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TABLE OF CONTENTS
Item 8. FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA

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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, 20152016

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 incorporation 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. ý

         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). Yes o No ý

         The aggregate market value of the registrant's Common Stock held by non-affiliates on June 30, 20152016 (based on the closing sale price as reported on the NASDAQ) was $13,345,675,247.$27,884,568,790.

         The number of shares of the registrant's Common Stock outstanding at February 22, 201623, 2017 was 734,998,115.751,846,958.

         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 20162017 Annual Meeting of Shareholders which is expected to be held on June 2, 2016,1, 2017, are incorporated by reference into Part III of this Annual Report.

   


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ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

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 Page No.
PART I.  3
 Cautionary Statement 3

Item 1.

 Business 3

Item 1A.

 Risk Factors 1512

Item 1B.

 Unresolved Staff Comments 4031

Item 2.

 Properties 4031

Item 3.

 Legal Proceedings 4031

Item 4.

 Mine Safety Disclosures 4131
PART II.  4232

Item 5.

 Market for Registrant's Common Equity, Related Stockholder Matters, and Issuer Purchases of Equity Securities 4232

Item 6.

 Selected Financial Data 4535

Item 7.

 Management's Discussion and Analysis of Financial Condition and Results of Operations 4636

Item 7A.

 Quantitative and Qualitative Disclosures about Market Risk 8375

Item 8.

 Financial Statements and Supplementary Data 8678

Item 9.

 Changes in and Disagreements with Accountants on Accounting and Financial Disclosure 8678

Item 9A.

 Controls and Procedures 8678

Item 9B.

 Other Information 8779
PART III.  8880

Item 10.

 Directors, Executive Officers, and Corporate Governance 8880

Item 11.

 Executive Compensation 8880

Item 12.

 Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters 8880

Item 13.

 Certain Relationships and Related Transactions, and Director Independence 8880

Item 14.

 Principal Accounting Fees and Services 8880
PART IV.  8981

Item 15.

 Exhibits, Financial Statement Schedule 8981

Item 16.

Form 10-K Summary81
SIGNATURES 9082
Exhibit Index E-1

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PART I

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 facts 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;releases of products or services; (3) statements of future financial or operating performance; (4) statements relating to the acquisition of King Digital Entertainment plc and expected impact of that transaction, including without limitation, the expected impact on Activision Blizzard's future financial results; and (5)(4) statements of assumptions underlying such statements. Activision Blizzard, Inc. generally uses words such as "outlook," "forecast," "will," "could," "should," "would," "to be," "plan," "plans," "believes," "may," "might," "expects," "intends," "intends as," "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 risks, 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 from expectations stated in forward-looking statements. 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.Annual Report on Form 10-K. 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. Although these forward-looking statements are believed to be true when made, they 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 Inc.'s 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, Inc. is a worldwideleading global developer and publisher of online,interactive entertainment content and services. We develop and distribute content and services across all of the major gaming platforms, including video game consoles, personal computercomputers ("PC"), video game console, handheld,and mobile and tablet games.devices. The terms "Activision Blizzard," the "Company," "we," "us," and "our" are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries.

        The Company was originally incorporated in California in 1979 and was reincorporated in Delaware in December 1992. We currently offer games that operate onare the Microsoft Corporation ("Microsoft"result of the 2008 business combination (the "Business Combination") Xbox One ("Xbox One")by and Xbox 360 ("Xbox 360"among the Company (then known as Activision, Inc.), Nintendo Co. Ltd.Vivendi S.A. ("Nintendo") Wii U ("Wii U") and Wii ("Wii"Vivendi"), and Sony ComputerVivendi Games, Inc. ("Vivendi Games"), an indirect wholly-owned subsidiary of Vivendi. In connection with the consummation of the Business Combination, Activision, Inc., was renamed Activision Blizzard, Inc.

        The common stock of Activision Blizzard is traded on The NASDAQ Stock Market under the ticker symbol "ATVI."

The King Acquisition

        On February 23, 2016 (the "King Closing Date"), we acquired King Digital Entertainment, Inc.a leading interactive mobile entertainment company ("Sony"King") PlayStation 4 ("PS4", by purchasing all of its outstanding shares (the "King Acquisition"). We made this acquisition because we believe that the addition of King's


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highly complementary mobile business positions the Company as a global leader in interactive entertainment across mobile, console, and PlayStation 3 ("PS3") console systems (Xbox One, Wii U,PC platforms, as well as positioning us for future growth. The aggregate purchase price of approximately $5.8 billion was funded with $3.6 billion of existing cash and PS4$2.2 billion of cash from new debt issued by the Company. King's results of operations since the King Closing Date are collectively referredincluded in our consolidated financial statements.

Our Strategy and Vision

        Our objective is to as "next-generation"; Xbox 360, Wii,continue to be a worldwide leader in the development, publishing, and PS3 are collectively referred to as "prior-generation"); the PC; the Nintendo 3DS, Nintendo Dual Screendistribution of high-quality interactive entertainment content and Sony PlayStation Vita handheld game systems;services and mobileother media that deliver year-round, highly satisfying and tablet devices.engaging entertainment experiences. In pursuit of this objective we focus on three strategic pillars: expanding audience reach; driving deep consumer engagement; and providing more opportunities for player investment.

        ActivisionExpanding audience reach.—Through    Building on our strong established franchises and creating new franchises through compelling new content is at the core of our business. Our employees, technology, and institutionalized processes allow us to continue to deliver high-quality content that expands our reach. We endeavor to reach as many consumers as possible either through: (1) the purchase of our content and services; (2) engagement in our free-to-play games, which allow consumers to play games with no up-front cost but are instead monetized through sales of downloadable content or via microtransactions; or (3) engagement in other types of media based on our franchises.

        Driving deep consumer engagement.    Our high-quality entertainment content not only expands our audience reach, but it also drives deep engagement with our franchises. We design our games and other forms of media to provide a depth of content that keeps consumers playing and engaged for a long period of time following a game's release, delivering value to our players and additional growth opportunities for our franchises.

        Providing more opportunities for player investment.    Increasingly, our consumers engage in our content year-round and are connected to our games online through mobile devices, connected consoles, and PCs. This allows us to offer additional digital player investment opportunities directly to the consumers. In addition to purchasing full games or subscriptions, players can invest in certain of our games and franchises by purchasing incremental "in-game" content (including larger downloadable content or smaller content, via microtransactions). These digital revenue streams tend to be recurring and have higher profit margins. Further, if executed properly, additional player investment can increase engagement as it provides more frequent and incremental content for our players. In addition, we believe there is an opportunity for advertising within certain of our franchises, as well as opportunities to drive new forms of player investment through esports, film and television, and consumer products. We are in the early stages of developing these new revenue streams.

        Our strategy is ultimately aimed at creating shareholder value and enhancing returns. We strive to increase profitability, cash flows, and return on capital—and to do so while keeping our company a great place to work for our employees.

Reportable Segments

        Based on our organizational structure, we conduct our business through three reportable operating segments as follows:

(i)    Activision Publishing, Inc.

        Activision Publishing, Inc. ("Activision"), we areis a leading internationalglobal developer and publisher of interactive software products and content.entertainment content, particularly in console gaming. Activision primarily delivers content through retail channels or digital downloads, including full-game sales and in-game


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purchases, as well as licenses of software to third-party or related-party companies that distribute Activision products. Activision develops, markets and sells products through retail channels or digital downloads, which are principally based on our internally developed intellectual properties, as well as some licensed properties. Activision delivers contentAdditionally, we have established a long-term alliance with Bungie to a broad range of gamers, ranging from children to adults, and from core gamers to mass-market consumers to "value" buyers seeking budget-priced software, in a variety of geographies. Activision continues to focuspublish its efforts in the areas we believe have the most opportunity for growth and higher profitability, while reducing investments in areas we believe have less profit potential and


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limited growth opportunities. To that end, investments are focused on proven intellectual properties to develop deep, high-quality content that offers engaging online gaming experiences. One of        Activision's leadingkey product franchises isinclude: Call of Duty®, which launched in 2003,a first-person shooter for the console and has been the best-selling Western interactivePC platforms; Destiny, an online universe of first-person action gameplay (which we call a "shared-world shooter") for console platforms; and Skylanders®, a kid's game franchise since its launch. In 2015, Activision released the latest installmentthat brings physical toys to life digitally in the franchise,game primarily for console platforms. Call of Duty: Black Ops III, which,Duty, Activision's leading franchise, was the number one console franchise globally in 2016, and in North America for the 8th year in a row, according to The NPD Group, GfK Chart-Track, and Activision Blizzardour internal estimates, was the #1 best-selling console game globally in 2015. Activision is currently developing, distributing, and selling additional digital content for the global community ofCall of Duty: Black Ops III players, along with content for the other Call of Duty titles, in addition to developing future releases and sequels.

        Another leading franchise for Activision is Skylanders®, which launched in 2011 with the release ofSkylanders Spyro's Adventure. Games in the Skylanders franchise combine the use of physical toys with digital interactive experiences to deliver innovative gameplay to our audience. In September 2015, we releasedSkylanders SuperChargers, which introduced vehicles-to-life—an entirely new way for fans to experience the magic of Skylanders.

        While focusing on proven intellectual properties is one of Activision's priorities, we also continue to make strategic investments in developing new intellectual properties that we believe have the potential for long-term growth and success. For example, on September 15, 2015, we releasedThe Taken King, the third and largest expansion toDestiny, the game universe created by Bungie under our long-term alliance with them. We also introduced microtransactions withinDestiny in October 2015 and expect to release additional content to our global community of Destiny players in 2016.estimates.

(ii)   Blizzard Entertainment, Inc.

Blizzard Entertainment, Inc. ("Blizzard") is a leaderleading global developer and publisher of interactive software products and entertainment content, particularly in PC gaming. Blizzard primarily delivers content through retail channels or digital downloads, including subscriptions, full-game sales, and in-game purchases, as well as licenses of software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online PC gaming includingservice which facilitates digital distribution of Blizzard content, online social connectivity across all Blizzard games, and the creation of user-generated content for Blizzard's games.

        Blizzard's key product franchises include: World of Warcraft®, a subscription-based massivelymassive multi-player online role-playing game ("MMORPG") category in terms of both subscriber basefor the PC; StarCraft®, a real-time strategy PC franchise; Diablo®, an action role-playing franchise for PC and revenues generated through its World of Warcraft® franchise. Blizzard also develops, markets, and sells role-playing action and strategy gamesconsole platforms; Hearthstone®, an online collectible card franchise for the PC console,and mobile and tablet platforms, including games in the multiple-award winning Diablo®, StarCraft®, Hearthstone®: Heroes of Warcraft™ andplatforms; Heroes of the Storm™ franchises. In addition, Blizzard maintainsStorm®, a proprietary online gaming service, Battle.net®free-to-play team brawler for the PC; and Overwatch®, which facilitatesa team-based first person shooter for the creation of user-generated content, digital distributionPC and online social connectivity across all Blizzard games. Blizzard distributes its products and generates revenues worldwide through various means, including: subscriptions; sales of prepaid subscription cards; in-game purchases and services; retail sales of physical "boxed" products; online download sales of PC products; purchases and downloads via third-party console mobile and tablet platforms; and licensing of software to third-party or related party companies that distribute Blizzard products.

        Blizzard has released five expansion packs to the epicplatforms. World of Warcraft franchise since 2004, withis the most recent release,World of Warcraft: Warlords of Draenor®, having been releasedleading subscription-based MMORPG and was initially launched in November 2014,2004.

(iii)  King Digital Entertainment

        King Digital Entertainment ("King") is a leading global developer and publisher of interactive entertainment content and services, particularly on mobile platforms, such as Android and iOS. King also distributes its content and services on online social platforms, such as Facebook and the next expansion,Worldking.com websites. King's games are free-to-play, however players can acquire in-game virtual items, either with virtual currency the players purchase, or directly using real currency.

        King's key product franchises, all of Warcraft: Legion™, to be released inwhich are for the summer of 2016. ForHearthstone: Heroes of WarcraftPC and mobile platforms, include: Candy Crush™, in addition to bringing the game to iOS and Android smartphones in April 2015, three new content releases,Blackrock Mountainwhich features "match three" games; Farm Heroes™, The Grand Tournament™, andThe League of Explorers™, were introduced in 2015 and have continued to drive performance.

        Blizzard continues to invest in new opportunities, both by leveraging its internally developed intellectual property, such as the release ofHeroes of the Storm in 2015, as well as developing new intellectual property with the upcoming team-based first person shooter,Overwatchwhich also features "match three" games; Pet Rescue™, which is expected to be released commerciallya "clicker" game; and Bubble Witch™, which features "bubble shooter" games. King had two of the top 10 highest-grossing titles in the springUnited States of 2016.America ("U.S.") mobile app stores for the last thirteen quarters in a row, according to App Annie Intelligence and internal estimates for Apple App Store and Google Play Store combined.

(iv)  Other

We also engage in other business opportunitiesbusinesses that do not represent reportable segments, including:


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        Revenues associatedProducts

        We develop content and services principally for console, PC, and mobile devices, and we market and sell our games through retail and digital distribution channels. We develop products spanning various genres, including first-person shooter, action/adventure, role-playing, strategy, and "match three," among others. We primarily offer the following products and services:

        Providing additional opportunities for player investment outside of full-game purchases has allowed us to shift from our historical seasonality to a more recurring and Destinyyear-round revenue model. In addition, if executed properly, it allows us to increase player engagement as it provides more frequent and incremental content for our players.

Product Development and Support

        We focus on developing enduring franchises combined accountedbacked by well-designed, high-quality games with regular content updates. We build content with the potential for 71%, 72%,broad reach, sustainable engagement and 80%year-round player investment. It is our experience that enduring franchises 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 development 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 intend to continue development of owned franchises in the future.

        We develop and produce our consolidated net revenuestitles using a model in which a group of creative, production, and technical professionals, including designers, producers, programmers, artists, and sound engineers, in coordination with our marketing, finance, analytics, sales, and other professionals, has responsibility for the years ended December 31, 2015, 2014,entire development and 2013, respectively.

The Business Combinationproduction process, including the supervision and Share Repurchasecoordination of internal and, where appropriate, external resources. We believe this model allows us to deploy the best resources for a given task, by supplementing our internal expertise with top-quality external resources on an as-needed basis.

        Activision, Inc. was originally incorporated in California in 1979 and was reincorporated in Delaware in December 1992.

        Activision Blizzard is the resultWhile most of the 2008 business combination ("Business Combination")content for our franchises is developed by and amonginternal studios, we periodically engage independent third-party developers to create content on our behalf. From time to time, Activision also acquires the Company (then known aslicense rights to publish and/or distribute software products that are, or will be, independently created by third-party developers. Since 2010, 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. As a result of the consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. and Vivendi became a majority shareholder of Activision Blizzard. Activision Blizzard is a public company traded on the NASDAQ under the ticker symbol "ATVI."

        On October 11, 2013, we repurchased approximately 429 million shares of our common stock, pursuant to a stock purchase agreement (the "Stock Purchase Agreement") we entered into with Vivendi and ASAC II LP ("ASAC"), an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC. Pursuant to the terms of the Stock Purchase Agreement, we acquired all of the capital stock of Amber Holding Subsidiary Co., a Delaware corporation and wholly-owned subsidiary of Vivendi ("New VH"), which was the direct owner of approximately 429 million shares of our common stock, for a cash payment of $5.83 billion, or $13.60 per share, before taking into account the benefit to the Company of certain tax attributes of New VH assumed in the transaction (collectively, the "Purchase Transaction"). Refer to Note 11 of the Notes to the Consolidated Financial Statements for information regarding the financing of the Purchase Transaction.

        Immediately following the completion of the Purchase Transaction, ASAC purchased from Vivendi 172 million shares of our common stock, pursuant to the Stock Purchase Agreement, for a cash payment of $2.34 billion, or $13.60 per share (the "Private Sale"). Robert A. Kotick, our Chief Executive Officer, and Brian G. Kelly, Chairman of our Board of Directors, are affiliates of ASAC II LLC.

        On May 28, 2014, Vivendi sold approximately 41 million shares, or approximately 50% of its then-current holdings, of our common stockhas been in a registered public offering. Vivendi received proceedslong-term exclusive relationship with Bungie, the developer of approximately $850 million from that sale; we did not receive any proceeds.

        As of December 31, 2015, we had 734 million shares of common stock issuedgame franchises including Halo, Myth and outstanding. At that date, (i) Vivendi held 41 million shares, or approximately 6% of the outstanding shares of our common stock, (ii) ASAC held 172 million shares, or approximately 23% of the outstanding shares of our common stock, and (iii) our other stockholders held approximately 71% of the outstanding shares of our common stock.


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        On January 13, 2016, Vivendi soldMarathon, to publish games in the Destiny franchise. During the term of the agreement, Activision has exclusive, worldwide rights to publish and distribute on multiple platforms all future Bungie games based on Destiny.

        We provide various forms of their remaining sharesproduct support. Central technology and development teams review, assess, and provide support to products throughout the development process. Quality assurance personnel are also involved throughout the development and production of published content. We subject all such content to extensive testing before public release to ensure compatibility with appropriate hardware systems and configurations and to minimize the number of bugs and other defects found in the products. To support our content, we generally provide 24-hour game support to players through various means, primarily online and by telephone.

Marketing, Sales, and Distribution

        Many of our common stock. We did notproducts contain software that enables us to connect with our gamers directly. This provides a significant marketing tool that allows us to communicate and market directly to our customers, including through customized advertising and in-game messaging based on customer preferences and trends. Our marketing efforts also include activities on Facebook, Twitter, YouTube and other online social networks, other online advertising, other public relations activity, print and broadcast 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 our partners. From time to time, we also receive any proceedsmarketing support from the sale.

The King Acquisition

        On November 2, 2015, wehardware manufacturers, producers of consumer products related to a game, and King Digital Entertainment plc, a leading interactive entertainment company for the mobile world incorporated under the laws of Ireland ("King"), entered into a Transaction Agreement (the "Transaction Agreement") under the terms of which we would acquire King (the "King Acquisition") and King would become a wholly-owned subsidiary of the Company. On February 23, 2016 we completed the King Acquisition under the terms of the Transaction Agreement. We transferred $5.9 billionretailers in consideration to the existing King shareholders and share-based award holders.

        The Company made this acquisition because it believes that the addition of King's highly-complementary mobile business will position the Company as a global leader in interactive entertainment across mobile, console and PC platforms, and positions the company for future growth. The combined company has a world-class interactive entertainment portfolio of top-performing franchises.

        As the closing of the King Acquisition occurred subsequent to December 31, 2015, our financial results as of, and for the year ended December 31, 2015, do not contain the results of King.

Our Strategyconnection with their own promotional efforts.

        Our objective isphysical products are available for sale in outlets around the world. These products are sold primarily on a direct basis to continue to be a worldwide leader in the development, publishing,mass-market retailers (e.g., Target, Wal-Mart), consumer electronics stores (e.g., Best Buy), discount warehouses, game specialty stores (e.g., GameStop), and other stores (e.g., Amazon, Toys "R" Us) or through third-party distribution of high-quality interactive entertainment software, online content and services that deliver year-round, highly satisfying and engaging entertainment experiences.licensing arrangements.

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

        Create Shareholder Value.    We continue to focus on enhancing shareholder returns through profitable operations and strong cash flows. As a result, we expect to continue to achieve long-term growth and to deliver returns to our shareholders.

        Grow Through Continued Strategic Acquisitions and Alliances.    We intend to continue to evaluate the expansion of our resources, the geographic reach        Most of our products and content are also available in a digital format, which allows consumers to purchase and download the content at their convenience directly to their console, PC, or mobile device through our intellectual properties library through acquisitions, strategic relationships,platform partners, including Microsoft Corporation ("Microsoft"), Sony Interactive Entertainment Inc. ("Sony"), Nintendo Co., Ltd. ("Nintendo"), Apple Inc. ("Apple"), Google Inc. ("Google"), and key licensing transactions. We will also continueFacebook, Inc. ("Facebook"). Blizzard utilizes its proprietary online gaming service, Battle.net®, to invest in, and build on, existing alliances and relationships.distribute most of Blizzard's content directly to PC consumers.

        In addition we will continue to evaluate opportunitiesserving as a distribution platform, Blizzard's Battle.net offers players communications features, social networking, player matching and digital content delivery and is designed to increase our proven development expertise throughallow people to connect regardless of what Blizzard game they are playing. It attracts millions of active players, making it one of the acquisition of, or investmentlargest online game-related services in selected experienced software development firms.the world.

Manufacturing

        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 online communitiesprepare master program copies for our gamesproducts on each release platform. With respect to products for Microsoft, Sony and franchises.Nintendo consoles, our disk duplication, packaging, printing, manufacturing, warehousing, assembly and shipping are performed by third-party subcontractors or distribution facilities owned by us.

        Microsoft, Sony, and Nintendo generally specify or control the manufacturing and assembly of finished products and license their hardware technologies to us for which we pay an applicable royalty per unit once the manufacturer fills the product order, even if the units do not ultimately sell. We believe that focusing our efforts on online product innovations, such as additional online content, services and social connectivity, provides lasting value to our global communities of players. In addition, we continue to expand into new business models for the digital delivery of content, including offering free-to-play games with monetization through in-game microtransactions along with increased in-game microtransactions within our purchased software products. We are also focused on increasing our presence on new digital platforms, such as mobile and tablet devices.


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deliver the master materials to the licensor or its approved replicator, who then manufactures the finished goods and delivers them to us for distribution under our label.

Significant Customers and Top Franchises

        ExtendCustomers

        While the ReachCompany does sell directly to end consumers in certain instances, such as sales through our Battle.net platform, in other instances our customers may be platform providers, such as Sony, Microsoft, and Apple, or retailers, such as Wal-Mart and GameStop, who act as distributors of our Existing Franchises.    We are focused on identifyingcontent to end consumers. For the year end December 31, 2016, Sony and investing in business opportunities that extend our existing franchises into adjacent entertainment verticals, deepen audience engagement by celebrating our players, deliver high production values to our communities, and provide greater opportunitiesApple each accounted for player investment. This includes investments in our Media Networks and Studios businesses. Our Media Networks business acquired Major League Gaming Inc. ("MLG") which provides an immediate expansion13% of our reach acrossnet revenues. For the rapidly-growing eSports ecosystem by adding proven live streaming capabilitiesyear ended December 31, 2015, Sony and technologies. Competitive gamingMicrosoft accounted for 12% and 10%, respectively, of our net revenues. We did not have any single customer that accounted for 10% or more of our net revenues for the spectator opportunities connected to organized gaming competitions could provide opportunitiesyear ended December 31, 2014.

        We had three customers—Sony, Microsoft, and Wal-Mart Stores, Inc.—who accounted for shareholders17%, 10%, and great rewards and recognition for our hundreds10%, respectively, of millions of players. Our Studios business is focused on producing an animated Skylanders television series which we expect to release in the fall ofconsolidated gross receivables at December 31, 2016, and has begun work on developing a robust cinematic universe based on18%, 13%, and 11%, respectively, of consolidated gross receivables at December 31, 2015.

Top Franchises

        For the year ended December 31, 2016, our top four franchises—Call of Duty, franchise.Candy Crush, World of Warcraft, and Overwatch—collectively accounted for 69% of our net revenues. For the year ended December 31, 2015, our top four franchises—Call of Duty, World of Warcraft, Destiny, and Hearthstone—collectively accounted for 75% of our net revenues. For the year ended December 31, 2014, our top four franchises—Call of Duty, World of Warcraft, Skylanders, and Diablo—collectively accounted for 75% of our net revenues.

Competition

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

        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 who 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 for licenses, and pay more to third-party software developers 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 such competitor's most popular titles. We believe that the main competitive factors in the interactive entertainment industry include: product 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.

        We compete primarily with other publishers of PC, online, mobile, and video game console, PC, and mobile interactive entertainment software. In addition to third-party software competitors, integrated video game console hardware and software companies, such as Microsoft, Nintendo,Sony, and Sony,Nintendo, compete directly with us in the development of software titles for their respective platforms. A number of software publishers have developed and commercialized, or are currently developing, online games for use by consumers over the Internet.consumers. Further, we compete with publishers of mobile games, who may be narrowly focused on publishing games for mobile and tablet devices.games. Lastly, with our Skylanders franchise and its toys and accessories, we compete indirectly with companies who sell toys to our target consumers for this franchise. We expect new competitors to continue to emerge in the "toys to life", MMORPG, free-to-play and other microtransaction-based game categories. Notably in 2015, the toys to life category became more competitive with a new entrant competing directly with us and other incumbents.

Employees

        At December 31, 2015, we had approximately 7,300 total full-time and part-time employees. At December 31, 2015, approximately 110 of our full-time employees were subject to fixed-term employment agreements with us. These agreements generally commit the employee and the Company to employment terms of between one and five years from the commencement of the agreement. Most


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of our employees who are 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. Some employees outside of the United States ("U.S.") are also party to employment agreements that do not specify a fixed term.

        The majority of our employees in France, Germany, Spain, and Italy are subject to collective agreements as a part of normal business practices in those countries. In addition, certain employees in those countries are subject to collective bargaining agreements. To date, we have not experienced any labor-related work stoppages.

Intellectual Property

        Like other interactive entertainment companies, our business is significantly dependent on the creation, acquisition, use and protection of intellectual property. Some of this intellectual property is in the form of copyrighted software code, patented technology, and other technology and trade secrets


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that we use to develop and run our games and to make them run properly.games. Other intellectual property is in the form of copyrighted audio-visual elements that consumers can see, hear and interact with when they are playing our games.

