotick (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed December 6, 2007).

       

      10.101*10.106*

       

      Voting and Lock-Up Agreement, dated as of December 1, 2007, among the Company, Vivendi S.A. and Brian G. Kelly (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K, filed December 6, 2007).

       

      21.1

       

      Subsidiaries of Activision.Activision Blizzard, Inc.

       

      23.1

       

      Consent of Independent Registered Public Accounting Firm (PricewaterhouseCoopers LLP).

       

      31.1

       

      Certification of Robert A. Kotick pursuant to Rule 13a-14(a) under the Securities and Exchange Act of 1934, as adopted pursuant to Section 302 of the Sarbanes-Oxley Act of 2002.

       

      31.2

       

      Certification of Thomas Tippl pursuant to Rule 13a-14(a) under the Securities and Exchange Act of 1934, as adopted pursuant to Section 302 of the Sarbanes-Oxley Act of 2002.

      II-8


      Table of Contents



      32.1


      Exhibit NumberExhibit
      32.1Certification of Robert A. Kotick pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.

       

      32.2

       

      Certification of Thomas Tippl pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.

       

      99.1

       

      Corporate Governance Term Sheet adopted in connection with the settlement ofIn re Activision, Inc. Shareholder Derivative Litigation,, C.D. Cal. Case No. CV06-4771 MRP (JTLx);In re Activision Shareholder Derivative Litigation,, L.A.S.C. Case No. SC090343, as approved by the Company's Board of Directors on July 28, 2008 and amended by the Board on October 30, 2008 (incorporated by reference to Exhibit 99.1 of the Company's Form 10-K for the year ended December 31, 2008).

       

      101.INS

       

      XBRL Instance Document.

       

      101.SCH

       

      XBRL Taxonomy Extension Schema Document.

       

      101.CAL

       

      XBRL Taxonomy Extension Calculation Linkbase Document.

       

      101.LAB

       

      XBRL Taxonomy LabelExtension Labels Linkbase Document.

       

      101.PRE

       

      XBRL Taxonomy Extension Presentation Linkbase Document.

       

      101.DEF

       

      XBRL Taxonomy Extension Definition Linkbase Document.

      *
      Indicates a management contract or compensatory plan, contract or arrangement in which a director or executive officer of the Company participates.participates

      II-8II-9