        We develop somea majority of our products frombased on 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.such as Call of Duty, World of Warcraft, and Candy Crush, among others. In addition,other cases, we obtain intellectual property through licenses and service agreements. These agreements, typically limitsuch as for our use of the licensed rights in products for specific time periods. In addition,Destiny franchise. Further, our products that play on game consoles as well as handheld,and mobile and tablet platforms include technology that is owned by the console or wireless device manufacturer,platform provider and is licensed non-exclusively to us for use.use in the relevant product. We also license technology from providers other than console manufacturers.manufacturers in developing our content and services. While we may have renewal rights for some licenses, our business 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 in our products. Moreover, we own or license the brand or title name trademark under which our products are marketed. We register copyrights, trademarks and patents in the U.S. and in other countries as appropriate.

        We often distributeFor our PC products, usingwe use copy protection technology or other technological protection measures to prevent piracy and the use of unauthorized copies of our products. In addition, console manufacturersFor other platforms, the platform providers typically incorporate technological protections and other security measures in their consoles in an effortplatforms to prevent the use of unlicensed products. Weproducts on those platforms. In addition, we are actively engaged in enforcement of our copyright, trademark, patent, and trade secret rights against potential infringers of those rights along with other protective 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 CustomersExecutive Officers

        Our executive officers and their biographical summaries are provided below:

Name
AgePosition

Robert A. Kotick

53President and Chief Executive Officer of Activision Blizzard

Thomas Tippl

50Chief Operating Officer of Activision Blizzard

Dennis Durkin

46Chief Financial Officer of Activision Blizzard

Eric Hirshberg

48President and Chief Executive Officer of Activision

Michael Morhaime

49President and Chief Executive Officer of Blizzard

Brian Stolz

41Chief People Officer of Activision Blizzard

Christopher Walther

50Chief Legal Officer of Activision Blizzard

Riccardo Zacconi

48Chief Executive Officer of King

Robert A. Kotick, President and Chief Executive Officer of Activision Blizzard

        We had two customers, Sony and Microsoft, who accounted for 12% and 10%Robert A. Kotick has been a director of our consolidated net revenues for the year ended December 31, 2015, respectively. We did not have any single customer that accounted for 10% or moreActivision Blizzard since February 1991, following his purchase of our consolidated net revenues for the years ended December 31, 2014 or 2013. We had three customers, Sony, Microsoft, and Wal-Mart, who accounted for 18%, 13%,


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and 11% of consolidated gross receivables at December 31, 2015, respectively, and 13%, 17%, and 11% of consolidated gross receivables at December 31, 2014, respectively.

Reportable Segments

        We have two reportable operating segments: (i) Activision Publishing, Inc. and its subsidiaries—publishing interactive entertainment software products and downloadable content, and (ii) Blizzard Entertainment, Inc. and its subsidiaries—publishing real-time strategy games, role-playing games and online subscription-based gamesa significant interest in the MMORPG category. Previously, we reported "Distribution" asCompany, which was then on the verge of insolvency. Mr. Kotick was our Chairman and Chief Executive Officer from February 1991 until July 2008, when he became our President and Chief Executive Officer in connection with the Business Combination. Mr. Kotick is also a reportable segment. In the current period, this was no longer deemed a separate reportable segment and is included in "Other" along with our recently announced Media Networks and Studios businesses.

        See Note 13member of the Notes to Consolidated Financial Statements for certain additional information regarding operating segments and geographical performance.

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 and year-round engagement. 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 periodboard of time. We believe that the publishing and distributiondirectors of products and content based on proven franchises enhances predictability of revenuesThe Coca-Cola Company, a multinational beverage corporation, and the probabilityboards of high unit volume salestrustees for The Center for Early Education and operating profits. Our successful intellectual properties includethe Harvard-Westlake School. He is also vice chairman of the board and chairman of the committee of trustees of the Los Angeles County Museum of Art. In addition, Mr. Kotick is the founder and co-chairman of the Call of Duty Endowment, a nonprofit, public benefit corporation that seeks to help organizations that provide job placement and Skylanders franchises, and we intend to continue development of owned franchises in the future. We also have an exclusive long-term alliance with Bungie, the developer of the successful Destiny franchise.

        Execute Disciplined Product Selection and Development Processes.    The success of our publishing business depends, in significant part, on our ability to develop high-quality content that will generate significant demand among our global communities. Our publishing units have implemented a formal control processtraining services for the selection, development, production and quality assurance of that content. We apply this process, which we refer to as the "Greenlight Process," to all of our products and content, whether they are externally or internally developed. The Greenlight Process includes regular in-depth reviews at important stages of development by a team that includes many of our highest-ranking operating managers and enables coordination among our sales, marketing and development staff at each step in the process.

        We develop our content and 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 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 Content and Product Offerings, Diversity in Platforms and Geographies.    We believe Activision has aligned its product offerings and cost structure to position the business for long-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 broad range of gamers, ranging from children to adults and from core gamers to mass-market consumers and to "value" buyers seeking budget-priced software, in a variety of geographies. Presently, the majority of products that we develop, publish and distribute operate on the PS4, PS3, Xbox One, Xbox 360, Wii U, and Wii console systems, and the PC.


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Products

        In recent years, Activision has been best known for its success in the first-person action category from its internally-developed intellectual property, Call of Duty. Our latest release,Call of Duty: Black Ops III, was released on November 6, 2015, and was the #1 best-selling console game globally for 2015, according to The NPD Group, GfK Chart-Track, and our internal estimates.

        On September 20, 2015, Activision launchedSkylanders SuperChargers, the fifth title in our Skylanders franchise, an internally-developed intellectual property that combines the use of physical toys with video games to deliver innovative gameplay experiences to our audience. Specifically, the games in the Skylanders franchise involve "smart toys" consisting of action figures and accessories and an electronic "portal" which, when used with a figure or accessory, allows a player to store and access information about his or her performance in the game. We sell the toys and accessories both bundled with the software for the titles and on a stand-alone basis.Skylanders SuperChargers continues with the innovative "toys to life" concept with the new "vehicles to life" concept which includes online multiplayer and racing gameplay.

        On September 9, 2014, Activision released Bungie'sDestiny, an online universe of first-person action gameplay which we have called the world's first "shared-world shooter". On May 19, 2015, Activision releasedHouse of Wolves, the second expansion toDestiny, and on September 15, 2015, Activision releasedThe Taken King, the third and largest expansion toDestiny.

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

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 other departments, has 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 and release content through, 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 periodically engages independent third-party developers to create content on Activision's behalf. We may either own 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, or reserve certain exploitation rights with respect thereto. 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 further product development.

        In consideration for the services that external third-party developers provide, the developers can sometimes 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


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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 external 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 a long-term exclusive relationship with Bungie, the developer of game franchises includingHalo, Myth andMarathon, to bring Bungie's next big action game universe,Destiny, to market. During the term of the agreement, Activision has exclusive, worldwide rights to publish and distribute all future Bungie games based onDestiny on multiple platforms.

        Activision provides various forms of product support to both our internally and externally developed content. Activision's central technology and development teams review, assess and provide support to products throughout their milestone development phases. Quality assurance personnel are also involved throughout the development and production of published content. Activision subjects all such content 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 content, Activision generally provides 24-hour online access to customer service representatives, as well as live telephone operators who answer the help lines during regular business hours.

Marketing, Sales, and Distribution

        Many of our products contain software that enables customers to "electronically register" with us online, which allows us to connect with our gamers directly. This provides a significant marketing tool for direct advertising with our customers and customization of in-game advertising based on customer preferences and trends. Additionally, 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 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, Nintendo, and Sony. 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.

        We believe that our strong proven franchises generate a loyal and devoted customer base that continues to engage with our franchises and purchase additional content as a result of their dedication to a franchise and satisfaction from previous content purchases. We therefore market this additional content, including 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 for our licensed properties from the marketing and promotional activities undertaken by the underlying intellectual property owners, in addition to our own marketing efforts.

        North American Retail 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, Amazon, Best Buy, GameStop, Target, Toys "R" Us and Wal-Mart.

        In the 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, as well to consumers through direct digital purchases. We believe that a direct relationship with retailers 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


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retailers to facilitate the placing and shipping of orders. We also sell our products to a limited number of distributors.

        International Retail 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 Australia, China, France, Germany, Ireland, Italy, the Netherlands, Spain, Sweden, and the United Kingdom ("U.K."). 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.

        Digital Distribution.    Online and digital distribution channels are continuing to grow and comprise a significant part of our business. Most 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 system, or handheld, mobile or tablet device. We partner with digital distributors to utilize this growing method of distribution. We also make downloadable content and in-game microtransactions available to our customers to enhance their gaming experience through the digital online services mainly provided by Microsoft and Sony. In addition, we are exploring new business models involving digital distribution, including offering free-to-play games with monetization through in-game microtransactions.

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 Microsoft, Nintendo, and Sony systems, our disk duplication, packaging, printing, manufacturing, warehousing, assembly and shipping are performed by third-party subcontractors and Activision-owned distribution facilities.

        To maintain protection over their hardware technologies, Microsoft, Nintendo, and Sony generally specify or control the manufacturing and assembly of finished 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—Business Overview

Strategy

Maintain and Build upon Our Leadership Position in the Subscription-Based MMORPG Category and PC Online Categories. Currently, Blizzard operates five franchises, with a sixth slated for release in the spring of 2016. Our games are available in many countries and regions including Argentina, Australia, Brazil, Canada, Chile, China, Europe (including Russia), Mexico, New Zealand, South Korea, Southeast Asia, the U.S., and the regions of Hong Kong, Macau and Taiwan. Blizzard plans to maintain and build upon our leadership position in online gaming by regularly providing new content, game features and online services to further enhance the loyalty of our subscriber base, as well as to expand our global game footprint to new geographies.

        Blizzard's strategy encompasses a careful and long-held approach to growing its community and deepening its engagement with high-quality content.veterans.


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ProductsThomas Tippl, Chief Operating Officer of Activision Blizzard

        WorldThomas Tippl became our Chief Operating Officer in March 2010. Prior to that, he served as our Chief Corporate Officer from March 2009 until March 2010. In addition, Mr. Tippl served as our Chief Financial Officer from July 2008 until February 2012. Mr. Tippl joined the Company as the Chief Financial Officer of Warcraft,Activision in October 2005. Prior to joining the leading subscription-based MMORPGCompany, Mr. Tippl served as the head of investor relations and #1 PC franchise by lifetime revenues, was initially launched in November 2004.Worldshareholder services at The Procter & Gamble Company, a manufacturer of Warcraft is available in multiple languagesconsumer goods products, from 2004 to 2005. Mr. Tippl also served as the finance director of Procter & Gamble's Baby Care Europe division, and has earned awards and praise from publications around the world. Since the first release ofWorld of Warcraft, Blizzard has launched five expansion packs in all regions in which the game is supported. The most recent expansion,World of Warcraft: Warlords of Draenor, which was released in November 2014. We expect the next expansion,World of Warcraft: Legion, to be released in the summer of 2016.

        In July 2010, Blizzard launched the real-time strategy PC game,StarCraft II: Wings of Liberty®, simultaneously around the world. The first game in the StarCraft franchise was released in 1998 and was an early leader in global eSports and remains so today. In November 2015, Blizzard released the second expansion pack,StarCraft II: Legacyas a member of the Void™, completingboard of directors of the StarCraft II trilogy.joint venture between Procter & Gamble and Fater in Italy from 2001 to 2003. Mr. Tippl co-founded Procter & Gamble's Equity Venture Fund in 1999 and also served as the associate director of acquisitions and divestitures for Procter & Gamble from 1999 to 2001. Prior to 1999, Mr. Tippl served in various financial executive positions for Procter & Gamble in Europe, China and Japan. Mr. Tippl holds a master's degree in economics and social sciences from the Vienna University of Economics and Business Administration.

Dennis Durkin, Chief Financial Officer of Activision Blizzard

        In May 2012, Blizzard released        Dennis Durkin became our Chief Financial Officer in March 2012. Prior to joining the action role-playing gameCompany, Mr. Durkin held a number of positions of increasing responsibility at Microsoft Corporation, a computing hardware and software manufacturer, most recently serving as the corporate vice president and chief operating and financial officer of Microsoft Corporation's interactive entertainment business, which included the Xbox console business. Prior to joining Microsoft Corporation's interactive entertainment business in 2006, Mr. Durkin worked on Microsoft Corporation's corporate development and strategy team, including two years where he was based in London, England, driving pan-European activity. Before joining Microsoft Corporation, Mr. Durkin was a financial analyst at Alex. Brown and Company. Mr. Durkin holds a B.A. degree in government from Dartmouth College and an M.B.A. degree from Harvard University.

Diablo IIIEric Hirshberg, President and Chief Executive Officer of Activision for

        Eric Hirshberg became the PC at retailPresident and through digital distribution. The first Diablo game was releasedChief Executive Officer of Activision in 1996. In subsequent years, Blizzard released an expansion pack for the game,ReaperSeptember 2010. Prior to joining us, Mr. Hirshberg served in positions of Souls™, that was also made available on next-generationincreasing responsibility with Deutsch LA, a marketing and prior-generation consoles. In June 2015,Diablo IIIadvertising agency, most recently serving as its co-chief executive officer and its expansion were released for PCchief creative officer. Prior to working at Deutsch LA, Mr. Hirshberg worked at Fattal & Collins, a marketing and advertising agency. Mr. Hirshberg holds a B.F.A. degree from the University of California at Los Angeles.

Michael Morhaime, President and Chief Executive Officer of Blizzard

        Michael Morhaime became Chief Executive Officer of Blizzard and an executive officer of Activision Blizzard in China.

July 2008 in connection with the Business Combination. Mr. Morhaime co-founded Blizzard commercially launchedHearthstone: Heroesin February 1991, and transitioned to the role of Warcraft, an online collectible card game,Blizzard's President in March 2014. Later in 2014, additional content forApril 1998. Mr. Morhaime served on the game was released, and versionsexecutive committee of Vivendi Games from January 1999, when Blizzard became a subsidiary of Vivendi Games, until the consummation of the game for iOS, Android, and Windows tablet devicesBusiness Combination, when Blizzard became available. In April 2015,Hearthstone: Heroes of Warcraft was released for iOS and Android smartphones. Three new content releases were also introduced in 2015, with the most recent being the game's third adventure pack,The League of Explorers, in November 2015.Hearthstone: Heroes of Warcraft was Blizzard's first free-to play game.

        In June 2015, Blizzard releasedHeroesa subsidiary of the Storm,Company. Mr. Morhaime holds a new online hero brawler.HeroesB.S. degree in electrical engineering from the University of the Storm brings together a diverse cast of iconic characters from Blizzard's realms of science fiction and fantasy, including the Warcraft®, StarCraft, and Diablo universes. The game is free to play, while individual heroes, skins, and other items can be purchased (or earned) in-game.

        Additionally, Blizzard maintains an online gaming service, Battle.net. Battle.net facilitates digital distribution and online social connectivity across all Blizzard games.California at Los Angeles

Product Development and Support

        As a development studio and the creator and publisherBrian Stolz, Chief People Officer of the World of Warcraft, Diablo, StarCraft, Hearthstone: Heroes of Warcraft, and Heroes of the Storm franchises,Activision 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 player engagement and attract new players, Blizzard continues to develop new expansions and patches to upgrade its games. In addition to its headquarters in Irvine, California, Blizzard maintains offices in or around Austin, Texas; San Francisco, California; Paris, France; Cork, Ireland; Seoul, South Korea; Singapore; Shanghai, China; and Taipei, Taiwan to provide 24/7 game support to players ofWorld of Warcraft and other Blizzard games in their native language, enhance online community management, and tailor marketing initiatives to specific regions.

Marketing, Sales, and Distribution

        Blizzard distributesBrian Stolz became our Chief People Officer in May 2016. Prior to joining the Company, Mr. Stolz served as senior vice president of the neurology, dental, and generics businesses of Valeant Pharmaceuticals, a pharmaceutical company. Before that, Mr. Stolz served as Valeant's executive vice president of administration and its productschief human capital officer. Prior to joining Valeant, Mr. Stolz held positions as a principal at ghSMART, a leadership consulting and generates revenues worldwide through various means, including: subscriptions; sales of prepaid subscription cards; add-on servicesadvisory firm, and products such as card packs, heroes, realm transfers, faction changes, character level boost, character customizationsan associate principal at McKinsey & Co., a strategy consulting firm. Mr. Stolz holds a B.S. degree in finance from Georgetown University and skin, and other cosmetic and functional items; retail sales of physical "boxed" products; online download sales of PC products; purchases and downloads via third-party console, mobile and tablet platforms; and licensing of software to third-party or related party companies that distribute World of Warcraft,an M.B.A. degree from Harvard University.


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Diablo, StarCraft, Hearthstone: HeroesChristopher Walther, Chief Legal Officer of Warcraft,Activision Blizzard

        Christopher Walther became our Chief Legal Officer in November 2009 and Heroesserved as our Secretary from February 2010 until February 2011. Prior to joining us, Mr. Walther held a number of positions of increasing responsibility within the legal department of The Procter & Gamble Company from 1992 to 2009, including serving as the general counsel for Central and Eastern Europe, Middle East and Africa, general counsel for Northeast Asia and, most recently, as general counsel for Western Europe. Mr. Walther also led Procter & Gamble's corporate and securities and mergers and acquisitions practices. Before joining Procter & Gamble, Mr. Walther served as a law clerk for Senior Judge Harry W. Wellford of the Storm products. ManyUnited States Sixth Circuit Court of Appeals. Since 2012, Mr. Walther has served on the board of directors of the Alliance for Children's Rights. Mr. Walther has also served as our representative on the board of directors of the Entertainment Software Association since 2013. Mr. Walther holds a B.A. degree in history and Spanish from Centre College and a J.D. degree from the University of Kentucky College of Law.

Riccardo Zacconi, Chief Executive Officer of King

        Riccardo Zacconi serves as the Chief Executive Officer of King and became an executive officer of Activision Blizzard in February 2016 in connection with the King Acquisition. Mr. Zacconi co-founded King in March 2003, and has served as its chief executive officer since its founding. Prior to founding King, Mr. Zacconi served as vice president of European sales and marketing at uDate.com, an online dating service, from 2002 until that company's acquisition later that year. From 2001 to 2002, Mr. Zacconi served as entrepreneur in residence at Benchmark Capital Partners, a venture capital firm. Prior to joining Benchmark Capital, he was managing director for Spray Network, an online messaging portal based in Hamburg, Germany, from 1999 until its sale in 2000. Prior to 1999, Mr. Zacconi served in various investment and consulting positions of increasing responsibility with The Boston Consulting Group and LEK Consulting, both of which are management consulting firms. Mr. Zacconi holds a B.A. degree in economics from LUISS University in Italy.

Employees

        At December 31, 2016, we had approximately 9,600 total full-time and part-time employees. At December 31, 2016, approximately 200 of our servicesfull-time employees were subject to fixed-term employment agreements with us.

        The majority of our employees in France, Germany, Spain, and productsItaly are digitally enabled, which allows ussubject to take advantagecollective agreements as a part of these rapidly growing channels and to reinforce Blizzard's long-term relationships with its gamers.normal business practices in those countries. In addition, Blizzard operates the online gaming service, Battle.net, which attracts millions of active players, making it one of the largest online game-related servicescertain employees in the world. The service offers players communications features, social networking, player matching and digital content delivery and is designedthose countries are subject to allow people to connect regardless of what Blizzard game they are playing.collective bargaining agreements. To date, we have not experienced any labor-related work stoppages.

Other—Business Overview

Media Networks

        Media Networks is a new division devoted to eSports and builds on our competitive gaming efforts by creating ways to deliver the best-in-class fan experience across games, platforms and geographies with a long-term strategy of monetization through advertising, sponsorships, tournaments, and premium content. On December 22, 2015, we acquired the business of Major League Gaming, Inc. to expand our reach across the rapidly-growing eSports ecosystem by adding proven live streaming capabilities and technologies to the Media Networks division. See Note 23 of the Notes to Consolidated Financial Statements included in Item 8 of this Annual Report on Form 10-K for certain additional information regarding the acquisition of MLG.

Studios

        The launch in 2015 of our film and television studios business is an important step in implementing our strategy of expanding the platforms through which we offer our compelling intellectual property to existing fans and new audiences around the world. This includes an animated Skylanders television series which is already in production and expected to be released in the fall of 2016. In the longer term we are working on developing a robust cinematic universe based on the Call of Duty franchise.

Distribution

        Through our Distribution business 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 Microsoft, Nintendo, and Sony. Centresoft is Sony's preferred distributor of PlayStation products to the independent retail sector of the U.K.

Additional Financial Information

        See Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations" and Note 13 of the Notesnotes to Consolidated Financial Statementsconsolidated 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"Management's Overview of Business TrendsTrends" 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. See Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations" for information regarding product development expense during the past three years.


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Available Information

        Our website, located athttp://www.activisionblizzard.com, allows free-of-charge access free-of-charge to our Annual Reportannual reports on Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, proxy statements and amendments to those reportsdocuments filed or furnished pursuant to Section 13(a) or 15(d) of the Securities Exchange Act of 1934, as amended (the "Exchange Act"). 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        Our SEC filings are also available to the public over the Internet at the SEC's website at http://www.sec.gov. Additionally, 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 (information20549. Information on the operation of the Public Reference Room is availablemay be obtained 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.1-800-SEC-0330.

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,SEC, could cause our actual results to differ materially from those stated in forward-lookingforward-looking statements contained in this document and elsewhere. These risks are not presented in order of importance or probability of occurrence. Further, the risks described below are not the only risks that we face. Additional risks and uncertainties not currently known to us or that we currently deem immaterial may also impair our business operations. Any of these risks may have a material adverse effect on our business, reputation, financial condition, results of operations, profitability, cash flows, liquidity or stock price.

WeIf we do not consistently deliver popular, high-quality content in a timely manner, or if consumers prefer competing products, our business may not realize the anticipated benefits from the King Acquisition.be negatively impacted.

        On February 23, 2016,Consumer preferences for games are usually cyclical and difficult to predict, and even the most successful content remains popular for only limited periods of time, unless refreshed with new content or otherwise enhanced. In order to remain competitive, we completedmust continuously develop new products or enhancements to existing products. These products may not be well-received by consumers, even if well-reviewed and of high quality. Further, competitors may develop content that imitates or competes with our best-selling games, potentially taking sales away from them or reducing our ability to charge the King Acquisition. The acquisitionsame prices we have historically charged for our products. These competing products may take a larger share of consumer spending than anticipated, which could cause product sales to fall below expectations. If we do not continue to develop consistently high-quality and integrationwell-received games, if our marketing fails to resonate with our consumers, if consumers lose interest in a genre of games we produce, if the King business exposesuse of cross-promotion within our mobile games to retain consumers becomes less effective, or if our competitors develop more successful products or offer competitive products at lower prices, our revenues and profit margins could decline. Further, a failure by us to develop a numberhigh-quality product, or our development of legal, financial, accounting, tax, managerial, operationala product that is otherwise not well-received, could potentially result in additional expenditures to respond to consumer demands, harm our reputation, and other risks and challenges. Anyincrease the likelihood that our future products will not be well-received. The increased importance of downloadable content to our business amplifies these risks, or challenges could adversely affect our financial position, profitability and stock price. Such risks and challenges include, but are not limited to, the following:

function as


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    advertised or otherwise, our sales may suffer. The risk that this may occur is particularly pronounced with respect to our games with online features because they involve ongoing consumer expectations, which we may not be able to consistently satisfy. Our games with online features are also frequently updated, increasing the risk that a game may contain significant "bugs." If any of these issues occur, consumers may stop playing the game and may be less likely to return to the game as often in the future, which may negatively impact our business.

            Further, delays in product releases or disruptions following the commercial release of one or more new products could have a material adverse effect on our revenues and reputation and could cause our results of operations to be materially different from expectations. If we fail to release our products in a timely manner, or if we are unable to continue to extend the life of existing games by adding features and functionality that will encourage continued engagement with the game, our business may be negatively impacted.

            Additionally, the amount of lead time and cost involved in the development of high-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 critical it is that we accurately predict consumer demand for such product. If our future products do not achieve expected consumer acceptance or generate sufficient revenues upon introduction, we may not be able to recover the substantial up-front development and marketing costs associated with those products.

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

            We follow a franchise model and a significant portion of our revenues has historically been derived from products based on a relatively small number of popular franchises. These products are responsible for a disproportionately high percentage of our profits. For example, revenues associated with the Call of Duty, Candy Crush, World of Warcraft, and Overwatch franchises, collectively, accounted for approximately 69% of our net revenues, and a significantly higher percentage of our operating income, for 2016. We expect that a relatively 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 could negatively impact our business. Additionally, if the popularity of a franchise declines, we may have to write off the unrecovered portion of the underlying intellectual property assets, which could negatively impact our business. Further, if a new franchise does not gain consumer acceptance, whether because we are unable to successfully create consumer appeal and brand recognition or for other reasons, our business could be negatively impacted.

    We may be unable to effectively manage the growth in the scope and complexity of our business.

            We have experienced significant growth in the scope and complexity of our business, including through the acquisition of King and the development of our MLG, Studios and consumer products businesses. Our future success depends, in part, on our ability to manage this expanded business. The growth of our business could create significant challenges for our management, operational, and financial resources, and could increase existing strain on, and divert focus from, our core businesses. If not managed effectively, this growth could result in the over-extension of our operating infrastructure, and our management systems, information technology systems, and internal controls and procedures may not be adequate to support this growth. Failure to adequately manage our growth in any of these ways may cause damage to our brand or otherwise negatively impact our business. Further, any failure by these new businesses may damage our reputation or otherwise negatively impact our core business of interactive software products and entertainment content.


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    The increasing importance of free-to-play games to our business exposes us to the risks of that business model, including the dependence on a relatively small number of consumers for a significant portion of revenues and profits from any given game.

    As a result of, among other things, the King Acquisition, we have recordedare more dependent on our ability to develop, enhance and monetize free-to-play games, such as the games in our Candy Crush franchise andHearthstone. As such, we are increasingly exposed to the risks of the free-to-play business model. For example, we may invest in the development of new free-to-play interactive entertainment products that do not achieve significant goodwillcommercial success, in which case our revenues from those products likely will be lower than anticipated and we may not recover our development costs. Further, if: (1) we are unable to continue to offer free-to-play games that encourage consumers to purchase our virtual currency and subsequently use it to buy our virtual items; (2) we fail to offer monetization features that appeal to these consumers; (3) these consumers do not continue to play our free-to-play games or purchase virtual items at the same rate; (4) our platform providers make it more difficult or expensive for players to purchase our virtual currency; or (5) we cannot encourage significant additional consumers to purchase virtual items in our free-to-play games, our business may be negatively impacted.

            Furthermore, as there are relatively low barriers to entry to developing mobile or online free-to-play or other casual games, we expect new competitors to enter the market and existing competitors to allocate more resources to developing and marketing competing games and applications. We compete, or may compete, with a vast number of small companies and individuals who are able to create and launch casual games and other definite lived intangible assetscontent using relatively limited resources and with relatively limited start-up time or expertise. Competition for the attention of consumers on mobile devices is intense, as the number of applications on mobile devices has been increasing dramatically, which, in turn, has required increased marketing to garner consumer awareness and attention. This increased competition could negatively impact our balance sheet. business. In addition, a continuing industry shift to free-to-play games could result in a deprioritization of our other products by traditional retailers and distributors.

    Our industry is subject to rapid technological change, and if we do not adapt to, and appropriately allocate our resources among, emerging technologies and business models, our business may be negatively impacted.

            Technology changes rapidly in the interactive entertainment industry. We must continually anticipate and adapt our products, distribution channels and business models to emerging technologies and delivery platforms in order to stay competitive. Forecasting our revenues and profitability for these new products, distribution channels and business models is inherently uncertain and volatile, and if we invest in the development of interactive entertainment products or distribution channels incorporating a new technology or for a new platform that does not achieve significant commercial success, whether because of competition or otherwise, we may not recover the often substantial "up front" cost of developing and marketing those products and distribution channels, or recover the opportunity cost of diverting management and financial resources away from other products or distribution channels. Further, our competitors may adapt to an emerging technology or business model 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, or otherwise elect not to pursue new business models, that achieve significant commercial success, it may have adverse consequences. It may take significant time and resources to shift product development resources to that technology, platform or business model, as the case may be, and may be more difficult to compete against existing products incorporating that technology or for that platform or against companies using that business model.


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    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 revenues derived from digital content delivery, as compared to traditional retail sales, continues to increase. The increased importance of digital content delivery in our industry increases our potential competition, as the minimum capital needed to produce and publish a digitally delivered game, particularly a new game for mobile platforms, 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. Also, while digitally-distributed products generally have higher profit margins than retail sales, the risk profile for us, as the publisher, may be increased as business shifts to digital distribution, since the volume of initial orders from retailers for physical discs could be reduced.

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

            Within the interactive entertainment industry, we compete with other publishers of interactive entertainment software, both within and outside the United States. Our competitors include very large corporations with significantly greater financial, marketing and product development resources than we have. Our larger competitors may be able to leverage their greater financial, technical, personnel and other resources to provide larger budgets for development and marketing and make higher offers to licensors and developers for commercially desirable properties, as well as adopt more aggressive pricing policies to develop more commercially successful video game products than we do. In addition, competitors with large product lines and popular games typically have greater leverage with retailers, distributors and other customers, who may be willing to promote products with less consumer appeal in return for access to those competitors' more popular games.

            Additionally, we compete with other forms of entertainment and leisure activities. Further, it is difficult to predict and prepare for rapid changes in consumer demand that could materially alter public preferences for different forms of entertainment and leisure activities. Failure to adequately identify and adapt to these competitive pressures could negatively impact our business.

    If we are unable to sustain traditional pricing levels for our products, our business may be negatively impacted.

            If we are unable to sustain traditional pricing levels for our console or PC titles or the associated downloadable content, whether due to competitive pressure, because retailers or other third parties elect to price these products at a lower price, or otherwise, it could have a negative impact on our business. Further, our decisions around the development of new game content are grounded in assumptions about eventual pricing levels. If there is price compression in the market after these decisions are made, it could have a negative impact on our business.

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

            Our employees are our greatest asset. As such, our success depends to a significant extent on our ability to identify, attract, hire, retain and utilize the abilities of qualified personnel, particularly personnel with the specialized skills needed to create and sell the high-quality, well-received content upon which our business is substantially dependent. The software industry generally experiences a high level of employee mobility and aggressive recruiting among competitors for employees with technical, marketing, sales, engineering, product development, creative and/or 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, it could have a negative impact on our business.


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    We rely on external developers to develop some of our software products.

            We rely on external software developers to develop some of our software products, particularly in the mobile space. 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 for us or require us to fund additional costs.

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

      Reliance on external developers reduces our visibility into, and control over, development schedules and operational outcomes compared to those when utilizing internal development resources.

            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 valueproducts subject to these arrangements do not generate sufficient revenues to recover these royalty advances, we would have to write off unrecovered portions of these assets,payments, which could negatively impact our business. Typically, we may be requiredpay developers a royalty based on a percentage of net revenues from product sales, less agreed upon deductions, but from time to incur charges relatingtime, we have agreed to pay developers fixed per unit product royalties after royalty advances are fully recouped. To the impairmentextent that sales prices of these assets.

products on which we have agreed to pay a fixed per unit royalty are marked down, it could negatively impact our business.

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, from time to time, we acquire, make investments in, or enter into strategic alliances and joint ventures with, complementary businesses. These transactions may involve significant risks and uncertainties, including: (A) in the case of an acquisition, (i) the potential for the acquired business to underperform relative to our expectations and the acquisition price, (ii) the potential for the acquired business to cause our financial results to differ from expectations in any given period, or over the longer-term, (iii) unexpected tax consequences from the acquisition, or the tax treatment of the acquired business's operations going forward, giving rise to incremental tax liabilities that are difficult to predict, (iv) difficulty in integrating the acquired business, its operations and operationsits employees in an efficient and effective manner, (ii)(v) any unknown liabilities or internal control deficiencies assumed as part of the acquisition, and (iii)(vi) the potential loss of key employees of the acquired businesses, and, (B) in the case of an investment, alliance or joint venture, (i) our ability to cooperate with our partner, (ii) our partner having economic, business or legal interests or goals that are inconsistent with ours, and (iii) the potential that our partner may be unable to meet its economic or other obligations, which would require us to fulfill those obligations alone. 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 United States could be conducted by our employees, contractors, third-party partners, representatives or agents in ways that violate anti-bribery laws. 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


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success, and the risk that our strategic objectives, cost savings or other anticipated benefits are otherwise not achieved.

We depend on a relatively small number        On February 23, 2016, we completed the King Acquisition. In addition to the above listed risks, by acquiring King we assumed certain liabilities that may prove to be greater than anticipated. The liabilities we assumed include those with respect to King's ongoing legal proceedings, including the purported securities class action lawsuit relating to King's initial public offering in March 2014, and those with respect to King's potential tax liabilities in various jurisdictions. Any of franchises for a significant portion ofthese liabilities or deficiencies may increase our revenuesexpenses and profits.

        A significant portion ofadversely affect 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, revenues associated with the Call of Duty, World of Warcraft, Skylanders, and Destiny franchises accounted for approximately 71% of our net revenues, and a significantly higher percentage of our operating income, for 2015. Similarly, King's top two franchises—Candy Crush and Farm Heroes—accounted for a substantial majority of King's revenues in 2015. We expect that a relatively 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 could negatively impact our business.financial position.

If we do not consistently deliver high-quality content, or if consumers prefer competing products, our sales could suffer.

        While many new products are regularly introduced in our industry, only a relatively small number of games account for a significant portion of revenues, and an even greater portion of profit. It is difficult to produce high-quality content and to predict, prior to production and distribution, what games will be well-received, even if they are well-reviewed and of high-quality. Competitors often develop content that imitates or competes with our best-selling games, and take sales away from them or reduce our ability to charge the same prices we have historically charged for our products. 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 games, or if our competitors develop more successful products or offer competitive products at lower prices, our revenues, margins and profitability could decline. The increased importance of downloadable content to our business amplifies these risks, as downloadable content for poorly-received games


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typically generates lower-than-expected sales. In addition, our own best-selling products could compete with our other games, reducing sales for those other games. 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 not be well-received.

We have taken on significantOur debt which could adversely affect our business.

        Prior to the Purchase Transaction,As of December 31, 2016, the Company maintained extremely low levels of debt. In connection with the Purchase Transaction, we entered into a credit agreement for a $2.5 billion secured term loan facility and a $250 million secured revolving credit facility. The credit agreement was amended in connection with the King Acquisition (as amended from time to time, the "Credit Agreement") to, among other things, provide for an incremental $2.3 billion secured term loan facility. In addition, in connection with the Purchase Transaction, we issued, at par, $1.5 billion of 5.625% unsecured senior notes due September 2021 (the "2021 Notes") and $750 million of 6.125% unsecured senior notes due September 2023 (the "2023 Notes" and, together with the 2021 Notes, the "Notes"). As of the date hereof, the Company hashad approximately $5.9$4.9 billion of long-term debt outstanding. The increasedOur debt burden could have important consequences, including: increasing our vulnerability to general adverse economic and industry conditions; limiting our flexibility in planning for, or reacting to, changes in our business and our industry; requiring the dedication of a substantial portion of any cash flow from operations tofor the payment of principal of, and interest on our indebtedness, thereby reducing the availability of such cash flow to fund our operations, growth strategy, working capital, capital expenditures, future business opportunities, and other general corporate purposes; exposing us to the risk of increased interest rates with respect to any borrowings that are at variablefloating rates of interest; restricting us from making strategic acquisitions or causing us to make non-strategic divestitures; limiting our ability to obtain additional financing for working capital, capital expenditures, research and development, debt service requirements, acquisitions and general corporate or other purposes; limiting our ability to adjust to changing market conditions; and placing us at a competitive disadvantage relative to our competitors who are less highly leveraged. In addition, a significant portion of our cash and investments are held outside the United States, and we may not be able to service our debt without undergoing the costs of repatriating those funds.

The agreements governing our debt contain various covenants that impose restrictions on us that may affect our ability to operate our business.

        Agreements governing our indebtedness, including the indenture governing the Notesour credit agreement and the Credit Agreement,indentures governing our notes, impose operating and financial restrictions on our activities. These restrictions require us to comply with or maintain certain financial tests and ratios. In addition, the indentureunder certain circumstances, our credit agreement and credit agreementindentures may limit or prohibit our ability to, among other things:

    incur additional debt and guarantees;

    pay distributions or dividends and repurchase stock;

    make other restricted payments, including without limitation, certain restricted investments;

    create liens;

    enter into agreements that restrict dividends from subsidiaries;

    engage in transactions with affiliates; and

    enter into mergers, consolidations or sales of substantially all of our assets.

In addition, we are required to maintain a maximum total net debt ratio calculated pursuant to a financial maintenance covenant under the Credit Agreement.


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        These restrictions on our ability to operate our business could seriously harm our business by, among other things, limiting our ability to take advantage of financing, merger and acquisition and other corporate opportunities.

credit agreement. Further, various risks, uncertainties and events beyond our control could affect our ability to comply with these covenants. Failure to comply with any of the covenants in our financing agreements could result in a default under those agreements and under other agreements containing cross-default provisions. Such a default would permit lenders to accelerate the maturity of the debt under these agreements and to foreclose upon any collateral securing the debt.agreements. Under these circumstances, we might not have sufficient funds or other resources to satisfy all of our obligations, including our obligations under the indenture governing the Notesour credit agreement or the Credit Agreement.indentures governing our notes. In addition, the limitations imposed by financing agreements on our ability to incur additional debt and to take other actions might significantly impair our ability to obtain other financing. We cannot assure youThere can be no assurances that we will be granted waivers or amendments to these agreements if for any reason we are unable to comply with these agreements or that we will be able to refinance our debt on terms acceptable to us, or at all.

We may not be able to borrow funds under our revolving credit facility if we are not able to meet the conditions to borrowing underinvolved in legal proceedings that facility.

        We view our revolving credit facility ashave a source of available liquidity. This facility contains various conditions, covenants and representations with which we must be in compliance in order to borrow funds. We have not borrowed under the revolving credit facility to date, but if we wish to do so, there can be no assurance that we will be in compliance with these conditions, covenants and representations at such time.

We may be unable to effectively manage the growth in scope and complexity ofnegative impact on our business.

        We have experienced significant growthFrom time to time, we are involved in claims, suits, government investigations, audits and proceedings arising in the scope and complexityordinary course of our business, including through the development of our Media Networks and Studios businesses. Our future success depends, in part, on our abilityactions with respect to manage this expanded business. The growth of our business could create significant challenges for our management, operational, and financial resources, and could increase existing strain on, and divert focus from, our core businesses.

        In addition, the growth of these new businesses may require significant capital expenditures and allocation of valuable management and employee resources. If not managed effectively, this growth could result in the over-extension of our operating infrastructure, and our management systems, information technology systems, and internal controls and procedures may not be adequate to support this growth. Failure to adequately manage our growth in any of these ways may cause damage to our brand or otherwise negatively impact our business.

Our financial performance is partly driven by our success in the subscription-based massively multiplayer online role-playing game category, and we may be negatively impacted if consumer preferences trend away from subscription-based games.

        A portion of our revenues is generated by subscription fees paid by consumers who playWorld of Warcraft. If consumer demand forWorld of Warcraft declines or if new technologies, play patterns or genres are developed that replace MMORPGs or consumer preferences trend away from subscription-based MMORPGs in favor of free-to-play MMORPGs, it may negatively impact our business.

Sales of titles in certain of our franchises may be affected by the availability of toys and hardware peripherals, increasing our exposure to imbalances between projected and actual demand.

        Titles in our Skylanders franchise involve "smart toys," consisting of action figures and accessories, along with an electronic "portal," which, when used with a figure or accessory, allows a player to store and access information about his or her performance in the game. Similarly, titles in our Guitar Herointellectual


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franchise use guitar-shaped controllersproperty, competition and other hardware peripherals. We sell the action figuresantitrust matters, privacy matters, tax matters, labor and accessories for Skylanders both bundled with the software for the titleemployment matters, unclaimed property matters, compliance and on a stand-alone basis. Consumers may not want to buy the related software if they cannot also buy the "smart toys" or accessories. If we underestimate demand or otherwise are unable to produce sufficient quantities of toys or accessories of an acceptable quality or allocate too few toys or accessories to geographic markets where demand exceeds supply, we will forego revenues. 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 accessories, or allocate too many toys or accessories to geographic markets where there is insufficient demand, we may incur unrecoverable manufacturing costs for unsold units as well as for unsold game software. Similarly, if we overestimate demand for our Guitar Hero games, we may incur unrecoverable manufacturing costs for unsold games. In any case, unsound hardware manufacturing or allocation decisions may negatively impact our business.

The "smart toys," accessories and hardware peripherals related to certain of our franchises, expose us to hardware manufacturing and shipping risks, including availability of sufficient third-party manufacturing capacity and increases in manufacturing and shipping costs.

        The majority of the manufacturers of the "smart toys" involved in our Skylanders franchise and the hardware peripherals used in our Guitar Hero games are third parties located in China. Anything that impacts our ability to import these products or the ability of those manufacturers to produce or otherwise supply us with hardware meeting our quality and safety standards or increases the manufacturers' costs of production may adversely impact our ability to supply that hardware to the market and the prices we must pay for that hardware. Examples of such impacts include: the utilization of any such manufacturer's capacity by another company, changes in safety, environmental or other regulations applicable to the hardware 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. Moreover, the failure of those manufacturers to consistently deliver Skylanders action figures or portals and/or Guitar Hero hardware peripherals meeting the quality and safety standards we require could negatively impact our business.

The increasing importance of free-to-play games to our business exposes us to the risks of that business model, including the dependence on a relatively small number of consumers for a significant portion of revenues and profits from any game

        As a result of the King Acquisition, we will be more dependent on our ability to develop, enhance and monetize free-to-play games. These games are available for download to consumers for free, and only generate revenue if consumers use in-game virtual currency to purchase, for example, entertainment time, game boosters, and access to additional content. A relatively small portion of our player network accounts for a large portion of our revenues from our free-to-play games, such as those in our Candy Crush franchise. If we are unable to continue to offer games that encourage these consumers to purchase our virtual currency and subsequently use it to buy our virtual items, if we fail to offer monetization features that appeal to these consumers, if these consumers do not continue to play our games or to purchase virtual items at the same rate, or if we cannot encourage significant additional consumers to purchase virtual items in our games, it could negatively impact our business. Also, if our platform providers make it more difficult or expensive for players to purchase, or we otherwise fail to sell, our virtual currency, our business may be materially and adversely affected.

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

        When new console platforms are announced or introduced into the market, consumers typically reduce their purchases of game console entertainment software products for prior console platforms in


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anticipation of purchasing a new platform and products for that platform. During these periods, sales of the game console entertainment software products we publish may decline until new platforms achieve wide consumer acceptance. Platform transitions may have a comparable impact on sales of downloadable content, amplifying the impact on our revenues. This decline may not be offset by increased sales of products for the new console platforms. Conversely, actions we take to curtail the reduction of purchases of products for prior console platforms during the transition may harm sales of products we publish for prior-generation platforms. In addition, 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 platforms, which may not sell at premium prices, and also in developing products for next -generation platforms, which may not generate immediate or near term revenues. As a result, our business and operating results may be more volatile and difficult to predict during platform transitions than during other times.

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 revenues from the sale of products for play on video game platforms manufactured by third parties, such as Sony's PS4 and PS3, Microsoft's Xbox One and Xbox 360, and Nintendo's Wii U and Wii. For example, sales of products for consoles accounted for 51% of our consolidated net revenues in 2015. The success of our business is driven in large part by our ability to accurately predict which platforms will be successful in the marketplace, our ability to develop commercially successful products for these platforms, the availability of an adequate supply of these video game platforms and the continued support for these platforms by their manufacturers. We must make product development decisions and commit significant resources well in advance of the anticipated introduction of a new platform.

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 those costs for the then-current console platforms. If increased costs are not offset by higher revenues and other cost efficiencies, our business could be negatively impacted. 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.

Platform licensors frequently control the manufacturing of, and have broad approval rights over, interactive entertainment products.

        Generally, when we develop interactive entertainment software products for hardware platforms offered by Sony, Microsoft, or Nintendo, 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 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, Microsoft, or Nintendo 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 negatively impact our business.


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        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, Sony provides online capabilities for the PS4 and PS3, Microsoft provides online capabilities for the Xbox One and Xbox 360, and Nintendo provides online capabilities for the Wii U and 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. The failure or refusal of licensors to approve our products could negatively impact our business.

We must negotiate with platform licensors to agree upon the royalty rates and other fees that must be paid to publish games for their platforms or distribute content on their networks, and therefore they can 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. The platform license agreements we enter into with those manufacturers specify the fee and/or price that we must pay in order to publish games for that platform. Similarly, the platform licensors control the retail pricing for games and additional content purchased over their networks. The control that platform licensors have over the fee structures and/or pricing for their platforms and online networks could impact the volume of purchases of our products made over their network and our profitability. It is also possible that platform licensors will not renew our existing licenses and/or will decline to distribute our digital content on their networks. Any increase in fee structures and/or pricing, or nonrenewal of licenses, could have a negative impact on our business, particularly for Activision, as the publishing of products for console systems is the largest portion of Activision's business.

        Outside of fee arrangements, our agreement with any manufacturer typically gives it significant control over other aspects of the distribution of our products and services that we develop for that manufacturer's game platform. If the manufacturer establishes terms that restrict our offerings on its platform, or significantly impact the financial terms on which these products or services are offered to our customers, we may be unable to distribute our products or be forced to do so on a materially worse financial or business terms.

We rely on third-party platforms to distribute our free-to-play games and collect payments. If we are unable to maintain a good relationship with such platform providers, if their terms and conditions, methods of distribution, payment practices or pricing changed to our detriment, or if we violate, or if a platform provider believes that we have violated, the terms and conditions of its platform, our business may be negatively impacted.

        Following the King Acquisition, we expect to derive significant revenues from the distribution of our free-to-play games on third-party platforms such as the Apple App Store, the Google Play Store, and Facebook, and most of the virtual currency we sell is purchased using the payments processing systems of these platform providers. These platforms also serve as significant online distribution platforms for our games. We are subject to their standard terms and conditions for application developers, which govern the promotion, distribution and operation of games and other applications on their platforms. If we violate, or if a platform provider believes that we have violated, its terms and conditions, the particular platform provider may discontinue or limit our access to that platform, which would harm our business. Our business would also be harmed if: their platforms decline in popularity; they modify their current discovery mechanisms, communication channels available to developers, respective terms of service or other policies, including fees; they are required to change how they label free-to-play games or take payment for in-app purchases, or change how the personal information of consumers is made available to developers; or they develop their own competitive offerings.


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

        One of our most essential assets is our employees and, as such, 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 and sell the high-quality, well- received content 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, engineering, product development, creative and/or 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, it could have a negative impact on our business.

Our reputation with consumers is critical to our success. Negative consumer perceptions about our brands, games, services and/or business practices may damage our business and any costs incurred in addressing consumer concerns may increase our operating expenses.

        Individual consumers form our ultimate customer base, and consumer expectations regarding the quality, performance and integrity of our products and services are high. Consumers may be critical of our brands, games, services and/or business practices for a wide variety of reasons. These negative consumer reactions may not be foreseeable or within our control to manage effectively. Actions we take to address consumer concerns may be costly and, in any case, may not be successful.commercial claims. In addition, negative consumer sentiment about our business practices may result in inquiries or investigations from regulatory agencies and consumer groups, as well as litigation, which, regardless of their outcome, may be damaging to our reputation.

        Claims, suits, government investigations, audits and proceedings are inherently uncertain and their results are subject to significant uncertainties, many of which are outside of our control. Regardless of the outcome, such legal proceedings can have a materially adverse impact on us due to 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 reputational harm, substantial settlements, judgments, fines or 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.

        There is also inherent uncertainty in determining reserves for these matters. There is significant judgment required in the analysis of these matters, including assessing the probability of potential outcomes and determining whether a potential exposure can be reasonably estimated. In making these determinations, we, in consultation with outside counsel, examine the relevant facts and circumstances on a quarterly basis assuming, as applicable, a combination of settlement and litigated outcomes and strategies. Further, it may take time to develop factors on which reasonable judgments and estimates can be based. If we fail to establish appropriate reserves, our business could be negatively impacted.

Issues with the toys, accessories or hardware peripherals utilized in certain of our games may lead to product liability, personal injury or property damage claims, recalls, replacements of products, or regulatory actions by governmental authorities.

        We may experience issues with toys, accessories or peripherals (such as the toys and accessories sold with our Skylanders games or the hardware peripherals sold with our Guitar Hero® games) that may lead to product liability, personal injury or property damage claims, recalls, replacements of products, or regulatory actions by governmental authorities. Any of these activities could result in increased governmental scrutiny, harm to our reputation, reduced demand by consumers for our products, decreased willingness by our customers to purchase, or by our partners to provide marketing support for, those products, denial or increased cost for insurance coverage, or additional safety and testing requirements, any of which could negatively impact our business.

Lawsuits have been filed, and may continue to be filed, against publishers of interactive entertainment software products.

        In prior years, lawsuits have been filed against numerous interactive entertainment companies, including against us, by the families of victims of violence, alleging that interactive entertainment products influence the behavior of the perpetrators of such violence. These lawsuits have been dismissed, but similar additional lawsuits could be filed in the future. Although 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 so in the future, or if such insurance carriers would cover all or any amounts for which we might be liable if such future lawsuits are not decided in our favor. Further, any such lawsuit could result in increased governmental scrutiny, harm to our reputation, reduced demand by consumers for our products, or decreased willingness by our customers to purchase, or by our partners to provide marketing support for, those products. Such results could divert development and management resources, increase legal fees and other costs and have other negative impacts on our business.


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

        The interactive entertainment industry is somewhat 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 negativeresult, our sales have historically been highest during the second half of the year, particularly for our Activision segment. Receivables and credit risk are likewise higher during the second half of the year, as retailers increase their purchases of our products in anticipation of the holiday season. Delays in development, approvals or manufacturing could affect the timing of the release of products, causing us to miss key selling periods such as the year-end holiday buying season, which could negatively impact our business.

Our business may be harmed if our distributors, retailers, development and licensing partners, or other third parties with whom we do business act in ways that put our brand at risk.

        In many cases, our business partners are given access to sensitive and proprietary information or control over our intellectual property in order to provide services and support to our team. These third parties may misappropriate our information or intellectual property and engage in unauthorized use of it or otherwise act in a way that places our brand at risk. The failure of these third parties to provide adequate services and technologies, the failure of third parties to adequately maintain or update their services and technologies or the misappropriation or misuse of this information or intellectual property could result in a disruption to our business operations or an adverse effect on our reputation, and may negatively impact our business.

We use open source software in connection with certain of our games and services, which may pose particular risks to our proprietary software, products, and services in a manner that could have a negative impact on our business.

        We use open source software in connection with certain of our games and the services we offer. Some open source software licenses require users who distribute open source software as part of their software to publicly disclose all or part of the source code to such software or make available any derivative works of the open source code on unfavorable terms or at no cost. The terms of various open source licenses have not been interpreted by courts, and there is a risk that such licenses could be construed in a manner that imposes unanticipated conditions or restrictions on our use of the open source software. Were it determined that our use was not in compliance with a particular license, we may be required to release our proprietary source code, pay damages for breach of contract, re-engineer our games or products, discontinue distribution in the event re-engineering cannot be accomplished on a timely basis, or take other remedial action that may divert resources away from our game development efforts, any of which could harm our business.

If our games and services do not function as consumers expect, it may have a negative impact on our business.

        If our games and services do not function as consumers expect, whether because they fail to function 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 because they involve ongoing consumer expectations, which we may not be able to successfully satisfy. Our games with online features are also frequently updated, increasing the risk that a game may contain significant "bugs." Further, these games are reliant on third-party servers and platform providers, increasing the risk that a particular game may be unavailable when consumers attempt to access it or that navigation through a game may be slower than consumers expect. If any of these issues occur, consumers may stop playing the game


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and may be less likely to return to the game as often in the future. If our games and services do not function as consumers expect, it may negatively impact our business.

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

        The life of any given console, handheld or mobile 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 a material adverse effect on our revenues and reputation and could cause our results of operations to be materially different from expectations. It is therefore important for us to continue to develop many high-quality new products that are popularly received and to release those products in a timely manner, as well as to continue to extend the life of existing games by adding features and functionality that will encourage continued engagement with the game. If we are unable to continue to do so, it may negatively impact our business.

If we are unable to sustain traditional pricing levels for our products, our business could suffer materially.

        If we are unable to sustain traditional pricing levels for our console or PC titles or the associated downloadable content, whether due to competitive pressure, because retailers elect to price these products at a lower price or otherwise, it could have a negative impact on our business. Further, we make provisions for retail inventory price protection based upon certain assumed lowest prices and if competitive pressures force us to lower our prices below those levels, it could similarly have a negative impact on our business.

If we fail to successfully manage our new product development, or if we fail to anticipate the issues associated with that development, it may negatively impact our business.

        Our business models are evolving and we believe that our growth will depend, in part, 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 requires substantial up- front expenditures. Further, forecasting our revenues and profitability for these new business models is inherently uncertain and volatile. If such products or distribution channels do not achieve expected acceptance or generate sufficient revenues upon introduction, whether because of competition or otherwise, we may not recover the cost of our investments in developing and marketing those products and distribution channels, or recover the opportunity cost of diverting management and financial resources away from other products or distribution channels. In addition, expanding our business models 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.

Our industry is subject to rapid technological change, and if we do not adapt to, and appropriately allocate our new resources among, emerging technologies and business models, our business may be negatively impacted.

        Technology changes rapidly in the interactive entertainment industry. We must continually anticipate and adapt our products to emerging technologies, delivery platforms and business models in order to stay 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 interactive entertainment products incorporating a new technology or for a new platform that does


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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 or business model 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, or otherwise elect not to pursue a new business model, that achieves significant commercial success, it may have adverse consequences. It may take significant time and resources to shift product development resources to that technology, platform or business model, as the case may be, and may be more difficult to compete against existing products incorporating that technology or for that platform or against companies using that business model. For example, digital content delivery is increasingly important in our industry, requiring us to develop or acquire the expertise in such delivery method needed to remain competitive. Any failure to successfully adapt to, and appropriately allocate resources among, emerging technologies could negatively impact our business.

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 revenues derived from digital content delivery, as compared to traditional retail sales, continues to increase. The increased importance of digital content delivery in our industry increases our potential competition, as the minimum capital needed to produce and publish a digitally delivered game, particularly a new game for mobile platforms, 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. Shifting to digital delivery of our products also requires us to dedicate capital to developing and implementing alternative marketing strategies, which we may not do successfully. If any of this occurs, it could have a material adverse effect on our business. In addition, a continuing shift to digital delivery could result in a deprioritization of our products by traditional retailers and distributors, giving rise to the same material adverse effects.

The increasing prevalence of free-to-play games exposes us to risks from that business model.

        We expect that the portion of the total revenues of the interactive entertainment industry, and of our revenues, generated by free-to-play entertainment products, which are monetized through in-game microtransactions rather than an up-front fee, will continue to increase, including as a result of the King Acquisition. We may invest in the development of free-to-play interactive entertainment products that do not achieve significant commercial success, in which case our revenues from those products likely will be lower than anticipated and we may not recover our development costs. Even if our free-to-play games are initially well-received, we may not be able to generate or sustain consumer engagement sufficient to generate significant revenues, if any, through in-game microtransactions. In addition, a continuing shift to free-to-play games could result in a deprioritization of our products by traditional retailers and distributors. Furthermore, as there are relatively low barriers to entry to developing free-to-play games, we expect new competitors to enter the market and existing competitors to allocate more resources to develop and market competing games.

If we are unable to successfully develop or market owned intellectual property, we may publish fewer successful games 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 content which is part of an established franchise to content based on new intellectual property. If a new intellectual property does not gain consumer acceptance, whether because we are unable to successfully create consumer appeal and brand recognition or for other reasons, our business could be negatively impacted. Further, if the popularity of our owned intellectual property declines, we may have to write off the unrecovered


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portion of the underlying intellectual property assets, and revenues and operating income from these intellectual properties may decline quickly, either of which could negatively impact our business.

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

        Within the interactive entertainment industry, we compete with other publishers of interactive entertainment software, both within the United States and, increasingly, in international jurisdictions. Our competitors include 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, Microsoft and Nintendo, compete directly with us in the development of content for their respective platforms. A relatively small number of franchises account for a significant portion of revenues, and an even greater portion of profit, in the interactive entertainment industry, and the availability of significant financial resources is a major competitive factor in the production of high-quality products and in the marketing of products that are ultimately well-received. Our larger competitors may be able to leverage their greater financial, technical, personnel and other resources to finance larger budgets for development and marketing and make higher offers to licensors and developers for commercially desirable properties as well as adopt more aggressive pricing policies to develop more commercially successful video game products than we do. In addition, competitors with large product lines and popular games typically have greater leverage with retailers, distributors and other customers, who may be willing to promote products with less consumer appeal in return for access to those competitors' more popular games.

        Increased consumer acceptance and availability of interactive entertainment developed for use by consumers on handheld, mobile and tablet devices or social networking sites or other online games, consumer acceptance and availability 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 sales of our platform-based software.

        Furthermore, as there are relatively low barriers to entry to developing mobile or online free-to-play or other casual games, we expect new competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications. We compete, or will compete, with a vast number of small companies and individuals who are able to create and launch casual games and other content using relatively limited resources and with relatively limited start-up time or expertise. Competition for the attention of consumers on mobile devices is intense, as the number of applications on mobile devices has been increasing dramatically. This increased competition could negatively impact our business.

        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 consumers and potential consumers spend less of their available time using interactive entertainment software and more of their available time using the Internet, including those online services. Further, it is difficult to predict and prepare for rapid changes in consumer demand that could materially alter public preferences for different forms of entertainment and leisure activities. Failure to adequately identify and adapt to the competitive pressures described herein could negatively impact our business.

The development of high-quality products requires substantial up-front expenditures, and 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 content remains 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


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enhancements to existing products. The amount of lead time and cost involved in the development of high-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 critical it is that we accurately predict consumer demand for such product. If our future products do not achieve expected consumer acceptance or generate sufficient revenues upon introduction, we may not be able to recover the substantial development and marketing costs associated with those products.

We may overestimate demand for a product, incurring unrecoverable manufacturing costs.

        We pay a licensing fee to the console hardware manufacturer for each physical 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.

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, our sales have historically been highest during the second half of the year, particularly for our Activision segment. Receivables and credit risk are likewise higher during the second half of the year, as retailers increase their purchases of our products in anticipation of the holiday season. Delays in development, licensor approvals or manufacturing can affect the timing of the release of products, causing us to miss key selling periods such as the year-end holiday buying season.

If our proprietary online gaming service, Battle.net, does not function properly, our business may be negatively impacted.

        If Blizzard's proprietary online gaming service, Battle.net, does not function as anticipated, Blizzard's games may be completely unavailable or Blizzard may be prevented from delivering content digitally, which could result in a loss of sales for Blizzard's games. Further, any disruption in Battle.net's services could negatively impact our business.

We depend on servers to operate our games with online features, as well as Battle.net, our digital service with online features. If we were to lose server functionality, for any reason, our business may be negatively impacted.

        Our business relies on the continuous operation of servers which are owned and operated by third parties. Although we strive to maintain more than sufficient server capacity, and provide for active redundancy in the event of limited hardware failure, any broad-based catastrophic server malfunction, a significant service-disrupting attack or intrusion by hackers that circumvents security measures, a failure of disaster recovery service or the failure of a company on which we are relying for server capacity to provide that capacity for whatever reason would likely interrupt the availability or operation of Blizzard's games, and/or degrade or interrupt the functionality of other games of ours with online features, and could result in the loss of sales for, or in, such games (including subscription-based sales forWorld of Warcraft). This risk is particularly pronounced with respect to the mobile games published by King, which rely on a small number of third-party owned data centers located in Stockholm, Sweden. An extended interruption of service could negatively impact our business.

        We must project our future server needs and make advance purchases of servers or server capacity 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 consumers may experience service problems, such as slow or interrupted gaming access. Insufficient server capacity


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could negatively impact our business. Conversely, if we overestimate the amount of server capacity required by our business, we may incur additional operating costs.

If any of the networks operated by third parties on which we sell digital content for our console games or the online third-party platforms on which we distribute our free-to-play games are unavailable for a prolonged period of time, our business could be negatively impacted.

        We rely on the networks operated by third parties, such as the PlayStation Network and Xbox Live, for the sale and digital delivery of downloadable console-game content. Similarly, we rely on the continued operation of the Apple App Store, the Google Play Store, and Facebook for the sale of virtual currency for our free-to-play games. In the event the efficient operation and functionality of these third-party networks or platforms is interrupted for a prolonged period of time, it could have a negative impact on our business.

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

        Our business is dependent on the availability of sufficient Internet bandwidth and computational resources. If the price of either such resource increases, 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 and online computational resources to support our business is critical.

        To secure access to such resources, we have entered into arrangements with several providers to secure future capacity, some of which involve long-term contracts. If the price of such resources were to decrease, our contractual commitments to pay higher prices could affect our ability to compete with other publishers of interactive software products paying lower prices. Further, because we purchase additional capacity based on anticipated growth, our 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 expenses for such resources than necessary. Conversely, if we underestimate the amount of bandwidth that our online business requires, and our purchased capacity is insufficient to meet demand, our business may be negatively impacted.

We may be involved in legal proceedings that may result in material adverse outcomes.

        From time to time, we are involved in claims, suits, government investigations, audits and proceedings arising from the ordinary course of our business, including actions with respect to intellectual property, competition and antitrust matters, privacy matters, tax matters, labor and employment matters, unclaimed property matters, compliance and commercial claims. Such claims, suits, government investigations, audits 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 settlements, judgments, fines or 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.

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 have increasingly become subject to infringement claims. Further, many of our products are highly realistic and feature materials that are based on real worldreal-world things or people, which may also be the subject of intellectual property


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infringement claims of others, including right of publicity, trademark, and unfair competition claims. In addition, our products often utilize complex, cutting-edge technology that may become subject to emerging intellectual property rightsclaims of others. Although we take steps to avoid knowingly violating the intellectual property rights of others, it is possible that third parties may still may claim infringement, particularly since there are an increasing number ofmany companies that focus their efforts exclusively on enforcing their patent rights.

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management and expensive to defend. Further, 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.

Issues with the toys, accessories or hardware peripherals utilized in certain of our games may lead to product liability, personal injury or property damage claims, recalls, replacements of products, or regulatory actions by governmental authorities.

        We may experience issues with Skylanders toys and accessories or Guitar Hero hardware peripherals that may lead to product liability, personal injury or property damage claims, recalls, replacements of products, or regulatory actions by governmental authorities. Any of these activities could result in increased governmental scrutiny, harm to our reputation, reduced demand by consumers for our products, decreased willingness by our customers to purchase or by our partners to provide marketing support for those products, denial or increased cost for insurance coverage, or additional safety and testing requirements. Such results could divert development and management resources and increase legal fees and other costs, and otherwise could negatively impact our business.

Our products may be subject to legal claims.

        In prior years, lawsuits have been filed against numerous interactive entertainment companies, including against Activision Blizzard, by the families of victims of violence, alleging that interactive entertainment products influence the behavior of the perpetrators of such violence. These lawsuits have been dismissed, but similar additional lawsuits may be filed in the future. Although 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 so in the future, or if such insurance carriers would cover all or any amounts for which we might be liable if such future lawsuits are not decided in our favor. Further, any such lawsuit could result in increased governmental scrutiny, harm to our reputation, reduced demand by consumers for our products, or decreased willingness by our customers to purchase or by our partners to provide marketing support for those products. Such results could divert development and management resources, increase legal fees and other costs and have other negative impacts on our business.


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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-generateduser-generated content. Further, cheating, throughthe use of unauthorized "cheating""cheat" programs andor the use of other unauthorized software modifications by users could lead to reductions in microtransactions in our games.

        We 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, trademarks and trade secrets. The process of registering and protecting these rights in various jurisdictions is expensive and time-consuming. Further, 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 negatively impact our business.

        PolicingPiracy is a persistent problem for us, and policing the unauthorized sale, distribution and use of our products is difficult, expensive, and time-consuming, and software piracy (including online piracy) is a persistent problem for us.time-consuming. Further, the laws of some countries in which our products are, or may be, distributed either do not protect our products and intellectual property rights to the same extent as the laws of the United States, 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 and the operators of other platforms on which many of our games are played, our efforts and the efforts of the console manufacturers and platform operators may not be successful in controlling the piracy of our products in all instances. Technology designed to circumvent the protection measures used by console manufacturers and platform operators or by us in our products, the increasing availability of broadband access to the Internet, the refusal of Internet service providers to remove infringing content in certain instances, the ability to download pirated copies of games from various Internet sites and peer-to-peer networks and Internet cafes using pirated copies of our products all have contributed tocould result in an expansion in piracy.

        In addition, unrelated third parties have developed, and may continue to develop, "cheating" programs or other unauthorized software tools and modifications that enable consumers to cheat in games, such as those in our Candy Crush franchise, which could negatively impact the volume of microtransactions or purchases of downloadable content. In addition, vulnerabilities in the design of our applications and of the platforms upon which they run could be discovered after their release, which may result in lost revenue opportunities. This may lead to lost revenues from paying consumers or increased cost of developing technological measures to respond to these, either of which could negatively impact our business.


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        We also cannot be certain that existing intellectual property laws will provide adequate protection for our products in connection with emerging technologies.

Due to our reliance on third party platforms, platform licensors are frequently able to influence our products and costs

        Generally, when we develop interactive entertainment software products for hardware platforms offered by Sony, Microsoft, or Nintendo, the physical 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 the hardware manufacturers substantial influence over the cost and the release schedule of such interactive entertainment software products. In addition, because each of the 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. Accordingly, Sony, Microsoft, or Nintendo 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 negatively impact our business.

        The platform licensors also control the networks over which consumers purchase digital products and services for their platforms and through which we provide online game capabilities for our console platform products. The control that the platform licensors have over the fee structures and/or retail pricing for products and services for their platforms and online networks could impact the volume of purchases of our products made over their networks and our profitability. With respect to certain downloadable content and microtransactions, the networks provided by these platform licensors are the exclusive means of selling and distributing this content. Further, increased competition for limited premium "digital shelf space" has placed the platform licensors in an increasingly better position to negotiate favorable terms of sale. If the platform licensor establishes terms that restrict our offerings on its platform, or significantly impact the financial terms on which these products or services are offered to our customers, or does not renew our license or approve the inclusion of online capabilities in our console products, our business could be negatively impacted.

We relyalso derive significant revenues from the distribution of free-to-play games on externalthird-party web and mobile platforms such as the Apple App Store, the Google Play Store, and Facebook, and most of the virtual currency we sell is purchased using the payment processing systems of these platform providers. These platforms also serve as significant online distribution platforms for our games. If these platforms modify their current discovery mechanisms, communication channels available to developers, terms of service or other policies (including fees), or they develop their own competitive offerings, our business could be negatively impacted. Further, if these platform providers are required to change how they label free-to-play games or take payment for in-app purchases or change how the personal information of consumers is made available to developers, our business could be negatively impacted.

Our business is highly dependent on the success and availability of video game platforms manufactured by third parties, as well as our ability to develop some of our software products.commercially successful products for these platforms.

        We derive a substantial portion of our revenues from the sale of products for play on video game platforms manufactured by third parties, such as Sony's PS4 and PS3, Microsoft's Xbox One and Xbox 360, and Nintendo's Wii U, Wii and soon-to-be-released Switch. For example, sales of products for consoles accounted for 37% of our consolidated net revenues in 2016. The success of our console business is driven in large part by 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 also rely on external software developers to develop somethe availability of our software products. Because we depend onan adequate supply of these developers, we are subject tovideo game platforms and the following risks:

    continuing strong demandcontinued support for top-tier developers' resources, combined with the recognition they receive in connection withthese platforms by 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 resourcesmanufacturers. We must make product development decisions 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;


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    commit significant resources well in advance of the anticipated introduction of a competitornew platform, and development costs for new console platforms may acquirebe greater than those costs for the businesses of key developersthen-current console platforms. If increased costs are not offset by higher revenues and other cost efficiencies, our business could be negatively impacted. If the platforms for which we develop new software products or sign them to exclusive development arrangements and, in either case,modify existing products do not attain significant market acceptance, we wouldmay not be able to continuerecover our development costs, which could be significant.

    The importance of retail sales to engage such developers' services for our products, except for any period of time for which those developers are contractually obligated to complete development for us; and

    reliance on external developers reduces our visibility into, and control over, development schedules and operational outcomes compared to those when utilizing internal development resources.

        Increased competition for skilled third-party software developers also has compelledbusiness exposes 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 portionsrisks of these payments, which could negatively impact our business. 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 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, it could negatively impact our business.

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.business model.

        In the United States and Canada, our "boxed" products are often sold on a direct basis to mass-market retailers, consumer electronics stores, discount warehouses and game specialty stores. Our "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. Our sales are made primarily on a purchase order basis without long-term agreements or other forms of commitments, and our retail customers and distributors have generally been reducing the levels of inventory they are willing to carry. The loss of, or significant reduction in sales to, any of Activision's principal retail customers or distributors could have adverse consequences. TheIn addition, having such a large portion of our total net revenues concentrated in a few customers reduces our negotiating leverage with these customers.

        Further, the concentration of sales in a small number of large customers also makes 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 revenues concentrated in a few customers reduces our negotiating leverage with these customers.

Our business may be harmed if our distributors, retailers, development and licensing partners, or other parties with whom we do business become unable to honor their existing financial obligations to us or seek protection under the bankruptcy laws.

        Some of our business partners are highly-leveraged or small businesses that may be particularly vulnerable to difficult economic conditions. As a result of current economic conditions in some parts of the world, 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, retailersRetailers 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 prevailing terms with similarly situated customers and whether sufficient credit insurance can be obtained. 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


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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. Further, 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. A payment default by, or the insolvency or business failure of, a significant business partner could negatively impact our business.

Our business may be harmed if our distributors, retailers, development and licensing partners, or other parties with whom we do business act in ways that place our brand at risk.

        The actions        Moreover, the importance of our business partners may put our business and our reputation at risk. In many cases, these third parties are given access to sensitive and proprietary information in order to provide services and support our team. These third parties may misappropriate our information and engage in unauthorized use of it. The failure of these third parties to provide adequate services and technologies, or the failure of third parties to adequately maintain or update their services and technologies, could result in a disruptionretail sales to our business operations,exposes us to the risk of product returns and price protection with respect to our distributors and retailers. In some cases, 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, distributors and retail customers who meet certain conditions. These conditions may include compliance with applicable payment terms, delivery of weekly inventory and sales information 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 industry factors. Activision also offers a 90-day limited warranty to 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. We face similar issues and risks, including exposure to risk of chargebacks, with respect to end users to whom we sell products directly, whether through our proprietary online gaming service or otherwise.


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        Further, retailers typically have a limited amount of shelf space and promotional resources, and there is intense competition for high-quality retail shelf space and promotional support from retailers. Competition for shelf space may intensify and may negativelyrequire us to increase our marketing expenditures. Retailers with limited shelf 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 provide those products with adequate levels of shelf space and promotional support on acceptable terms.

        Additionally, we make provisions for retail inventory price protection based upon certain assumed lowest prices and if competitive pressures force us to lower our prices below those levels, it could similarly have a negative impact on our business. Further, because we pay a licensing fee to the console hardware manufacturer for each physical copy of a product manufactured for that manufacturer's game platform regardless of whether that product is actually sold, if we overestimate demand and make too many physical "boxed" copies of any title, we will incur unrecoverable manufacturing costs for unsold units.

Our business isWe are a global company and are subject to the risks and uncertainties of international trade.conducting business outside the U.S.

        We conduct business throughout the world, and we derive a substantial amount of our revenues and profits from international trade, particularly from Europe, Asia and Australia. WeMoving forward, we expect that international sales will continue to account for a significant portion of our total revenues and profits in the future and, moreover, that sales in emerging markets in Asia and elsewhere will be an increasingly important part of our international sales.

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, compliance with economic sanctions, fluctuations in currency exchange rates, shipping delays, increases in transportation costs, international political, regulatory and economic developments, unexpected changes to laws, regulatory requirements and enforcement on us and our platform partners and differing local business practices, all of which may impact operatingprofit margins or make it more difficult, if not impossible, for us to conduct business in foreign markets.

        A deterioration in relations between either us or the United States and any country in which we have significant operations or sales, or the implementation of government regulations in such a country, including China in particular, could result in the adoption or expansion of trade restrictions, including economic sanctions, that could have a material adverse effect on our business. For instance, to operate in China, all games must have regulatory approval. A decision by the Chinese government to revoke its approval for any of our games or to decline to approve any products we desire to sell in China in the future could have a material adverse effect on our business. Additionally, in the past, legislation has been implemented in China that has required modifications to our software. The future implementation of similar laws or regulations in China or any other country in which we have operations or sales may restrict or prohibit the sale of our products or may require engineering modifications to our products that are not cost-effective, if even feasible at all, or could degrade the consumer experience to the point where consumers cease to purchase such products. Further, the enforcement of regulation of mobile and other games with an online element in China remains uncertain, and further changes, either in the regulations or their enforcement, could have a material impact on our business in China.

        The majority of the manufacturers of our toys, accessories and hardware peripherals are third parties located in China. Anything that impacts our ability to import these products or the ability of those manufacturers to produce or otherwise supply us with hardware meeting our quality and safety


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standards or increases the manufacturers' costs of production may adversely impact our ability to supply that hardware to the market and the prices we must pay for that hardware. Such impacts may include changes in safety, environmental or other regulations applicable to the hardware and the manufacturing thereof, 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.

We are also subject to risks that our operations outside the United States could be conducted by our employees, contractors, third-party partners, representatives or agents in ways that violate the Foreign Corrupt Practices Act, the U.K. Anti-Bribery Act or other similar anti-bribery laws. While we have policies and procedures, as well as training for our employees, intended to secure compliance with these laws, our employees, contractors, third-party partners, representatives or agents may take actions


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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.

        Additionally, in June 2016, voters in the United Kingdom approved an advisory referendum to withdraw from the European Union, commonly referred to as "Brexit." This referendum has created political and economic uncertainty, particularly in the United Kingdom and the European Union, and this uncertainty may persist for years. The uncertainty surrounding the terms of the United Kingdom's withdrawal and its consequences could adversely impact consumer and investor confidence and the level of sales of discretionary items, including our products. Any of these effects could negatively impact our business.

        In addition, cultural differences may affect consumer preferences and limit the international popularity of games that are popular 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 which we sell our products, or if the other risks discussed herein come to fruition, it could negatively impact our business.

Changes in tax rates or exposure to additional tax liabilities could have a material adverse effect onnegatively impact our business.

        We are subject to income taxes in the United States and in various other jurisdictions. Significant judgment is required in determining our worldwide provision for income taxes, and inIn the ordinary course of business there are many transactions and calculations where the ultimate income tax determination is uncertain. We areSignificant judgment is required to estimate future taxes.in determining our worldwide income tax provision. Although we currently believe our income tax estimates are reasonable, the estimation process is inherently uncertain,ultimate outcomes may have a material adverse effect on the Company's consolidated financial position, liquidity, or results of operations.

        Our income tax liability and such estimates are not binding on tax authorities. Further, our effective tax rate could be adversely affected by a variety of factors, including changes in our business, including the mix of earnings in countries with differing statutory tax rates, changes in tax elections, andlaws or tax rulings, changes in applicableinterpretations of existing laws, or developments in tax laws. Additionally,examinations or investigations. Any of these factors could have a material adverse effect on the Company's consolidated financial position, liquidity, or results of operations or require us to change the manner in which we operate our business. The tax determinationsregimes we are regularly subject to audit byor operate under are unsettled and may be subject to significant change. The U.S., the European Union and its member states, and a number of other countries are actively pursuing fundamental changes to the tax laws applicable to multinational companies like us. Furthermore, tax authorities and developments in those audits could adversely affectmay choose to examine or investigate our tax reporting or tax liability, including under transfer pricing or permanent establishment theories. These proceedings may lead to adjustments or proposed adjustments to our income taxes or provisions for uncertain tax provision. Should the ultimate tax liability exceed estimates, our income tax provision and net income could be materially adversely affected.positions.

        We earn a significant amount of our operating income, and hold a significant portion of our cash and investments, outside the United States. While our intent is to permanently reinvest these funds outside of the United States, any repatriation of funds currently held in foreign jurisdictions would


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likely result in higher effective tax rates for the Company. In addition, there have been proposals to change U.S. tax laws that would significantly impact how U.S. multinational corporations are taxed on foreign earnings. Although we cannot predict whether, or in what form, this proposed legislation will pass, if enacted it could negatively impact our business.

        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 United States and various other jurisdictions. Tax authorities regularly examine these non-income taxes. The outcomes from these examinations, changes in the business, changes in applicable tax rules or other tax matters may have a material adverse effect on our business.

Fluctuations in currency exchange rates may have a material adverse effect oncould negatively impact our business.

        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 the euro,euros, British pound,pounds, Australian dollar,dollars, South Korean won, Chinese renminbi,yuan, and Swedish krona, and Korean won, which could fluctuate against the U.S. dollar. Since we have significant international sales, but incur the majority of our costs in the United States, the impact of foreign currency fluctuations, particularly the strengthening of the U.S. dollar, may have an asymmetric and disproportional impact on our business. We have, in the past, utilized currency derivative contracts to hedge certain foreign exchange exposures with hedge maturities of generally less than 12 months, and managed these exposures with natural offsets. However, there can be no assurance that we will continue our hedging programs, or that we will be successful in managing exposure to currency exchange rate risks whether or not we do so.


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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 revenue recognition have and could further significantly affect the way we report revenues related to our products and services. We recognize a majority of the revenues from bundled sales (i.e., packaged goods video games that include an online service component) on a deferred basis over an estimated service period for such games. In addition, we defer the costs of sales of those products. We expect that an increasing number of our games will be online-enabled in the future and that we could be required to recognize the related revenues over a period of time rather than at the time of sale. Further, as we increase our downloadable content and add new features to our online services, our estimate of the service period may change and we could be required to recognize revenues, and defer related costs, over a shorter or longer period of time. As we enhance, expand and diversify our business and product offerings, the application of existing or future financial accounting standards, particularly those relating to the way we account for revenues and taxes, could have an adverse effect on our reported net revenues, net income and earnings per share under accounting principles generally accepted in the United States in any given period.

Certain of our key operating metrics are subject to inherent challenges in measurement, and real or perceived inaccuracies in such metrics may harm our reputation and negatively affect our business.

        We track certain key operating metrics using internal tools, which have certain limitations. In addition, we rely on data received from third parties, including third-party platforms, to track certain performance indicators. We only have a limited ability to verify data from bothscrutiny regarding the appropriateness of these sources.

        Our methodologies for tracking metrics may also change over time, which could result in changes to the metrics we report.their content. If we undercount or overcount performance duefail to the internal tools we use or issues with the data received from third parties,receive our target ratings for certain titles, or if our internal tools contain errors, the data we report may not be accurate or comparable with prior periods. In addition, limitations, changes or errors with respectretailers refuse to how we measure data may affect our understanding of certain details of our business, which could affect our longer term strategies. If our performance metrics are not accurate representations of our financial or operational performance, if we discover material inaccuracies in our metrics, or if we can no longer calculate any of our key performance metrics with a sufficient degree of accuracy and cannot find an adequate replacement for the metric, our business could be negatively impacted.

We may permit our customerssell such titles due to return products and to receive pricing concessions which could negatively impact our business.

        We are exposed to the risk of product returns and price protection with respect to our distributors and retailers. In some cases, 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 sales information 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 industry factors. When we offer price protection, it may be offered with respect to a particular product to all of our distributors and retailer 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 price protection, and although we may place limits on product returns and price protection, we


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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. We face similar issues and risks, including exposure to risk of chargebacks, with respect to consumer end users to whom we sell products directly, whether through Battle.net or otherwise.

We may face difficulty obtaining access to the 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 increase, competition for shelf space may intensify and may require us to increase our marketing expenditures. Those issues are exacerbated to the extent any of our products involve physical goods in addition to software and, as such, require additional shelf space, like the titles in our Skylanders franchise, which include both action figures and accessories, as well as an electronic "portal", and the title in our Guitar Hero franchise, which includes a "life sized" guitar-shaped controller. Retailers with limited shelf space typically devote the most and highest quality shelf space to those products expectedwhat they perceive 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 provide those products with adequate levels of shelf space and promotional support on acceptable terms.

If our marketing and advertising efforts fail to resonate with our consumers, our business could be negatively impacted.

        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 fails to resonate with our consumers, particularly during the critical holiday season or during other key selling periods, or advertising rates or other media placement costs increase, or if the use of cost-effective cross-promotion within our mobile games to retain consumers becomes less effective, these factorsobjectionable content, it could have a negative impact on our business.

Increased sales of used interactive entertainment products could lower our sales.

        Certain of our larger customers sell used interactive entertainment products, which are generally priced lower than new interactive entertainment productsOur console and do not result in any revenues to the publisher of the games. Sales of used interactive entertainment products could negatively affect our sales of new products.

OurPC games are subject to ratings includingby the rating systems of the Entertainment Software Rating Board in the U.S. and similar agencies in international jurisdictions. Our failure to obtain our target ratings for our products could negatively impact our business.

        The Entertainment Software Rating Board (the "ESRB") is, a self-regulatory body based in the United StatesU.S. that provides U.S. and Canadian consumers of interactive entertainment software with ratings information, including information on the content in such software, such as violence, nudity or sexual content, contained in software products. The ESRB rating categories are "Early Childhood" (i.e.,along with an assessment of the suitability of the content is intended for young children), "Everyone" (i.e., content is generally suitable for all ages), "Everyone 10+" (i.e., content is generally suitable for ages 10 and up), "Teen" (i.e., content is generally


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suitable for ages 13 and up), "Mature" (i.e., content is generally suitable for ages 17 and up) and "Adults Only" (i.e., content is suitable for adults ages 18 and up). Our console and PC games are subject to ratings by the ESRB and some of our most significant titles have received a "Mature" rating, inherently limiting the target audience.certain age groups. Certain countries other than the United Statescountries have also established content rating systems as prerequisites for product sales in those countries. CertainIn addition, certain stores use other ratings systems, such as Apple's Appuse of its proprietary "App Rating SystemSystem" and Google Play's use of the International Age Rating Coalition (IARC) rating system. If we are unable to obtain the ratings we have targeted for our products, it could have a negative impact on our business. In some instances, a companywe may be required to modify itsour 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. Further, if an agency re-rates one of our games is "re-rated" for any reason, a ratings organization could require corrective actions, which could include a recall, retailers could refuse to sell it and demand that we accept the return of any unsold or returned copies or consumers could demand a refund for copies previously purchased. If we are unable to obtain the ratings we have targeted for our products, it could have a negative impact on our business.

Additional content-related policies adopted by retailers could negatively affect sales of our products.

        RetailersAdditionally, retailers may decline to sell interactive entertainment software containing what they judge to be graphic violence or sexually explicit material or other content that they deem inappropriate for their businesses, whether because a product received a certain rating by the ESRB or other content rating system, or otherwise. If retailers decline to sell our products based upon their opinion that they contain objectionable themes, graphic violence or sexually explicit material or other generally objectionable content, we might be required to modify particular titles or forfeit the revenue opportunity of selling such titles with that retailer.

Our business, products, and distribution are subject to increasing regulation in key territories. If we do not successfully respond to these regulations, our business could be materially adversely affected.

        Legislation is continually being introduced, and litigation and regulatory enforcement actions are taking place, that may affect the way in which we, and other industry participants, may offer content and features, and distribute and advertise our products. Many foreign countries, such as China and Germany, have laws that permit governmental entities to restrict or prohibit marketing or distribution of interactive entertainment software products because of the content therein (and similar legislation has been introduced at one time or another at the federal and state levels in the United States). Further, the growth and development of electronic commerce and virtual items and currency may prompt calls for more stringent consumer protection laws that may impose additional burdens on or limitations on operations of companies such as ours conducting business through the Internet and mobile devices. We are also subject to laws and regulations related to protection of minors, consumer privacy, advertising, taxation, payments, intellectual property, distribution, and antitrust, among others. Furthermore, existing laws or new laws regarding the marketing of in-app purchases, regulation of currency, banking institutions, unclaimed property, and money laundering may be interpreted to cover virtual currency or goods. The adoption and enforcement of legislation which restricts the marketing, content, business model, or sales of our products in 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. We may be required to modify certain product development processes or products or alter our marketing strategies to comply with such regulations, which could be costly or delay the release of our products. The laws and regulations affecting our products vary by territory and may be inconsistent with one another, imposing conflicting or uncertain restrictions. Failure to comply with any applicable legislation may also result in government-imposed fines or other penalties, as well as harm to our reputation. Moreover, the public dialogue concerning interactive entertainment may have an adverse impact on our reputation and consumers' willingness to purchase our products. The King Acquisition has significantly increased our user population, and may


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subject us to laws and regulations in additional jurisdictions and exacerbate the potential adverse impact on our business.

        Although we have structured and operate our skill tournaments with applicable laws in mind, including any applicable laws relating to gambling, and believe that playing these games does not constitute gambling, our skill tournaments could in the future become subject to gambling-related rules and regulations and expose us to civil and criminal penalties. We also sometimes offer consumers of our online and casual games various types of contests and promotional opportunities. We are subject to laws in a number of jurisdictions concerning the operation and offering of such activities and games, many of which are still evolving and could be interpreted in ways that could harm our business. If these were to occur, we might be required to seek licenses, authorizations, or approvals from relevant regulators, the granting of which may be dependent on us meeting certain capital and other requirements, and we may be subject to additional regulation and oversight, such as reporting to regulators, all of which could significantly increase our operating costs. Changes in current laws or regulations or the imposition of new laws and regulations in the United States, Europe, or elsewhere regarding these activities may lessen the growth of casual game services and impair our business.

The laws and regulations concerning data privacy are continually evolving. Failure to comply with these laws and regulations could harm our business.

        Consumers can play certain of our games online using third-party platforms and networks and on mobile devices. We collect and store significant amounts of information about our consumers of these games—both personally identifying and non-personally identifying information. We are subject to laws from a variety of jurisdictions regarding privacy and the protection of this information. For example, the European Union (the "E.U.") has traditionally taken a broader view than the United States and certain other jurisdictions as to what is considered personal information and has imposed greater obligations under data privacy regulations. The U.S. Children's Online Privacy Protection Act ("COPPA") also regulates the collection, use, and disclosure of personal information from children under 13 years of age. Failure to comply with COPPA may increase our costs, subject us to expensive and distracting government investigations, and result in substantial fines.

        Data privacy protection laws are rapidly changing and likely will continue to do so for the foreseeable future, which could impact our approach to operating and marketing our games. For example, the Court of Justice of the European Union's recent decision to invalidate the E.U.-U.S. Safe Harbor regime that legitimized the transfer of personal data from the E.U. to the U.S. was a material change to laws on data privacy applicable to our business. The European Commission and the U.S. government have recently agreed to a new framework for transatlantic data flows known as the "E.U.-U.S. Privacy Shield," which is intended to replace the Safe Harbor regime, but the details of how this will operate in practice and the compliance implications for our business are not yet clear. The U.S. government, including the Federal Trade Commission and the Department of Commerce, is continuing to review the need for greater regulation over the collection of personal information and information about consumer behavior on the Internet and on mobile devices, and the E.U. has proposed reforms to its existing data protection legal framework. Various government and consumer agencies worldwide have also called for new regulation and changes in industry practices. In addition, in some cases, we are dependent upon our platform providers to solicit, collect and provide us with information regarding our consumers that is necessary for compliance with these various types of regulations.

        Player interaction with our games is subject to our privacy policy, end user license agreements, and terms of service. If we fail to comply with our posted privacy policy, EULAs, or terms of service, or if we fail to comply with existing privacy-related or data protection laws and regulations, it could result in proceedings or litigation against us by governmental authorities or others, which could result in fines or judgments against us, damage our reputation, impact our financial condition and harm our business. If


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regulators, the media, or consumers raise any concerns about our privacy and data protection or consumer protection practices, even if unfounded, this could also result in fines or judgments against us, damage our reputation, negatively impact our financial condition, and damage our business.

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

        We have subsidiaries that distribute interactive entertainment software and hardware products and provide related services in Germany and the United Kingdom, 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 negatively impact our business.

Credit card or other fraud could have a material adverse effect on our business.

        A substantial portion of the subscription revenues generated byWorld of Warcraft, as well as revenues generated from other sales through Battle.net, are paid by subscribers using credit cards. At times, there may be attempts to use fraudulently obtained credit card numbers to pay for our products and services. Additionally, the credit card numbers and other sensitive or personally identifiable information ofWorld of Warcraft's subscribers and Battle.net account holders 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 or other fraud and we may be required to incur costs to implement additional security measures to protect subscriber information. An increase in credit card or other fraud could have adverse consequences. 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 or other sensitive or personally identifiable information.

Data breaches involving the source code for our products or customer, consumer or employee data stored by us, or by a third party operating on our behalf, could negatively impact our business.

        In the course of our day-to-day business, we and third parties operating on our behalf create, store and/or use commercially sensitive information, such as the source code and game assets for our interactive entertainment software products and confidential information with respect to our customers, consumers 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 software, fraudulent activity, disclosure or misappropriation of, or access to, our customers', consumers' or employees' personally identifiable information or our own sensitive business data. A data intrusion into a server for a game with online features or for Battle.net could also disrupt the operation of such game or platform. If we are subject to data security breaches, or a security-related incident which materially disrupts the availability of our products and services, 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, or suffer reputational damage. Moreover, even if there were a public perception that our data protection measures are inadequate, whether or not the case, it could result in reputational damage and potential harm to our business relationships or the public perception of our business model. In addition, we may be subject to legal claims or proceedings in connection with data security breaches, including regulatory investigations and actions.


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We rely on complex information technology systems and networks to operate our business. Any significant system or network disruption could negatively impact our business.

        We rely on the efficient and uninterrupted operation of complex information technology systems and networks, some of which are within Activision Blizzard and some of which are managed and/or hosted by third-party providers. All information technology systems and networks are potentially vulnerable to damage or interruption from a variety of sources, including but not limited to cyber- attacks, malicious software, security breach, energy blackouts, natural disasters, terrorism, war and telecommunication failures. We may also face sophisticated attacks, referred to as advanced persistent threats, which are cyber-attacks aimed at compromising our intellectual property and other commercially-sensitive information, such as the source code and game assets for our software or confidential customer or employee information, which remain undetected for prolonged periods of time. Information technology system or network failure or security breach could negatively impact our business continuity, operations and financial results. These risks extend to the networks and e-commerce sites of console platform providers and other partners who sell and host our content online. We may incur additional costs to remedy the damages caused by these disruptions or security breaches.

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

        We are subject to risks associated with the collaborative online features in our games which allow consumers to post narrative comments, in real time, that are visible to other consumers. 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. 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.

If one or more of our titles were found to contain objectionable undisclosed content, our business may be negatively impacted.

        Throughout        Further, throughout the history of the interactive entertainment industry, many interactive software products have included hidden content and/or hidden gameplay features, some of which have been accessible through the use of in-game codes or other technological means, that are intended to enhance the gameplay experience. In some cases, such undisclosed content or features have been considered to be objectionable. While publishers are required to disclose pertinent hidden content during the ESRB ratings process, in a few cases, publishers have failed to disclose hidden content, and the ESRB has required the recall of the game, changed the rating or associated content descriptors originally assigned to the product, required the publisher to change the game or game packaging and/or imposed fines on 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 interactive software products we publish. Nonetheless, these preventive measures are subject to human error, circumvention, overriding and reasonable resource constraints. If an interactive software product we publish is found to contain undisclosed content, we could be subject to any of these consequences.

Our business, products, and distribution are subject to increasing regulation in key territories. If we do not successfully respond to these regulations, our business could be negatively impacted.

        Legislation is continually being introduced, and litigation and regulatory enforcement actions are taking place, that may affect the way in which we, and other industry participants, may offer content and features, and distribute and advertise our products. The video game industry continues to evolve, and new and innovative business opportunities are often subject to new attempts at regulation. Many foreign countries, such as China and Germany, have laws that permit governmental entities to restrict or prohibit marketing or distribution of interactive entertainment software products because of the content therein (and similar legislation has been introduced at one time or another at the federal and state levels in the United States). Further, the growth and development of electronic commerce and virtual items and currency may prompt calls for more stringent consumer protection laws that may impose additional burdens or limitations on operations of companies such as ours conducting business through the Internet and mobile devices. We are subject to laws and regulations related to protection of minors, consumer privacy, accessibility, advertising, taxation, payments, intellectual property, distribution, and antitrust, among others. Also, existing laws or new laws regarding the marketing of in-app purchases, regulation of currency, banking institutions, virtual currencies, unclaimed property, and money laundering may be interpreted to cover virtual currency or goods. Furthermore, the growth and development of electronic commerce and virtual items and currency may prompt calls for more stringent consumer protection laws that may impose additional burdens or limitations on operations of companies such as ours conducting business through the Internet and mobile devices. The adoption and enforcement of legislation that restricts the marketing, content, business model, or sales of our products in 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. We may be required to modify certain product development processes or products or alter our marketing strategies to comply with regulations, which could be costly or delay the release of our products. The laws and regulations affecting our products vary by territory and may be inconsistent with one another, imposing conflicting or uncertain restrictions. Failure to comply with any applicable legislation may also result in government-imposed fines or other penalties, as well as harm to our reputation. Moreover, the public dialogue concerning interactive entertainment may have an adverse impact on our reputation


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and consumers' willingness to purchase our products. Because the King Acquisition has significantly increased our user population, it may subject us to laws and regulations in additional jurisdictions and exacerbate the potential adverse impact on our business.

        Although we have structured and operate our skill tournaments with applicable laws in mind, including any applicable laws relating to gambling, and believe that playing these games does not constitute gambling, our skill tournaments could in the future become subject to gambling-related rules and regulations and expose us to civil and criminal penalties. We also sometimes offer consumers of our online and casual games various types of contests and promotional opportunities. We are subject to laws in a number of jurisdictions concerning the operation and offering of such activities and games, many of which are still evolving and could be interpreted in ways that could harm our business. If these were to occur, we might be required to seek licenses, authorizations, or approvals from relevant regulators, the granting of which may be dependent on us meeting certain capital and other requirements, and we may be subject to additional regulation and oversight, such as reporting to regulators, all of which could significantly increase our operating costs. Changes in current laws or regulations or the imposition of new laws and regulations in the United States, Europe, or elsewhere regarding these activities may lessen the growth of casual game services and impair our business.

The laws and regulations concerning data privacy are continually evolving. Failure to comply with these laws and regulations could harm our business.

        Consumers play certain of our games online using third-party platforms and networks, through online social platforms, and on mobile devices. We collect and store information about our consumers of these games—both personally identifying and non-personally identifying information. We are subject to laws from a variety of jurisdictions regarding privacy and the protection of this information. For example, the European Union (the "E.U.") has traditionally taken a broader view than the United States and certain other jurisdictions as to what is considered personal information and has imposed greater obligations under data privacy regulations. The U.S. Children's Online Privacy Protection Act ("COPPA") also regulates the collection, use, and disclosure of personal information from children under 13 years of age. Failure to comply with COPPA may increase our costs, subject us to expensive and distracting government investigations, and result in substantial fines.

        Data privacy protection laws are rapidly changing and likely will continue to do so for the foreseeable future, which could impact our approach to operating and marketing our games. For example, the E.U.'s General Data Protection Regulation (the "GDPR"), which will come into effect in May 2018, imposes a range of new compliance obligations for us and other companies with European users, and increases financial penalties for noncompliance significantly. The U.S. government, including the Federal Trade Commission and the Department of Commerce, is continuing to review the need for greater regulation over the collection of personal information and information about consumer behavior on the Internet and on mobile devices, and the E.U. has proposed reforms to its existing data protection legal framework, including the GDPR. Various government and consumer agencies worldwide have also called for new regulation and changes in industry practices. In addition, in some cases, we are dependent upon our platform providers to solicit, collect and provide us with information regarding our consumers that is necessary for compliance with these various types of regulations.

        Player interaction with our games is subject to our privacy policies, end user license agreements ("EULAs"), and terms of service. If we fail to comply with our posted privacy policies, EULAs, or terms of service, or if we fail to comply with existing privacy-related or data protection laws and regulations, it could result in proceedings or litigation against us by governmental authorities or others, which could result in fines or judgments against us, damage our reputation, impact our financial condition and harm our business. If regulators, the media, or consumers raise any concerns about our privacy and data protection or consumer protection practices, even if unfounded, this could also result


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in fines or judgments against us, damage our reputation, negatively impact our financial condition, and damage our business.

We depend on servers to operate our games with online features and our proprietary online gaming service. If we were to lose server functionality for any reason, our business may not be ablenegatively impacted.

        Our business relies on the continuous operation of servers, some of which are owned and operated by third parties. Although we strive to adequately adjustmaintain more than sufficient server capacity, and provide for active redundancy in the event of limited hardware failure, any broad-based catastrophic server malfunction, a significant service-disrupting attack or intrusion by hackers that circumvents security measures, a failure of disaster recovery service or the failure of a company on which we are relying for server capacity to provide that capacity for whatever reason would likely degrade or interrupt the functionality of our cost structuregames with online features, and could prevent the operation of such games altogether, any of which could result in the loss of sales for, or in, such games. This risk is particularly pronounced with respect to the mobile games published by King, which rely on a timely fashionsmall number of third-party owned data centers located in responseone city, or with respect to a sudden decrease in demand.the functioning of our proprietary online gaming service, Battle.net®, the disruption of which could prevent Blizzard from delivering content digitally or render all of Blizzard's games unavailable.

        We also rely on networks operated by third parties, such as the PlayStation Network, Xbox Live and Steam, for the sale and digital delivery of downloadable console and PC game content and the functionality of our games with online features. Similarly, we rely on the continued operation of the Apple App Store, the Google Play Store, and Facebook for the sale of virtual currency for our free-to-play games. An extended interruption to any of these services could adversely affect our ability to sell and distribute our digital products and operate our games with online features, negatively impacting our business.

        Further, insufficient server capacity could also negatively impact our business. Conversely, if we overestimate the amount of server capacity required by our business, we may incur additional operating costs.

We rely on complex information technology systems and networks to operate our business. Any significant data breach or system or network disruption could negatively impact our business.

        In the eventcourse of our day-to-day business, we and third parties operating on our behalf create, store and/or use commercially sensitive information, such as the source code and game assets for our interactive entertainment software products and confidential information with respect to our customers, consumers, 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 (including credit card information maintained in a significant decline in demandproprietary database) is stored could lead to piracy of our software, fraudulent activity, disclosure or misappropriation of, or access to, our customers', consumers' or employees' personally identifiable information or our own sensitive business data. These attacks may remain undetected for oneprolonged periods of time. A data intrusion into a server for a game with online features or morefor our proprietary online gaming service could also disrupt the operation of such game or platform. If we are subject to data security breaches, or a security-related incident that materially disrupts the availability of our products and services, 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, or suffer reputational damage. Moreover, if there were a public perception that our data protection measures are inadequate, whether or not be able to reduce personnel or make other changesthe case, it could result in reputational damage and potential harm to our business relationships or the public perception of our business model. In addition, such data security breaches may subject us to legal claims or proceedings, including regulatory investigations and actions, especially if there is loss,


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disclosure, or misappropriation of, or access to, our customers' credit card or other sensitive or personally identifiable information.

Our reported financial results could be significantly impacted 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 revenue recognition have affected, and could further significantly affect, the way we report revenues related to our products and services. We recognize a majority of the revenues from bundled sales (i.e., video games that include an online service component) on a deferred basis over an estimated service period for such games. In addition, we defer the cost structure without disruptingof revenues of those products. Further, as we increase our operations or incurring costs. Further,downloadable content and add new features to our online services, our estimate of the service period may change and we may notcould be ablerequired to implement such actions in a timely manner, if at all, to offset an immediate shortfall inrecognize revenues, and profit. Moreover, cost-reduction actions may decreasedefer related costs, over a shorter or longer period of time. As we enhance, expand and diversify our employee moralebusiness and resultproduct offerings, the application of existing or future financial accounting standards, particularly those relating to the way we account for revenues and taxes, could have a significant impact on our reported net revenues, net income and earnings per share under accounting principles generally accepted 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. In addition,United States in any such action may involve the risk that our senior management's attention will be excessively diverted from our other operations.given period.

Provisions in our corporate documents and Delaware state law could delay or prevent a change of control.

        Our Amended and Restated Bylaws contain a provision regulating the ability of shareholders to bring matters for action before annual and special meetings. The regulations on shareholder action could make it more difficult for any person seeking to acquire control of the Company to obtain shareholder approval of actions that would support this effort. In addition, our Third Amended and Restated Certificate of Incorporation authorizes the issuance of so-called "blank check" preferred stock. This ability of our Board of Directors to issue and fix the rights and preferences of preferred stock could effectively dilute the interests of any person seeking control or otherwise make it more difficult to obtain control.

We have a number of large shareholders who may sell a large volume of our stock, which could causeHistorically, our stock price to decrease.has been highly volatile.

        We have a numberThe trading price of large shareholders,our common stock has been, and could continue to be, subject to wide fluctuations in response to many factors, including ASAC. The salefor example, but without limitation:

    quarter-to-quarter variations in results of a substantial numberoperations;

    the announcement of sharesnew 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, or in the worldwide economy;

    announcements of developments in the overall worldwide market for interactive entertainment, including announcements of industry sales data;

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

    hardware manufacturers' announcements of price changes for hardware platforms;

    consumer acceptance of hardware platforms;

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    consumer spending trends;

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

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

    sales or acquisitions of common stock by ASACour directors or any other large shareholder within a short period of time could causeexecutive management; and

    investor perceptions and expectations regarding our stock price to decrease,products, plans and make it more difficult for us to raise funds through future offerings of sharesstrategic position, and those of our common stock.

    competitors and customers.

Catastrophic events may disrupt our business.

        Our corporate headquarters and our primary corporate disaster center are located in the Los Angeles, California area and our primary corporate disaster recovery data center is in Las Vegas, Nevada, each of 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 require significant expenditures to resume operations and have a material adverse effect onnegatively impact our business. While we maintain insurance coverage for some of these events, the potential liabilities associated with such events could exceed the insurance coverage we maintain. Further, our system redundancy may be ineffective or inadequate and our disaster recovery planning may not be sufficient for all eventualities. Any such event could also limit the ability of retailers, distributors or our other customers to sell or distribute our products.

If general economic conditions decline, demand for our products could decline.

        Purchases of our products and services involve discretionary spending on the part of consumers. Consumers are generally more willing to make discretionary purchases, including purchases of products and services like ours, during periods in which favorable economic conditions prevail. As a result, our products are sensitive to general economic conditions and economic cycles. A reduction or shift in domestic or international consumer spending could result in an increase in our selling and promotional expenses, in an effort to offset that reduction, and could have a material adverse effect onnegatively impact our business.


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The uncertainty of worldwide economic conditions makes budgeting and forecasting very difficult.

        We are unable to predict worldwide economic conditions, and all of the effects those conditions may have on our business. In particular, the uncertainty of future worldwide economic conditions subjects our forecasts to heightened risks and uncertainties.

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. OtherOur other significant leased facilities include: our Blizzard offices located in Irvine, CaliforniaCalifornia; our King office located in London, United Kingdom; and our North America distribution warehouse located in Fresno, California.

        The following is a summary of the principal leased offices we maintained as of December 31, 2015:

2016:

Type of Leased Facility
 Americas EMEA(1) Asia Total 
 
 Square footage of leased properties
 

Corporate Offices

  153,297  14,390    167,687 

Activision Product Development & Publishing Facilities (Activision segment)

  879,432  48,343  26,138  953,913 

Blizzard Product Development & Publishing Facilities (Blizzard segment)

  611,583  123,139  120,172  854,894 

King Product Development & Publishing Facilities (King segment)

  43,254  316,143  25,101  384,498 

Distribution and Other Facilities

  55,640  165,759    221,399 

Sales offices

  13,345  41,324  8,555  63,224 

Total

  1,756,551  709,098  179,966  2,645,615 

Type of Leased Facility
 North America Europe Asia Total 
 
 Square footage of leased properties
 

Corporate Offices

  139,085  14,390    153,475 

Activision Product Development & Publishing Facilities (Activision segment)

  852,623  58,414  24,614  935,651 

Blizzard Product Development & Publishing Facilities (Blizzard segment)

  420,301  123,139  87,253  630,693 

Distribution and Other Facilities

  86,731  165,759    252,490 

Sales offices

  13,345  48,313  7,837  69,495 

Total

  1,512,085  410,015  119,704  2,041,804 
(1)
EMEA consists of the Europe, Middle East, and Africa geographic regions.

        In total, we lease 64approximately 100 facilities in the following 1720 countries: Australia, Brazil, Canada, China, France, Germany, Ireland, Italy, Japan, Malta, Mexico, the Netherlands, Romania, Singapore, South Korea, Spain, Sweden, Taiwan, the United Kingdom, and the United States.

        The only facilities currently owned by the Company are two European warehouses utilized by the Distribution segment, located in Burglengenfeld, Germany and Venlo, the Netherlands.

        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. The only facilities currently owned by the Company are two European warehouses utilized by the Distribution segment, located in Burglengenfeld, Germany and Venlo, the Netherlands.

Item 3.    LEGAL PROCEEDINGS

        We are subject to various legal proceedings and claims. SEC regulations govern disclosure of legal proceedings in periodic reports and Financial Accounting Standards Board Accounting Standards Codification ("ASC") Topic 450 governs the disclosure of loss contingencies and accrual of loss contingencies in respect of litigation and other claims. We record an accrual for a potential loss when it is probable that a loss will occur and the amount of the loss can be reasonably estimated. When the reasonable estimate of the potential loss is within a range of amounts, the minimum of the range of potential loss is accrued, unless a higher amount within the range is a better estimate than any other amount within the range. Moreover, even if an accrual is not required, we provide additional disclosure related to litigation and other claims when it is reasonably possible (i.e., more than remote) that the outcomes of such litigation and other claims include potential material adverse impacts on us.

        The outcomes of legal proceedings and other claims are subject to significant uncertainties, many of which are outside of our control. There is significant judgment required in the analysis of these matters, including the probability determination and whether a potential exposure can be reasonably estimated. In making these determinations, we, in consultation with outside counsel, examine the


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relevant facts and circumstances on a quarterly basis assuming, as applicable, a combination of settlement and litigated outcomes and strategies. Moreover, legal matters are inherently unpredictable and the timing of development of factors on which reasonable judgments and estimates can be based can be slow. As such, there can be no assurance that the final outcome of any legal matter will not materially and adversely affect our business, financial condition, results of operations, profitability, cash flows or liquidity.

Purchase Transaction Matters

        In prior periods, the Company reported on litigation related to the Purchase Transaction. During the period ended June 30, 2015, the cases were resolved and dismissed with prejudice. As part of the resolution of the claims, we received a settlement payment of $202 million in July 2015 from Vivendi, ASAC, and our insurers. We recorded the settlement within "Shareholders' equity" in our consolidated balance sheet as of December 31, 2015.

Other Matters

        In addition, we are party to routine claims, suits, investigations, audits, and other proceedings arising from the ordinary course of business, including with respect to intellectual property rights, contractual claims, labor and employment matters, regulatory matters, tax matters, unclaimed property matters, compliance matters, and collection matters. In the opinion of management, after consultation with legal counsel, such routine claims and lawsuits are not significant and we do not expect them to have a material adverse effect on our business, financial condition, results of operations, or liquidity.

Item 4.    MINE SAFETY DISCLOSURES

        Not applicable


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PART II

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

Market Information and Holders

        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 22, 2016,23, 2017, there were 1,7521,678 holders of record of our common stock.

 
 High Low 

2014

       

First Quarter Ended March 31, 2014

 $21.50 $16.55 

Second Quarter Ended June 30, 2014

  22.40  18.82 

Third Quarter Ended September 30, 2014

  24.18  20.65 

Fourth Quarter Ended December 31, 2014

  21.98  17.73 
 
 High Low 

2015

       

First Quarter Ended March 31, 2015

 $23.69 $18.43 

Second Quarter Ended June 30, 2015

  26.09  22.28 

Third Quarter Ended September 30, 2015

  32.50  24.04 

Fourth Quarter Ended December 31, 2015

  39.93  30.25 

 

 
 High Low 

2015

       

First Quarter Ended March 31, 2015

 $23.69 $18.43 

Second Quarter Ended June 30, 2015

  26.09  22.28 

Third Quarter Ended September 30, 2015

  32.50  24.04 

Fourth Quarter Ended December 31, 2015

  39.93  30.25 
 
 High Low 

2016

       

First Quarter Ended March 31, 2016

 $38.09 $26.49 

Second Quarter Ended June 30, 2016

  39.99  33.03 

Third Quarter Ended September 30, 2016

  45.12  39.28 

Fourth Quarter Ended December 31, 2016

  45.55  35.12 

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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.

        The graph below matches the cumulative five-year total return of holders of our common stock with the cumulative total returns of the NASDAQ Composite index, the S&P 500, 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 December 31, 2010, and tracks each such investment through December 31, 2015.


COMPARISON OF 5 YEAR5-YEAR CUMULATIVE TOTAL RETURN*RETURN
Amongamong Activision Blizzard, Inc., the NASDAQ Composite Index, the S&P 500 Index,
and the RDG Technology Composite Index


*
$100        The following graph and table compare the cumulative total stockholder return on our common stock, the NASDAQ Composite Index, the S&P 500 Index, and the RDG Technology Composite Index. The graph and table assume that $100 was invested on 12/31/10 in stock or index, including reinvestment of dividends.
Fiscal year ending December 31.

 
 12/10 12/11 12/12 12/13 12/14 12/15 

Activision Blizzard, Inc

 $100.00 $100.54 $87.91 $149.54 $170.59 $331.08 

NASDAQ Composite

  100.00  100.53  116.92  166.19  188.78  199.95 

S&P 500

  100.00  102.11  118.45  156.82  178.29  180.75 

RDG Technology Composite

  100.00  100.56  115.30  152.75  177.73  181.32 

31, 2011 and that dividends were reinvested daily. The stock price performance included in thison the following graph and table is not necessarily indicative of future stock price performance.

Fiscal year ending December 31:
 12/11 12/12 12/13 12/14 12/15 12/16 

Activision Blizzard, Inc

 $100.00 $87.44 $148.75 $169.68 $329.31 $309.68 

NASDAQ Composite

  100.00  116.41  165.47  188.69  200.32  216.54 

S&P 500

  100.00  116.00  153.58  174.60  177.01  198.18 

RDG Technology Composite

  100.00  114.61  152.95  178.50  183.08  206.81 

Cash Dividends

        On February 2, 2016, ourWe have paid a dividend annually since 2010. Below is a summary of cash dividends paid over the past three fiscal years, along with the most recent dividend declared by the Board of Directors declared a cash dividend of $0.26 per common share, payable on May 11, 2016, to shareholders of record at the close of business on March 30, 2016.that will be paid in 2017:

        On February 3, 2015, our Board of Directors declared a cash dividend of $0.23 per common share, payable on May 13, 2015, to shareholders of record at the close of business on March 30, 2015. On May 13, 2015, we made an aggregate cash dividend payment of $167 million to such shareholders, and

Year
 Per Share
Amount
 Record
Date
 Dividend
Payment
Date
 

2017

 $0.30  3/30/2017  5/10/2017 

2016

 $0.26  3/30/2016  5/11/2016 

2015

 $0.23  3/30/2015  5/13/2015 

2014

 $0.20  3/19/2014  5/14/2014 

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on May 29, 2015, we made related dividend equivalent payments of $3 million to certain holders of restricted stock rights.

        On February 6, 2014, our Board of Directors declared a cash dividend of $0.20 per common share, payable on May 14, 2014, to shareholders of record at the close of business on March 19, 2014. On May 14, 2014, we made an aggregate cash dividend payment of $143 million to such shareholders, and on May 30, 2014, we made related dividend equivalent payments of $4 million to holders of restricted stock units.

        Future dividends will depend upon our earnings, financial condition, cash requirements, anticipated future prospects, and other factors deemed relevant by our Board of Directors. Further, agreements governing certain of our indebtedness, including the indenture governing the Notes and the Credit Agreement, as described in Note 11 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K, may, under certain circumstances, limit our ability to pay distributions or dividends with certain exceptions.dividends. There can be no assurances that dividends will be declared in the future.

10b5-1 Stock Trading Plans

        The Company's directors and employees may, at a time they are not aware 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. 10b5-1 ("Rule 10b5-1 permits tradingPlans"). Rule 10b5-1 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 trade on a pre-arranged, "automatic-pilot" basis,basis.

        Trading under Rule 10b5-1 Plans is 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 requiredCompany requires Rule 10b5-1 Plans to be established and maintained in accordance with the Company's "Policy on Establishing and Maintaining 10b5-1 Trading Plans."

        Rule 10b5-1 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.

Issuer Purchase of Equity Securities

        On February 2, 2017, our Board of Directors authorized a new stock repurchase program under which we are authorized to repurchase up to $1 billion of our common stock during the two-year period from February 13, 2017 through February 12, 2019.

        On February 3, 2015, our Board of Directors authorized a stock repurchase program pursuant tounder which we arewere authorized to repurchase up to $750 million of the Company's common stock during the two-year period from February 9, 2015 through February 8, 2017. NoThere were no repurchases have been made under this authorized stock repurchase program.

        On October 11, 2013, we repurchased 428,676,471 shares of our common stock, pursuant to a stock purchase agreement we entered into on July 25, 2013, with Vivendi and ASAC II LP, an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC. Pursuant to the terms of the Stock Purchase Agreement, we acquired all of the capital stock of Amber Holding Subsidiary Co., a Delaware corporation and wholly-owned subsidiary of Vivendi, which was the direct owner of 428,676,471 shares of our common stock, for a cash payment of $5.83 billion, or $13.60 per share, before taking into account the benefit to the Company of certain tax attributes of New VH assumed in the transaction. The repurchased shares were recorded in "Treasury Stock" in our consolidated balance sheet.this program.


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Item 6.    SELECTED FINANCIAL DATA

        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 Annual Report on 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, 20152016 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,  For the Years Ended December 31, 

 2015 2014 2013 2012 2011  2016 2015 2014 2013 2012 

Statement of Operations Data:

                      

Net Revenues

 $4,664 $4,408 $4,583 $4,856 $4,755 

Net revenues

 $6,608 $4,664 $4,408 $4,583 $4,856 

Net income

 892 835 1,010 1,149 1,085  966 892 835 1,010 1,149 

Basic net income per share

 1.21 1.14 0.96 1.01 0.93  1.30 1.21 1.14 0.96 1.01 

Diluted net income per share

 1.19 1.13 0.95 1.01 0.92  1.28 1.19 1.13 0.95 1.01 

Cash dividends declared per share(1)

 0.23 0.20 0.19 0.18 0.165  0.26 0.23 0.20 0.19 0.18 

Operating cash flows(1)

 
$

2,155
 
$

1,259
 
$

1,331
 
$

1,293
 
$

1,350
 

Balance Sheet Data:

            
 
 
 
 
 
 
 
 
 
 

Total assets(2)

 $15,251 $14,642 $13,953 $14,181 $13,228 

Total debt, net(3)

 4,079 4,324 4,693   

Cash and investments(2)

 $3,271 $1,840 $4,867 $4,452 $4,383 

Total assets

 17,452 15,246 14,637 13,947 14,181 

Long-term debt, net(3)

 4,887 4,074 4,319 4,687  

Long-term debt, gross

 4,940 4,119 4,369 4,744  

Net debt(4)

 1,669 2,279  292  

(1)
On February 3,During the third quarter of 2016, we early adopted an accounting standard which simplifies the accounting for share-based payments. The standard, among other things, requires excess tax benefits and shortfalls associated with share-based payments to be reported within operating activities instead of financing activities, as was required under previous guidance. We elected to apply this guidance retrospectively for all periods presented resulting in increases in our operating cash flows of $67 million, $39 million, $29 million, and $5 million, for the years ended December 31, 2015, our Board of Directors declared a cash dividend of $0.23 per share, payable on May 13, 2015,2014, 2013, and 2012, respectively, when compared to shareholders of record at the close of business on March 30, 2015. On February 6, 2014, our Board of Directors declared a cash dividend of $0.20 per share, payable on May 14, 2014, to shareholders of record at the close of business on March 19, 2014. On February 7, 2013, our Board of Directors declared a cash dividend of $0.19 per share, payable on May 15, 2013, to shareholders of record at the close of business on March 20, 2013. On February 9, 2012, our Board of Directors declared a cash dividend of $0.18 per 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 declared a cash dividend of $0.165 per share, payable on May 11, 2011, to shareholders of record at the close of business on March 16, 2011.prior periods.

(2)
AsCash and investments consists of cash and cash equivalents along with short-term and long-term investments. We had short-term and long-term investments of $13 million and $13 million, respectively, as of December 31, 2016, $8 million and $9 million, respectively, as of December 31, 2015, we early adopted ASU No. 2015-17,Balance Sheet Classification of Deferred Taxes,$10 million and retroactively applied to all prior periods presented in accordance with the requirements of the new standard. As a result of this retroactive application of the new standard, total assets$9 million, respectively, as of December 31, 2014, 2013, 2012, and 2011, were reduced by $104 million, $59 million, $19$33 million and $49$9 million, respectively. Refer torespectively, as of December 31, 2013, and $416 million and $8 million, respectively, as of December 31, 2012. Cash and investments as of December 31, 2015 excludes $3,561 million of cash placed in escrow for the King Acquisition.

(3)
For discussion on our debt obligations, see Note 2111 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K for additional information regarding recent accounting pronouncements10-K.

(4)
Net debt is defined as long-term debt, gross less cash and our early adoption of this new standard.

(3)
In connection with the Purchase Transaction, on September 19, 2013, we issued $1.5 billion of 5.625% unsecured senior notes due September 2021 (the "2021 Notes"), and $750 million of 6.125% unsecured senior notes due September 2023 (the "2023 Notes", and together with the 2021 Notes, the "Notes"). On October 11, 2013, we entered into a $2.5 billion secured term loan facility (the "Term Loan"), maturing in October 2020. The carrying values of the Notes and Term Loan are presented net of unamortized debt discount fees.investments.

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

Business Overview

        Activision Blizzard, Inc. is a leading global developer and publisher of interactive entertainment. The terms "Activision Blizzard," the "Company," "we," "us,"entertainment content and "our" are used to refer collectively to Activision Blizzard, Inc.services. We develop and its subsidiaries.

The Business Combinationdistribute content and Share Repurchase

        Activision, Inc. was originally incorporated in California in 1979 and was reincorporated in Delaware in December 1992.

        Activision Blizzard is the result of the 2008 business combination ("Business Combination") by and among the Company (then known as 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. As a result of the consummation of the Business Combination, Activision, Inc. was renamed Activision Blizzard, Inc. and Vivendi became a majority shareholder of Activision Blizzard. Activision Blizzard is a public company traded on the NASDAQ under the ticker symbol "ATVI."

        On October 11, 2013, we repurchased approximately 429 million shares of our common stock, pursuant to a stock purchase agreement (the "Stock Purchase Agreement") we entered into with Vivendi and ASAC II LP ("ASAC"), an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC. Pursuant to the terms of the Stock Purchase Agreement, we acquiredservices across all of the capital stock of Amber Holding Subsidiary Co., a Delaware corporationmajor gaming platforms, including video game consoles, PC, and wholly-owned subsidiary of Vivendi ("New VH"), which was the direct owner of approximately 429 million shares of our common stock, for a cash payment of $5.83 billion, or $13.60 per share, before taking into account the benefit to the Company of certain tax attributes of New VH assumed in the transaction (collectively, the "Purchase Transaction"). Refer to Note 11 of the Notes to the Consolidated Financial Statements for information regarding the financing of the Purchase Transaction.

        Immediately following the completion of the Purchase Transaction, ASAC purchased from Vivendi 172 million shares of our common stock, pursuant to the Stock Purchase Agreement, for a cash payment of $2.34 billion, or $13.60 per share (the "Private Sale"). Robert A. Kotick, our Chief Executive Officer, and Brian G. Kelly, Chairman of our Board of Directors, are affiliates of ASAC II LLC.

        On May 28, 2014, Vivendi sold approximately 41 million shares, or approximately 50% of its then-current holdings, of our common stock in a registered public offering. Vivendi received proceeds of approximately $850 million from that sale; we did not receive any proceeds.

        As of December 31, 2015, we had approximately 734 million shares of common stock issued and outstanding. At that date, (i) Vivendi held 41 million shares, or approximately 6% of the outstanding shares of our common stock, (ii) ASAC held 172 million shares, or approximately 23% of the outstanding shares of our common stock, and (iii) our other stockholders held approximately 71% of the outstanding shares of our common stock.

        On January 13, 2016, Vivendi sold all of their remaining shares of our common stock. We did not receive any proceeds.


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The King Acquisition

        On November 2, 2015, we and King Digital Entertainment plc, a leading interactive entertainment company for the mobile world incorporated under the laws of Ireland ("King"), entered into a Transaction Agreement (the "Transaction Agreement") under the terms of which we would acquire King (the "King Acquisition") and King would become a wholly-owned subsidiary of the Company.        On February 23, 2016, we completed the King Acquisition under the termsfor an aggregate purchase price of approximately $5.8 billion, as further described in Note 21 of the Transaction Agreement. We transferred $5.9 billion in considerationnotes to the existingconsolidated financial statements. Our consolidated financial statements include the operations of King shareholders and share-based award holders.

        The Company made this acquisition because it believes that the addition of King's highly-complementary mobile business will position the Company as a global leader in interactive entertainment across mobile, console, and PC platforms, and positions the company for future growth. The combined company has a world-class interactive entertainment portfolio of top-performing franchises.

        As the closing of the King Acquisition occurred subsequent to December 31, 2015, our financial results as of, and for the year ended December 31, 2015, do not contain the results of King.commencing on February 23, 2016.

Reportable Segments

        Based upon our organizational structure, we conduct our business through twothree reportable operating segments,segments: Activision, Publishing, Inc.Blizzard, and Blizzard Entertainment, Inc. Previously, we reported "Distribution" as a reportable segment. In the current period, this was no longer deemed a separate reportable segment and is included in "Other", along with our recently announced media networks and film and television studio businesses.King.

(i)    Activision Publishing, Inc.

        Activision Publishing, Inc. ("Activision") is a leading internationalglobal developer and publisher of interactive software products and content.entertainment content, particularly in console gaming. Activision primarily delivers content through retail channels or digital downloads, including full-game sales and in-game purchases, as well as licenses of software to a broad range of gamers, ranging from children to adults, and from core gamers to mass-market consumers to "value" buyers seeking budget-priced software, in a variety of geographies.third-party or related-party companies that distribute Activision develops games based on internally-developed properties, including games in the Call of Duty® and Skylanders® franchises, and to a lesser extent, based on licensed intellectual properties. Additionally, we have established a long-term alliance with Bungie to publish its game universe,Destiny.products. Activision sells games through both retail and digital online channels. Activision currently offers games that operate on the Microsoft Corporation ("Microsoft") Xbox One ("Xbox One") and Xbox 360 ("Xbox 360"), Nintendo Co. Ltd. ("Nintendo") Wii U ("Wii U") and Wii ("Wii"), and Sony Computer Entertainment, Inc. ("Sony") PlayStation 4 ("PS4") and PlayStation 3 ("PS3") console systems (Xbox One, Wii U, and PS4 are collectively referred to as "next-generation"; Xbox 360, Wii, and PS3 are collectively referred to as "prior-generation"); the personal computer ("PC"); the Nintendo 3DS, Nintendo Dual Screen, and Sony PlayStation Vita handheld game systems; and mobile and tablet devices.

(ii) Blizzard Entertainment, Inc.

        Blizzard Entertainment, Inc. ("Blizzard") is a leader in online PC gaming, including the subscription-based massively multi-player online role-playing game ("MMORPG") category in terms of both subscriber base and revenues generated through its World of Warcraft® franchise. Blizzard also develops, markets and sells role-playing actionproducts which are principally based on our internally developed intellectual properties, as well as some licensed properties.

(ii)   Blizzard

        Blizzard is a leading global developer and strategy games for thepublisher of interactive software products and entertainment content, particularly in PC console, mobilegaming. Blizzard primarily delivers content through retail channels or digital downloads, including subscriptions, full-game sales, and tablet platforms, including games in the multiple-award winning Diablo®, StarCraft®, Hearthstone®: Heroesin-game purchases, as well as licenses of Warcraft™ and Heroes of the Storm™ franchises. In addition,software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online gaming service Battle.net®, which facilitates the creation of user-generated content, digital distribution andof Blizzard content, online social connectivity across all Blizzard games.games, and the creation of user-generated content for Blizzard games.

(iii)  King

        King is a leading global developer and publisher of interactive entertainment content and services, particularly on mobile platforms, such as Android and iOS. King also distributes its content and services on online social platforms, such as Facebook and the king.com websites. King's games are free-to-play, however players can acquire in-game virtual items, either with virtual currency the players purchase, or directly using real currency.

(iv)  Other

        We also engage in other businesses that do not represent reportable segments, including:

    The MLG business, which is devoted to esports and builds on our competitive gaming efforts by celebrating the success of our players and creating ways to deliver a best-in-class fan experience

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      productsacross games, platforms, and generates revenues worldwidegeographies with a long-term strategy of monetization through various means, including: subscriptions; sales of prepaid subscription cards; in-game purchasesadvertising, sponsorships, tournaments, and services; retail sales of physical "boxed" products; online download sales of PC products; purchases and downloads via third-party console, mobile and tablet platforms; and licensing of software to third-party or related party companies that distribute Blizzard products.premium content;

      (iii) Other

              We also engage in other business opportunities that include:

        The Activision Blizzard Media Networks ("Media Networks")Studios business, announced in 2015 which builds on our efforts in competitive gaming and the growing eSports industry.

        The Activision Blizzard Studios ("Studios") business announced in 2015 which is devoted to creating original film and television content based on the company'sour extensive library of iconic and globally-recognizedglobally recognized intellectual properties.properties; and

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

      Business Results and Highlights

              In 2015, Activision Blizzard'sFinancial Results

              The Company's 2016 financial highlights include:

        2016 consolidated net revenues were $4.7increased 42% to $6.6 billion and 2016 consolidated operating income was $1.3increased 7% to $1.4 billion, inclusive of King's results of operations since the King Closing Date, as compared to consolidated net revenues of $4.4$4.7 billion and consolidated operating income of $1.2$1.3 billion in 2014. 2015.

        Revenues from digital online channels increased 94% to $4.9 billion in 2016, as compared to $2.5 billion in 2015.

        Operating margin was 21.4% for 2016, compared with 28.3% in 2015. The lower margin was driven primarily by amortization of intangible assets acquired in the King Acquisition.

        We generated cash flows from operating activities of approximately $1.2$2.2 billion in 2015,2016, an increase of 71% as compared to $1.3 billion in 2014.

        2015.

        Consolidated net income wasincreased 8% to $966 million in 2016, as compared to $892 million in 2015, as compared to $835 million in 2014. 2015.

        Our diluted earnings per common share was $1.19increased 8% to $1.28 in 2015,2016, as compared to $1.13$1.19 in 2014.2015.

              Since certain of our games are hosted or include online functionality that represents an essential component of gameplay and, as a result, a more-than-inconsequential separate deliverable, we initially defer the software-related revenues from the sale of these games and recognize the attributable revenues over the relevant estimated service periods, which are generally less than a year. Net revenues for the year ended December 31, 2016 include a net effect of $9 million from the recognition of deferred net revenues.

              Also, for the year ended December 31, 2016, as a result of the King Acquisition, our net revenues include $1.5 billion and our net income includes a net loss of $230 million from King's operations, after adjustments for purchase price accounting, inclusive of amortization of intangible assets, share-based payments, and deferral of revenues and related cost of revenues. The majority of these U.S. GAAP accounting charges do not impact the economics or operating cash flows of our business, although they had a material impact on our 2016 U.S. GAAP results and will have a material impact on our 2017 U.S. GAAP results.

      Product Release Highlights

              Games and digital downloadable content released, among others, during the year ended December 31, 20152016 included:

        Call of Duty: Advanced Warfare Havoc (digitalFour downloadable content)content packs for

        Call of Duty: Advanced Warfare Ascendance (digital downloadable content)

        Call of Duty: Advanced Warfare Supremacy (digital downloadable content)

        Call of Duty: Advanced Warfare Reckoning (digital downloadable content)

        Call of Duty: Black Ops III

        Destiny Expansion II: House of Wolves

        Destiny Expansion III: The Taken King

        Guitar Hero® Live

        Hearthstone: Heroes of Warcraft—Blackrock Mountain™

        Hearthstone: Heroes of Warcraft—The Grand Tournament™

        Hearthstone: Heroes of Warcraft—League of Explorers™

        Heroes of the Storm;

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        Three content packs forSkylanders SuperChargersHearthstone;

        StarCraft II: LegacyOverwatch;

        Farm Heroes Super Saga™;

        World of the VoidWarcraft: Legion™;

        Destiny: Rise of Iron (expansion pack forDestiny);

        Skylanders Imaginators; and

        Call of Duty: Infinite Warfare™, featuring Modern Warfare® Remastered.

      Monthly Active Users ("MAUs"): Measuring the Size and Engagement of Our User Base

              We monitor MAUs as a key measure of the overall size of our user base and its regular engagement with our portfolio of games. MAUs are the number of individuals who played a particular game in a given month. We calculate average MAUs in a period by adding the total number of MAUs in each of the months in a given period and dividing that total by the number of months in the period. An individual who plays two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who plays the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who plays the same game on two platforms or devices in the relevant period would generally be counted as a single user.

              The number of MAUs for a given period can be significantly impacted by the timing of new content releases, since new releases may cause a temporary surge in MAUs. Accordingly, although we believe that overall trending in the number of MAUs can be a meaningful performance metric, period-to-period fluctuations may not be indicative of longer-term trends. The following table details our average MAUs on a sequential quarterly basis for our reportable segments (amounts in millions):

       
       December 31,
      2016
       September 30,
      2016
       June 30,
      2016
       March 31,
      2016
       December 31,
      2015
       September 30,
      2015
       

      Activision

        51  46  49  55  55  46 

      Blizzard

        41  42  33  26  26  28 

      King

        355  394  409  463  449  474 

      Total

        447  482  491  544  530  548 

              Average MAUs decreased by 35 million, or 7%, for the quarter ended December 31, 2016, as compared to the above, we released additional content within our variousquarter ended September 30, 2016. The decrease in King's average MAUs is due to decreases across King's franchises throughout 2015 that provided additional monetization opportunities, such as "supply drops"are largely attributable to less engaged users leaving the network. The increase in Activision's average MAUs is reflective of the launch ofCall of Duty: AdvancedInfinite Warfare and various customization microtransactions withinDestiny.

              On October 27, 2015, Blizzard began the closed beta test forOverwatch™, its upcoming team-based first-person shooter.

              On February 2,in November 2016 Activision releasedCall of Duty: Black Ops III Awakening, the first downloadable content pack foralong withCall of Duty: Black Ops III oncontinuing to have strong MAU retention relative to previous releases.

              Average MAUs decreased by 83 million, or 16%, for the PS4, with an expectedquarter ended December 31, 2016, as compared to the quarter ended December 31, 2015. The decrease in King's average MAUs is due to decreases across King's franchises that are largely attributable to less engaged users leaving the network. This decrease is partially offset by the increase in Blizzard's average MAUs, driven by the release date to other platforms of March 3,Overwatch in May 2016.

      International OperationsSales

              International sales are a fundamental part of our business. Net revenues from international sales accounted for approximately 48%, 50%, and 47% of our total consolidated net revenues for the years ended December 31, 2015, 2014, and 2013, respectively. In addition to our United States ("U.S.") operations, we maintain significant operations in Australia, Canada, China, France, Germany, Ireland, Italy, the Netherlands, South Korea, Spain, Sweden and the United Kingdom ("U.K."). An important element of our international strategy is to develop content that is specifically directed toward local cultures and customs. Net revenues from international sales accounted for approximately 48%, 48%, and 50% of our


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      total consolidated net revenues for the years ended December 31, 2016, 2015, and 2014, respectively. The majority of our net revenues from foreign countries is generated by consumers in Australia, Canada, China, France, Germany, Italy, Japan, the Netherlands, South Korea, Spain, Sweden, and the United Kingdom. Our international business is subject to risks typical of an international business, including, but not limited to, foreign currency exchange rate volatility and changes in local economies. Accordingly, our future results could be materially and adversely affected by changes in foreign currency exchange rates and changes in local economies.

      Management's Overview of Business Trends

      Digital RevenuesInteractive Entertainment and Mobile Gaming Growth

              We provide        Our business participates in the global interactive entertainment industry. Games have become an increasingly popular form of entertainment, and we estimate the total industry has grown, on average, 19% annually over the last four years. The industry continues to benefit from additional players entering the market as interactive entertainment becomes more common place across age groups and as more developing regions gain access to this form of entertainment.

              Further, the wide adoption of smart phones globally and the free-to-play business model on those platforms has increased the total addressable market for gaming significantly. Smart phones and associated free-to-play games have introduced gaming to new age groups and new regions and allowed gaming to occur more widely outside the home. Mobile gaming is now estimated to be larger than console and PC gaming and continues to grow at a significant rate. King is a leading developer of mobile and free-to-play games. In addition, our productsother segments have mobile efforts underway that present the opportunity for us to drive additional player investment from our franchises.

      Opportunities To Expand Franchises Outside of Games

              Our fans spend significant time investing in our franchises through both retail and digital distribution channels. Manypurchases of our video games that are availablegame content, whether through retailers as physical "boxed" software products are also available digitally (from our websites and from websites and digital distribution channels owned by third parties). In addition, we offer players digital downloadable content as add-ons to our products (e.g., new multi-player content packs or in-game microtransactions), generally for a one-time fee. We also offer subscription-based services and other value-added services forWorld of Warcraft, all of which are digitally delivered and hosted by Battle.net.

              We currently define sales via digital online channels as revenues from digitally distributed subscriptions, licensing royalties, value-added services, downloadable content, microtransactions, and products. This definition may differ from that used by our competitors or other companies.

              According to Activision Blizzard internal estimates, digital gaming revenues for the interactive entertainment industry in 2015, increased by approximately 20% as compared to 2014. The primary drivers of the increase in digital gaming revenues were increases in microtransactions and consumer purchases of full games via digital channels. In addition to increasing microtransactions within free-to-play games, the increase includes microtransactions within purchased game software, as publishers offer increasingly new opportunities for monetization within their games to extend and enlarge the monetization cycle. Digital revenues are an important part of our business, and we continue to focus on and develop products, such asor downloadable content that can be deliveredor via digital channels. The amount ofmicrotransactions. Given the passion our digital revenues in any period may fluctuate depending, in part, on the timing and nature ofplayers have for our specific product releases. Our sales of digital downloadable contentfranchises, we believe there are driven in part by sales of, and engagement by players in, our retail products. As such, lower revenues in our


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      retail distribution channels in one year may impact our revenues through digital online channels in the subsequent year.

              For the year ended December 31, 2015, net revenues through digital online channels increased by $605 million, as comparedemerging opportunities to 2014, and represented 54% of our total consolidated net revenues, as compared to 43% in 2014. On a non-GAAP basis (which excludes the impact of deferred revenues), net revenues through digital online channels for the year ended December 31, 2015 increased by $430 million, as compared to 2014, and represented 57% of our total non-GAAP net revenues, as compared to 46% in 2014.

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

      Console Platform Transition

              In November 2013, Sony released the PS4 and Microsoft released the Xbox One, their respective next-generation game consoles and entertainment systems. According to The NPD Group and GfK Chart-Track in North America and Europe, as of December 31, 2015, the combined installed base of PS4 and Xbox One hardware was approximately 43 million units, representing growth of approximately 82% over the combined installed base of approximately 24 million units as of December 31, 2014. While the combined installed base of PS3 and Xbox 360 hardware was approximately 124 million units as of December 31, 2015, at the comparable point in their release cycle, the prior-generation platforms had only 28 million units installed.

              When new console platforms are announced or introduced into the market, consumers reduce their purchasesdrive player investment outside of game console software products for prior-generation console platforms in anticipationpurchases. These opportunities include esports, film and television, and consumer products. Our efforts to build these additional opportunities are still relatively nascent, but we view them as potentially significant sources of new platforms becoming available. During these periods, sales of the game console software products we publish slow or even decline until the new platforms introduced achieve wide consumer acceptance, which we believe had largely occurred with respect to the next-generation platforms by the end of 2015. We believe that for 2016, the sales impact from the console transition will not be a meaningful driver of the business.

              During platform transitions, we simultaneously incur costs to develop and market new titles for prior-generation video game platforms and to develop and market products for next-generation platforms. We continually monitor console hardware sales and manage our product delivery on each of the prior- and next-generation platforms in a manner we believe to be most effective to maximize our revenue opportunities and achieve the desired return on our investments in product development.future revenues.

      Concentration of Top TitlesSales Among the Most Popular Franchises

              The concentration of retail revenues among key titles has continued as a trend in the overall interactive software industry. According to The NPD Group, the top 10 titles accounted for 33%32% of the retail sales in the U.S. interactive entertainment industry in 2015.2016. Similarly, a significant portion of our revenues has historically been derived from video games based on a few popular franchises and these video games arewere responsible for a disproportionately high percentage of our profits. For example, the Call of Duty, Candy Crush, World of Warcraft, Skylanders, and DestinyOverwatch franchises, combinedcollectively, accounted for 71%, 72%, and 80%69% of our consolidated net revenues, for the years ended December 31, 2015, 2014, and 2013, respectively, and a significantly higher percentage of our operating income. As a result, successful competition against theseincome, for 2016.

              The top titles can significantly impact our performance. Notably in 2015, the toysindustry are also becoming more consistent as players and revenues concentrate more heavily in established franchises. Of the top 10 console franchises in 2016, all 10 are from established franchises. Similarly, according to life category became more competitive with a new entrant competing directly with usU.S rankings for the Apple App Store and other incumbents.Google Play store per App Annie Intelligence, the top 10 mobile games have an average tenure of 24 months.

              WeIn addition to investing in and developing sequels and content for our top titles, we are continually exploring additional investmentsways to expand those franchises. Further, we invest in existingnew properties in an effort to develop the future top franchises. In 2014, we releasedHearthstone and future franchises. DuringDestiny, in 2015, we releasedHeroes of the Storm, as well asCall of Duty Online in China. In the fourth quarter of 2015,


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      Heroes of the Storm, and on May 24, 2016, we releasedOverwatch into closed beta with an anticipated game release in spring of 2016.. There is no guarantee these investments will result in an established franchise.

      franchises. Additionally, to diversify our portfolio of key franchises and increase our presence in the mobile market, on February 23, 2016, we completed the King Acquisition, diversifying our portfolio of key franchises.acquired King.

              Overall, we do expect that a limited number of popular franchises will continue to produce a disproportionately high percentage of our, and the industry's, revenues and profits in the near future. Accordingly, our ability to maintain our top franchises and our ability to successfully compete against our competitors' top franchises can significantly impact our performance.

      Recurring Revenue Business Models and Seasonality

              Increased consumer online connectivity has allowed us to offer players new investment opportunities and to shift our business to a more recurring and year-round model. Offering downloadable content and microtransactions, in addition to full games, allows our players to access and invest in new content throughout the year. This incremental content not only provides additional high-margin revenue, it can also increase engagement. Also, mobile games, and free-to-play games more broadly, are generally less seasonal.

              While our business is transitioning to a year-round engagement model, the interactive entertainment industry remains highlysomewhat seasonal. We have historically experienced our highest sales volume, particularly for Activision, in the year-end holiday buying season, which occurs in the fourth quarter. We deferAs we make the recognitionshift to a year-round model and also now include the operating results of a significant amountKing, which focuses on free-to-play games, less of our net revenues relatedare coming from the fourth quarter. For our reportable segments—Activision, Blizzard, and King—the percentage of our revenue represented by the fourth quarter in 2016 decreased by 10% year-over-year to our software titles containing online functionality that constitutes36%, compared with 46% in 2015.

      Outlook

              In 2017, we will have a more-than-inconsequential separate service deliverable, over an extended periodlighter slate of time (full-game releases than 2016, which we expect to result in lower revenues and earnings per share than we had in 2016. For Activision, we do expect to release the first sequel toi.e.,Destiny typically less thanand a year). Asnew Call of Duty title in the second half of the year, however, our Skylanders franchise will not have a result, the quarternew full console game launch in which2017. Across our businesses, we generate the highest sales volume may be different than the quarter in which we recognize the highest amount of net revenues. Our results can also vary basedwill continue to focus on a number of factors including, but not limited to, title release date, consumer demand, market conditionsour opportunities for year-round player engagement and shipment schedules.

      Outlookinvestment.

              For 2016,While our results for 2017 will include the full-year operations of King, beginning on February 23, 2016, the date the King Acquisition closed. Our earnings under accounting principles generally accepted in the United States of America ("GAAP") are expected to be down versus prior-year, as the expected results will continue to be impacted by additional accounting charges associated with the King Acquisition, which include, among other things, integration and acquisition-related costs, the amortization of intangible assets resulting from purchase price accounting adjustments, and the related tax impact from the King Acquisition. TheWhile the majority of these GAAP accounting charges will not impact the economics or operating cash flows of our business, although they will have a material impact on our 2016 GAAP results.

              For Activision, we expectFinally, one of our current initiatives is to deliver multiple map packs toCall of Duty: Black Ops III, along with additional in-game content, during 2016. For the Destiny franchise, Activision expects to deliver a new expansion in 2016 with the full-game Destiny sequel to come in 2017. Also in the fourth quarter of 2016, Activision plans to release new Call of Duty and Skylanders games. Blizzard plans to releaseOverwatch in the spring of 2016, as well asWorld of Warcraft: Legion™ in the summer of 2016. In addition,Hearthstone: Heroes of Warcraft andHeroescreate an esports equivalent of the Stormworld's established major professional sport leagues. This may provide for additional opportunities in 2017 through strategically important emerging new revenue streams, including possible team sales for the Overwatch League will have ongoing content updates throughout, the year.associated media rights, and in-game advertising.


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      Consolidated Statements of Operations Data

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

       
       For the Years Ended December 31, 
       
       2016 2015 2014 

      Net revenues:

                         

      Product sales

       $2,196  33%$2,447  52%$2,786  63%

      Subscription, licensing, and other revenues

        4,412  67  2,217  48  1,622  37 

      Total net revenues

        6,608  100  4,664  100  4,408  100 

      Costs and expenses:

                         

      Cost of revenues—product sales(1):

                         

      Product costs

        741  34  872  36  981  35 

      Software royalties, amortization, and intellectual property licenses

        331  15  370  15  265  10 

      Cost of revenues—subscription, licensing, and other(1):

                         

      Game operations and distribution costs

        851  19  274  12  250  15 

      Software royalties, amortization, and intellectual property licenses

        471  11  69  3  29  2 

      Product development

        958  14  646  14  571  13 

      Sales and marketing

        1,210  18  734  16  712  16 

      General and administrative

        634  10  380  8  417  9 

      Total costs and expenses

        5,196  79  3,345  72  3,225  73 

      Operating income

        1,412  21  1,319  28  1,183  27 

      Interest and other expense (income), net

        214  3  198  4  202  5 

      Loss on extinguishment of debt(2)

        92  1         

      Income before income tax expense

        1,106  17  1,121  24  981  22 

      Income tax expense

        140  2  229  5  146  3 

      Net income

       $966  15%$892  19%$835  19%

      (1)
      In periods prior to the second quarter of 2016, we presented cost of revenues in our consolidated statements of operations using the following four financial statement captions: "Cost of sales—product costs," "Cost of sales—online," "Cost of sales—software royalties and amortization," and "Cost of sales—intellectual property licenses." Since the second quarter of 2016, we have revised the presentation in our consolidated statements of operations to more clearly align our costs of revenues with the associated revenue captions as follows:

      Cost of revenues—product sales:

      (i)
      "Product costs"—includes the manufacturing cost of goods produced and sold. This generally includes product costs, manufacturing royalties, net of volume discounts, personnel-related costs, warehousing, and distribution costs. We generally recognize volume discounts when they are earned (typically in connection with the achievement of unit-based milestones).

      (ii)
      "Software royalties, amortization, and intellectual property licenses"—includes the amortization of capitalized software costs and royalties attributable to product sales revenues. These are costs capitalized on the balance sheet until the respective games are released, at

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          which time the capitalized costs are amortized. Also included is amortization of intangible assets recognized in purchase accounting attributable to product sales revenues.

        Cost of revenues—subscription, licensing, and other revenues:

        (i)
        "Game operations and distribution costs"—includes costs to operate our games, such as customer service, internet bandwidth and server costs, platform provider fees, and payment provider fees.

        (ii)
        "Software royalties, amortization, and intellectual property licenses"—includes the amortization of capitalized software costs and royalties attributable to subscription, licensing and other revenues. These are costs capitalized on the balance sheet until the respective games are released, at which time the capitalized costs are amortized. Also included is amortization of intangible assets recognized in purchase accounting attributable to subscription, licensing, and other revenues.

        Prior periods have been reclassified to conform to the current presentation.

      (2)
      Represents the loss on extinguishment of debt we recognized during 2016 as a result of the extinguishment of certain term loan and senior note facilities through our refinancing activities, comprised of a premium payment of $63 million and write-off of unamortized discount and financing costs of $29 million.

      Consolidated Net Revenues

              The following table summarizes our consolidated net revenues and the increase/(decrease) in deferred revenues recognized for the years ended December 31, 2016, 2015, and 2014 (amounts in millions):

       
       For the Years Ended December 31, 
       
       2015 2014 2013 

      Net revenues:

                         

      Product sales

       $2,447  52%$2,786  63%$3,201  70%

      Subscription, licensing, and other revenues

        2,217  48  1,622  37  1,382  30 

      Total net revenues

        4,664  100  4,408  100  4,583  100 

      Costs and expenses:

                         

      Cost of sales—product costs

        921  20  999  23  1,053  23 

      Cost of sales—online

        224  5  232  5  204  4 

      Cost of sales—software royalties and amortization

        412  9  260  6  187  4 

      Cost of sales—intellectual property licenses

        28    34  1  87  2 

      Product development

        646  14  571  13  584  13 

      Sales and marketing

        734  16  712  16  606  13 

      General and administrative

        380  8  417  9  490  11 

      Total costs and expenses

        3,345  72  3,225  73  3,211  70 

      Operating income

        1,319  28  1,183  27  1,372  30 

      Interest and other expense, net

        198  4  202  5  53  1 

      Income before income tax expense

        1,121  24  981  22  1,319  29 

      Income tax expense

        229  5  146  3  309  7 

      Net income

       $892  19%$835  19%$1,010  22%
       
       For the Years Ended December 31, 
       
       2016 2015 2014 Increase/
      (decrease)
      2016 v 2015
       Increase/
      (decrease)
      2015 v 2014
       % Change
      2016 v 2015
       % Change
      2015 v 2014
       

      Consolidated net revenues

       $6,608 $4,664 $4,408 $1,944 $256  42% 6%

      Net effect from recognition (deferral) of deferred net revenues

        9  43  (405) (34) 448       

      Consolidated net revenues

        2016 vs. 2015

              The increase in consolidated net revenues for 2016, as compared to 2015, was primarily due to:

        New revenues from King titles following the King Closing Date, primarily driven by the Candy Crush franchise.

        Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

        Higher revenues recognized in 2016 fromCall of Duty: Black Ops III, which was released in the fourth quarter of 2015 and was the third game in our successful Black Ops series, as compared to revenues recognized in 2015 fromCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014, including, in each case, the associated digital content.

              The increase was partially offset by:

        Lower revenues recognized from the Destiny franchise, asDestiny debuted in September 2014 but had no comparable full-game release in 2015.

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          Lower revenues fromSkylanders Imaginators, which was released in October 2016, as compared toSkylanders Superchargers, the comparable 2015 title, as well as lower revenues from standalone toys and accessories from the Skylanders franchise in 2016.

          Lower revenues recognized from the Diablo franchise due to the timing of releases.

          2015 vs. 2014

                The increase in consolidated net revenues for 2015, as compared to 2014, was primarily due to:

          Higher revenues recognized from the Destiny franchise, asDestiny debuted in September 2014.

          Higher revenues recognized fromHearthstone, which were partially driven by its incremental release on iPhone and Android smartphones in April 2015.

                The increase was partially offset by:

          Lower revenues fromSkylanders SuperChargers, as compared toSkylanders Trap Team, the comparable 2014 title.

          Lower revenues recognized fromDiablo III: Reaper of Souls™ andDiablo III: Reaper of Souls—Ultimate Evil Edition™, which were released in March 2014 on PC and in August 2014 on consoles, respectively.

        Change in Deferred Revenues Recognized

          2016 vs. 2015

                The decrease in net deferred revenues recognized for 2016, as compared to 2015, was primarily due to:

          Deferrals of revenues associated with the release ofWorld of Warcraft: Legion in August 2016, as compared to the recognition of deferred revenues in 2015 from the release ofWorld of Warcraft: Warlords of Draenor® in November 2014.

          Deferrals of revenues associated withOverwatch.

                The decrease was partially offset by lower deferrals of revenues associated with the Call of Duty franchise, driven by lower revenue deferrals fromCall of Duty: Infinite Warfare, which was released in the fourth quarter of 2016, as compared toCall of Duty: Black Ops III, the comparable 2015 title.

          2015 vs. 2014

                The increase in net deferred revenues recognized for 2015, as compared to 2014, was primarily due to:

          Lower deferrals of revenues from theDestiny franchise, which debuted in September 2014.

          Lower deferrals of revenues fromWorld of Warcraft, primarily associated withWorld of Warcraft: Warlords of Draenor, which was released in November 2014, and value-added services

                The increase was partially offset by higher deferrals of revenues from the Call of Duty franchise.

        Foreign Exchange Impact

                Changes in foreign exchange rates had a negative impact of $81 million, $373 million, and $2 million on Activision Blizzard's consolidated net revenues in 2016, 2015, and 2014, respectively, as compared to the same periods in the previous year. The changes are primarily due to changes in the value of the U.S. dollar relative to the euro and British pound.


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        Operating Segment Results

                Currently, we have three reportable operating segments. 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 Makerchief operating decision maker ("CODM"), the manner in which we assess operating performance and allocate resources, and the availability of separate financial information. Currently, we have two reportable operating segments (see Note 1 of the Notes to Consolidated Financial Statements). Previously, we reported "Distribution" as a reportable segment. In the current period, this was no longer deemed a reportable segment and is included in "Other" along with our recently announced Media Networks and Studios businesses. We do not aggregate operating segments.

        The CODM reviews segment performance exclusive ofof: the impact of the change in deferred revenues and related cost of salesrevenues with respect to certain of our online-enabled games, stock-basedgames; share-based compensation expense,expense; amortization of intangible assets as a result of purchase price accounting,accounting; and fees and other expenses (including legal fees, costs, expenses and accruals) related to acquisitions, associated integration activities, and the Purchase Transaction.financings. The CODM does not review any information regarding total assets on an operating segment basis, and accordingly, no disclosure is made with respect thereto.

                Our operating segments are also consistent with our internal organization structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. We do not aggregate operating segments.

                Information on the operating segments and reconciliations of total segment net revenues and total segment operating income to consolidated net revenues from external customers and consolidated income before income


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        income before income tax expense for the years ended December 31, 2016, 2015, 2014, and 20132014 are presented in the table below (amounts in millions):


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

         2015 2014 2013 Increase/
        (decrease)
        2015 v 2014
         Increase/
        (decrease)
        2014 v 2013
          2016 2015 2014 Increase/
        (decrease)
        2016 v 2015
         Increase/
        (decrease)
        2015 v 2014
         

        Segment net revenues:

                              

        Activision

         $2,700 $2,686 $2,895 $14 $(209) $2,220 $2,700 $2,686 $(480)$14 

        Blizzard

         1,565 1,720 1,124 (155) 596  2,428 1,565 1,720 863 (155)

        Other(1)

         356 407 323 (51) 84 

        King

         1,586   1,586  

        Segments net revenues total

         4,621 4,813 4,342 (192) 471 

        Reportable segments net revenues total

         6,234 4,265 4,406 1,969 (141)

        Reconciliation to consolidated net revenues:

                              

        Net effect from deferral of net revenues

         43 (405) 241 448 (646)

        Other segments(1)

         365 356 407 9 (51)

        Net effect from recognition (deferral) of deferred net revenues(2)

         9 43 (405) (34) 448 

        Consolidated net revenues

         $4,664 $4,408 $4,583 $256 $(175) $6,608 $4,664 $4,408 $1,944 $256 

        Segment income from operations:

                              

        Activision

         868 762 971 106 (209) 788 868 762 (80) 106 

        Blizzard

         561 756 376 (195) 380  1,013 561 756 452 (195)

        Other(1)

         37 9 8 28 1 

        King

         537   537  

        Segments income from operations total

         1,466 1,527 1,355 (61) 172 

        Reportable segments income from operations total

         2,338 1,429 1,518 909 (89)

        Reconciliation to consolidated operating income and consolidated income before income tax expense:

                              

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

         (39) (215) 229 176 (444)

        Stock-based compensation expense

         (92) (104) (110) 12 6 

        Amortization of intangible assets

         (11) (12) (23) 1 11 

        Fees and other expenses related to acquisitions and the Purchase Transaction

         (5) (13) (79) 8 66 

        Other segments(1)

         (4) 37 9 (41) 28 

        Net effect from recognition (deferral) of deferred net revenues and related cost of revenues(2)

         (10) (39) (215) 29 176 

        Share-based compensation expense(3)

         (159) (92) (104) (67) 12 

        Amortization of intangible assets(4)

         (706) (11) (12) (695) 1 

        Fees and other expenses related to acquisitions and the Purchase Transaction(5)

         (47) (5) (13) (42) 8 

        Consolidated operating income

         1,319 1,183 1,372 136 (189) 1,412 1,319 1,183 93 136 

        Interest and other expense, net

         198 202 53 (4) 149  214 198 202 16 (4)

        Loss on extinguishment of debt

         92   92  

        Consolidated income before income tax expense

         $1,121 $981 $1,319 $140 $(338) $1,106 $1,121 $981 $(15)$140 

        (1)
        Other includessegments include other income and expenses from operating segments managed outside the reportable segments, including our Media Networks,MLG, Studios, and Distribution businesses. Other segments also includesinclude unallocated corporate income and expenses.

                For a 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

        (2)
        We have determined that some of our titles' online functionality represents an essential component of gameplay and as a result, represents a more-than-inconsequential separate deliverable. As such, we are required to recognize revenues from these titles over the estimated service periods, which are generally less than one year. The related costscost of salesrevenues are deferred and recognized when the related revenues are recognized. In the operating segment results table, we presentreflect the amountnet effect from the deferral of net revenues and (recognition) of deferred revenues, along with the related costscost of sales separately for each period as a resultrevenues, on certain of this accounting treatment.

        our online enabled products.

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        Stock-Based Compensation Expense

        (3)
        We expense our stock-basedshare-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 stock price at the end of the relevant period. Included within this stock-basedshare-based compensation are the net effects of capitalization, deferral, and amortization.

        Amortization of Intangible Assets



        (4)
        We amortize intangible assets over their estimated useful lives based on the pattern of consumption of the underlying economic benefits. The amountamounts presented in the table representsrepresent the effect of the amortization of intangible assets, as well as other purchase price accounting adjustments, where applicable, in our consolidated statements of operations.

        Fees and Other Expenses Related to Acquisitions and the Purchase Transaction



        (5)
        We incurred fees and other expenses, such as legal, banking and professional services fees, related to (a) the Purchase Transaction,October 11, 2013 repurchase of approximately 429 million shares of our common stock (the "Purchase Transaction"), pursuant to a stock purchase agreement among us, Vivendi and ASAC II LP, an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC, (b) the King Acquisition, and (c) other business acquisitions and associated integration activities, in each case, inclusive of any related debt financings. Such expenses are not reviewed by the CODM as part of segment performance.

        Segment Net Revenues

        Activision

          Activision2016 vs. 2015

                The decrease in Activision's net revenues increased slightlyfor 2016, as compared to 2015, was primarily due to:

          Lower revenues fromCall of Duty: Infinite Warfare, which was released in the fourth quarter of 2016, as compared toCall of Duty: Black Ops III, the comparable 2015 title, which was the third game in our successful Black Ops series.

          Lower revenues from the Destiny franchise, as there were two expansion packs in 2015—House of Wolves andThe Taken King—but only one in 2016—Rise of Iron.

          Lower revenues fromSkylanders Imaginators, which was released in October 2016, as compared toSkylanders Superchargers, the comparable 2015 title, as well as lower revenues from standalone Skylanders toys and accessories in 2016.

          Lower revenues fromGuitar Hero Live, which was released in 2015 with no comparable release in 2016.

                The decrease was partially offset by higher revenues from digital content associated withCall of Duty: Black Ops III, as compared toCall of Duty: Advanced Warfare, the comparable 2014 title.

          2015 vs. 2014

                The increase in Activision's net revenues for 2015, as compared to 2014, was primarily due to higherto:

          Higher revenues from the Call of Duty franchise, specifically fromCall of Duty: Black Ops III, which was released in the fourth quarter of 2015, as compared toCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014, and the strong2014.

          Strong digital content performance, including expansion packs and supply drops forCall of Duty: Advanced WarfareWarfare.. Additionally, revenue increased due to revenues

          Revenues fromGuitar Hero Live, which was released in the fourth quarter of 2015, with no comparable release in the prior-year. These increases were2014.

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                The increase was partially offset by lowerby:

          Lower revenues fromSkylanders SuperChargers, which was released in the current year,2015, as compared toSkylanders Trap Team, the comparable prior-year title, lower2014 title.

          Lower revenues from the Destiny franchise, asDestiny debuted in September 2014 with no comparable full-game release in 2015, and lower2015.

          Lower revenues fromThe Amazing Spider-ManSpider-Man™ 2, which was released during the prior-year2014, with no corresponding releasereleases during 2015.

                Activision'sBlizzard

          2016 vs. 2015

                The increase in Blizzard's net revenues decreased for 2014,2016, as compared to 2013,2015, was primarily due to lowerto:

          Revenues fromOverwatch, a new team-based first-person shooter released in May 2016.

          Higher revenues from the CallWorld of Duty and Skylanders franchises, partially offsetWarcraft, driven by higher revenues from the release ofDestinyWorld of Warcraft: Legion and its first expansion pack,The Dark Below, in 2014.August 2016, with no comparable release in 2015.

          Blizzard2015 vs. 2014

                The decrease in Blizzard's net revenues decreased for 2015, as compared to 2014, was primarily due to the timing of game releases; most notablyreleases, including:

          Diablo III: Reaper of Souls™,Souls, which was released in March 2014 on the PC, andDiablo III: Reaper of Souls—UltimateSouls-Ultimate Evil Edition™,Edition, which was released in August 2014 on consoles, andconsoles.

          World of Warcraft: Warlords of Draenor®Draenor, which was released in November 2014, along with the overall lower revenues fromWorld of Warcraft due to a smaller subscriber base. These decreases were

                The decrease was partially offset by higherby:

          Higher revenues fromHearthstone: Heroes of Warcraft,Hearthstone, which had multiple content releases throughout the year, along with revenuesand benefited from its incremental release on iPhone and Android smartphones in April 2015.

          Revenues fromHeroes of the Storm andStarcraftStarCraft II: Legacy of the VoidVoid™, which were released in 2015. In addition to already having been released on PC, iPad, and Android tablets in the prior-year,

        Hearthstone: Heroes of WarcraftKing was released on iPhone and Android smartphones in April 2015, which contributed to the current period revenue performance.

                Blizzard'sKing's net revenues increasedrepresent the net revenues from the King Closing Date through December 31, 2016. The revenues were primarily driven by the Candy Crush franchise, which included the release ofCandy Crush Jelly Saga™ in January 2016.

        Segment Income from Operations

        Activision

          2016 vs. 2015

                The decrease in Activision's operating income for 2014,2016, as compared to 2013,2015, was primarily due to revenues fromlower revenues. This was partially offset by:

          Lower sales and marketing spend onDiablo III: Reaper of Souls,Guitar Hero Live which was released in March 2014 onand the PC, andDestiny franchise given the timing of game launches.Diablo III: Reaper of


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        Souls—Ultimate Evil Edition,

          The relative increase in revenues coming from the digital online channel, which was released in August 2014 on certain consoles, revenue from value-added services astypically has a result of the launch of theWorld of Warcraft paid character boost, revenues fromWorld of Warcraft: Warlords of Draenor, which was released in November 2014, and revenues fromHearthstone: Heroes of Warcraft, which was commercially released in 2014, as compared to revenues in 2013 fromStarCraft II: Heart of the Swarm®, which was released in March 2013, and fromDiablo III on consoles, which was released in September 2013.

          Segment Income from Operations

          higher profit margin.

          Activision2015 vs. 2014

                The increase in Activision's operating income increased infor 2015, as compared to 2014, was primarily due to an increased percentage ofto:

          The relative increase in revenues coming from the digital online channel, which typically has a higher margin online digital channels, and lowerprofit margin.

          Lower sales and marketing spending on the Destiny franchise because of the September 2014 launch ofDestiny, with no comparable full-game release in the current year. This is2015.

                The increase was partially offset by operatingby:

          Operating losses fromGuitar Hero Live, which was released in the fourth quarter of 2015, with no comparable release in the prior-year, and lower2014.

          Lower revenues fromSkylanders SuperChargers, as compared toSkylanders Trap TeamTeam.

        .Blizzard

                  Activision's2016 vs. 2015

                The increase in Blizzard's operating income decreased in 2014,for 2016, as compared to 2013,2015, was primarily due to lower revenues, as described above, relatively higher cost of sales—software royalties and amortization, and higherrevenues. This was partially offset by:

          New sales and marketing activities fromspending to supportOverwatch.

          Higher personnel costs due to segment performance bonuses and increased headcount to support the release ofDestiny; partially offset by lower cost of sales—product costs as a result of lower revenues, and lower general and administrative costs, primarily resulting from lower legal-related expenses (including legal-related accruals, settlements and fees).

          business growth.

          Blizzard2015 vs. 2014

                The decrease in Blizzard's operating income decreased infor 2015, as compared to 2014, was primarily due to lowerto:

          Lower revenues.

          Higher cost of revenues as described above; higher costs of sales—product costs fromHearthstone: Heroes of WarcraftHearthstone related to commissions on mobile purchases withfollowing the launch on iPhone and Android smartphones in April 2015; higher2015.

          Higher sales and marketing spending for its releases, includingHearthstone: Heroes of WarcraftHearthstone andHeroes of the StormStorm.; lower

          Lower capitalization of software development costs; and higher cost of sales—software royalties and amortization.

                  Blizzard's operating income increased in 2014, as compared to 2013, primarily due to higher revenues, as described above, partially offset by higher cost of sales—product costs, higher product development costs and higher sales and marketing activities to support a higher number of titles released in 2014.software amortization.

        King

                King's operating income for the year ended December 31, 2016 represents the operating income from the King Closing Date through December 31, 2016.

        Foreign Exchange Impact

                Changes in foreign exchange rates had a negative impact of $364$30 million and $338 million on Activision Blizzard'sreportable segment net revenues for 2016 and 2015, respectively, as compared to the same periodperiods in the previous year. The changes are primarily due to changes in the value of the U.S. dollar relative to the euro and British pound.

        Non-GAAP Financial Measures

                The analysis of revenues by distribution channel is presented both on a GAAP (including the impact from the change in deferred revenues) and non-GAAP (excluding the impact from the 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 investment analysts and industry data


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        sources, and facilitates comparison of operating performance between periods. In addition, excluding the impact from the 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 related financial information prepared in accordance with GAAP. In addition, this non-GAAP financial measure may not be the same as any non-GAAP measure presented by another company. This non-GAAP financial measure has limitations in that it does not reflect all of the items associated with our GAAP revenues. We compensate for the limitations resulting from the exclusion of the change in deferred revenues by considering the impact of that item separately and by considering our GAAP, as well as non-GAAP, revenues.

        Consolidated Results of Operations—Years Ended December 31, 2015, 2014, and 2013

        Non-GAAP Financial MeasuresNet Revenues by Distribution Channel

                The following table provides reconciliation between GAAP and non-GAAPdetails our consolidated net revenues by distribution channel for the years ended December 31, 2016, 2015, 2014, and 20132014 (amounts in millions):

         
         For the Years Ended December 31, 
         
         2016 2015 2014 Increase/
        (decrease)
        2016 v 2015
         Increase/
        (decrease)
        2015 v 2014
         % Change
        2016 v 2015
         % Change
        2015 v 2014
         

        Net revenues by distribution channel

                              

        Digital online channels(1)

         $4,865 $2,502 $1,897 $2,363 $605  94% 32%

        Retail channels

          1,386  1,806  2,104  (420) (298) (23) (14)

        Other(2)

          357  356  407  1  (51)   (13)

        Total consolidated net revenues

         $6,608 $4,664 $4,408 $1,944 $256  42% 6%

                The increase/(decrease) in deferred revenues recognized by distribution channel for the years ended December 31, 2016, 2015, and 2014, was as follows (amounts in millions):

         
         For the Years Ended December 31, 
         
         2015 2014 2013 Increase/
        (decrease)
        2015 v 2014
         Increase/
        (decrease)
        2014 v 2013
         % Change
        2015 v 2014
         % Change
        2014 v 2013
         

        GAAP net revenues by distribution channel

                              

        Retail channels

         $1,806 $2,104 $2,701 $(298)$(597) (14)% (22)%

        Digital online channels(1)

          2,502  1,897  1,559  605  338  32  22 

        Total Activision and Blizzard

          4,308  4,001  4,260  307  (259) 8  (6)

        Other(2)

          356  407  323  (51) 84  (13) 26 

        Total consolidated GAAP net revenues

          4,664  4,408  4,583  256  (175) 6  (4)

        Change in deferred net revenues(3)

                              

        Retail channels

          (169) 104  (247) (273) 351       

        Digital online channels(1)

          126  301  6  (175) 295       

        Total changes in deferred net revenues

          (43) 405  (241) (448) 646       

        Non-GAAP net revenues by distribution channel

                              

        Retail channels

          1,637  2,208  2,454  (571) (246) (26) (10)

        Digital online channels(1)

          2,628  2,198  1,565  430  633  20  40 

        Total Activision and Blizzard

          4,265  4,406  4,019  (141) 387  (3) 10 

        Other(2)

          356  407  323  (51) 84  (13) 26 

        Total non-GAAP net revenues(4)

         $4,621 $4,813 $4,342 $(192)$471  (4)% 11%
         
         For the Years Ended December 31, 
         
         2016 2015 2014 Increase/
        (decrease)
        2016 v 2015
         Increase/
        (decrease)
        2015 v 2014
         

        Increase/(decrease) in deferred revenues recognized by distribution channel:

                        

        Digital online channels(1)

         $(351)$(126)$(301)$(225)$175 

        Retail channels

          368  169  (104) 199  273 

        Other(2)

          (8)     (8)  

        Net (deferral)/recognition impact on consolidated net revenues

         $9 $43 $(405)$(34)$448 

        (1)
        We define revenues from digital online channels as revenues from digitally distributed subscriptions, licensing royalties, value-added services, downloadable content, microtransactions, and products.

        (2)
        Net revenues from Other include revenues from our Media NetworksMLG, Studios, and Studios businesses, along withDistribution businesses.

        Digital Online Channel Net Revenues

        Net Revenues

          2016 vs 2015

                The increase in net revenues that were historically shownfrom digital online channels for 2016, as "Distribution."compared to 2015, was primarily due to:

          New revenues from King titles following the King Closing Date, primarily driven by the Candy Crush franchise.

          Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

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          (3)
          We have determined that someHigher revenues recognized in 2016 from digital content associated withCall of our titles' online functionality represents an essential componentDuty: Black Ops III, as compared to revenues recognized in 2015 from digital content associated withCall of gameplay and as a result, represents a more-than inconsequential separate deliverable. As such, we recognize revenues attributed to these titles overDuty: Advanced Warfare, the estimated service periods, which are generally less than one year. In the table above, we present the amount ofcomparable 2015 title.

          2015 vs 2014

                The increase in net revenues from digital online channels for each period2015, as a resultcompared to 2014, was primarily due to:

          Higher revenues recognized from the Destiny franchise.

          Higher revenues recognized fromHearthstone.

          Higher revenues recognized fromCall of this accounting treatment.Duty: Advanced Warfare and its digital content released during 2015, as compared toCall of Duty: Ghosts and its digital content released during 2014, including revenues recognized from the introduction of microtransactions inCall of Duty: Advanced Warfare.

          (4)
          Total non-GAAPRevenues recognized fromHeroes of the Storm, which was released in June 2015, with no comparable release during the prior periods.

                The increase was partially offset by lower revenues from the Diablo franchise due to the timing of title releases.

        Change in Deferred Revenues Recognized

          2016 vs 2015

                The decrease in net deferred revenues presented, also represents our total segmentrecognized for 2016, as compared to 2015, was primarily due to:

          Deferrals of revenues associated with the release ofWorld of Warcraft: Legion in August 2016, as compared to the recognition of deferred revenues from the release ofWorld of Warcraft: Warlords of Draenor in 2015.

          Deferrals of revenues associated withOverwatch.

                The decrease was partially offset by higher deferred revenues recognized fromHearthstone.

          2015 vs 2014

                The increase in net revenues.

        deferred revenues recognized for 2015, as compared to 2014, was primarily due to lower deferrals of revenues fromWorld of Warcraft, primarily associated withWorld of Warcraft: Warlords of Draenor and value-added services. The increases were partially offset by higher deferrals of revenues from the Call of Duty franchise

        Retail Channel Net Revenues

        Net Revenues

          2016 vs 2015

                The decrease in GAAPnet revenues from retail channels for 2016, as compared to 2015, was primarily due to:

          Lower revenues recognized from the Destiny franchise, asDestiny debuted in September 2014 but had no comparable full-game release in 2015.

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          Lower revenues fromSkylanders Imaginators, which was released in October 2016, as compared toSkylanders Superchargers, the comparable 2015 title, as well as lower revenues from standalone Skylanders toys and accessories in 2016.

          Lower revenues recognized fromCall of Duty: Infinite Warfare, which was released in the fourth quarter of 2016, as compared toCall of Duty: Black Ops III, which was released in the fourth quarter of 2015.

                The decrease was partially offset by:

          Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

          Higher revenues recognized in 2016 fromCall of Duty: Black Ops III, which was released in the fourth quarter of 2015, as compared to revenues recognized in 2015 fromCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014.

          2015 vs 2014

                The decrease in net revenues from retail channels for 2015, as compared to 2014, was primarily due to lowerto:

          Lower revenues fromSkylanders SuperChargers, which was released in the current year,2015, as compared toSkylanders Trap Team, the comparable prior-year title, lower2014 title.

          Lower revenues recognized fromCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014, as compared toCall of Duty: Ghosts, which was released in the fourth quarter of 2013, and lower2013.

          Lower revenues recognized fromDiablo III: Reaper of Souls andDiablo III: Reaper of Souls—Ultimate Evil Edition, which were released in March 2014 on PC and in August 2014 on consoles, respectively.

                The decreases weredecrease was partially offset by higher revenues recognized from the Destiny franchise and revenues fromGuitar Hero Live, which was released in October 2015.

        Change in Deferred Revenues Recognized

          2016 vs 2015

                The decreaseincrease in GAAP net deferred revenues from retail channelsrecognized for 2014,2016, as compared to 2013,2015, was primarily due to lowerto:

          Lower deferrals of revenues fromassociated with the Call of Duty and Skylanders franchises. The decreases were partially offsetfranchise, driven by revenueslower revenue deferrals fromDestiny, which was released in September 2014, and revenues fromDiablo III: ReaperCall of Souls, which was released in March 2014 on the PC, andDiablo III: Reaper of Souls—Ultimate Evil Edition, which was released in August 2014 on certain consoles.

                  The decrease in non-GAAP net revenues from retail channels for 2015, as compared to 2014, was primarily due to lower revenues fromDestiny, which launched in September 2014 with no comparable full-game release in the current year, fromSkylanders SuperChargersDuty: Infinite Warfare, which was released in the current year,fourth quarter of 2016, as compared toSkylanders Trap TeamCall of Duty: Black Ops III, the comparable prior-year title, and from the Diablo franchise due to timing of title releases. This was partially offset by2015 title.

          Deferred revenues recognized fromGuitar Hero Live, which was released in the fourth quarter of 2015, with no comparable release in the prior-year, and revenues from2015.Call of Duty: Black Ops III, which was released in the fourth quarter of 2015, as compared toCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014.

                The decrease in non-GAAP net revenues from retail channels for 2014, as compared to 2013, was primarily due to lower revenues from the Call of Duty and Skylanders franchises. The decreases were partially offset by lower deferred revenues recognized from the Destiny franchise, asDestiny, which was released debuted in September 2014 and revenues fromDiablo III: Reaper of Souls, which was releasedbut had no comparable full-game release in March2015.

          2015 vs 2014 on the PC andDiablo III: Reaper of Souls—Ultimate Evil Edition, which was released in August 2014 on certain consoles, as compared to revenues from the September 2013 release ofDiablo III on the PS3 and Xbox 360.

          Digital Channel Net Revenues

                The increase in GAAP net deferred revenues from digital online channelsrecognized for 2015, as compared to 2014, was primarily due to: higherto lower deferrals of revenues recognized from the Destiny franchise; higher revenues recognized fromHearthstone: Heroes of Warcraft; higher revenues recognized fromCall of Duty: Advanced WarfareDestiny. and its digital content released during the current period, as compared toCall of Duty: Ghosts and its digital content released during the prior period, including revenues recognized fromCall of Duty: Advanced Warfare's new digital content known as "supply drops;" and revenues recognized fromHeroes of the Storm, whichThe increase was released in June 2015 with no comparable release during the prior periods. The increases were partially offset by lower revenues from the Diablo franchise due to the timinghigher deferrals of title releases.


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                The increase in GAAP net revenues from digital online channels for 2014, as compared to 2013, was primarily due to higher revenues fromHearthstone: Heroes of Warcraft, value-added services revenues from the launch of theWorld of Warcraft paid character boost, revenues fromWorld of Warcraft: Warlords of Draenor, revenues fromDiablo III: Reaper of Souls, which was released in March 2014 on the PC, andDiablo III: Reaper of Souls—Ultimate Evil Edition, which was released in August 2014 on certain consoles, and the release ofDestiny and its first expansion pack,The Dark Below, and higher digital download revenues fromCall of Duty: Advanced Warfare. The increases were partially offset by lower revenues recognized fromStarCraft II: Heart of the Swarm, which was released in March 2013, lower revenues recognized fromWorld of Warcraft: Mists of Pandaria®, which was released in September 2012, and lower downloadable content revenues from the Call of Duty franchise.


                The increase in non-GAAP net revenues from digital online channels for 2015, as compared to 2014, was primarily due to: revenues fromHearthstone: HeroesTable of Warcraft; revenues fromDestiny and its associated expansion packs, includingThe Taken King which was released in September 2015; higher revenues from the Call of Duty franchise, specifically fromCall of Duty: Black Ops III, which was released in the fourth quarter of 2015, as compared toCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014, and from the strong digital content performance, including expansion packs and supply drops, ofCall of Duty: Advanced Warfare; and revenues fromHeroes of the Storm, which was released in June 2015 with no comparable release during the prior periods. These increases were partially offset by lower revenues fromWorld of Warcraft, primarily due to a decline in the subscriber base and the launch ofWorld of Warcraft: Warlords of Draenor in November 2014 with no comparable release in the current year, and lower revenues recognized from the Diablo franchise due to the timing of title releases.Contents

                The increase in non-GAAP net revenues from digital online channels for 2014, as compared to 2013, was primarily due to revenues fromHearthstone: Heroes of Warcraft, value-added services revenues from the launch of theWorld of Warcraft: Warlords of Draenor paid character boost, revenues fromWorld of Warcraft: Warlords of Draenor, revenues fromDiablo III: Reaper of Souls, which was released in March 2014 on the PC, andDiablo III: Reaper of Souls—Ultimate Evil Edition, which was released in August 2014 on certain consoles, revenues from the release ofDestiny and its first expansion pack,The Dark Below, and higher digital downloads ofCall of Duty: Advanced Warfare. The increases were partially offset by lower downloadable content revenues from the Call of Duty franchise.

        Consolidated Results

        Net Revenues by Geographic Region

                The following table details our consolidated net revenues by geographic region for the years ended December 31, 2016, 2015, 2014, and 20132014 (amounts in millions):


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

         2015 2014 2013 Increase/
        (decrease)
        2015 v 2014
         Increase/
        (decrease)
        2014 v 2013
         % Change
        2015 v 2014
         % Change
        2014 v 2013
          2016 2015 2014 Increase/
        (decrease)
        2016 v 2015
         Increase/
        (decrease)
        2015 v 2014
         % Change
        2016 v 2015
         % Change
        2015 v 2014
         

        Geographic region net revenues:

                                      

        North America

         $2,409 $2,190 $2,414 $219 $(224) 10% (9)%

        Europe

         1,741 1,824 1,826 (83) (2) (5)  

        Americas

         $3,423 $2,409 $2,190 $1,014 $219 42% 10%

        EMEA(1)

         2,221 1,741 1,824 480 (83) 28 (5)

        Asia Pacific

         514 394 343 120 51 30 15  964 514 394 450 120 88 30 

        Consolidated net revenues

         $4,664 $4,408 $4,583 $256 $(175) 6 (4) $6,608 $4,664 $4,408 $1,944 $256 42 6 


        (1)
        EMEA consists of the Europe, Middle East, and Africa geographic regions.

        Table of ContentsAmericas

          2016 vs 2015

                The increase/(decrease)increase in deferred revenues recognized by geographic region for the years ended December 31, 2015, 2014, and 2013 was as follows (amounts in millions):

         
         For the Years Ended December 31, 
         
         2015 2014 2013 Increase/
        (Decrease)
        2015 v 2014
         Increase/
        (Decrease)
        2014 v 2013
         

        Increase/(decrease) in deferred revenues recognized by geographic region:

                        

        North America

         $55 $(206)$108 $261 $(314)

        Europe

          20  (153) 107  173  (260)

        Asia Pacific

          (32) (46) 26  14  (72)

        Total impact on consolidated net revenues

         $43 $(405)$241 $448 $(646)

        Consolidated Net Revenues

                Consolidated net revenues in the North AmericaAmericas region increasedfor 2016, as compared to 2015, was primarily due to:

          New revenues from King titles following the King Closing Date, primarily driven by the Candy Crush franchise.

          Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

          Higher revenues recognized in 2016 fromCall of Duty: Black Ops III, which was released in the fourth quarter of 2015, as compared to revenues recognized in 2015 fromCall of Duty: Advanced Warfare, which was released in the fourth quarter of 2014, primarily due to higherincluding, in each case, the associated digital content.

                The increase was partially offset by:

          Lower revenues recognized from the Destiny franchise, higherasDestiny debuted in September 2014 but had no comparable full-game release in 2015.

          Lower revenues fromSkylanders Imaginators, which was released in October 2016, as compared toSkylanders Superchargers, the comparable 2015 title, as well as lower revenues from standalone toys and accessories from the Skylanders franchise in 2016.

          2015 vs 2014

                The increase in net revenues in the Americas region for 2015, as compared to 2014, was primarily due to:

          Higher revenues recognized from the Destiny franchise.

          Higher revenues recognized fromHearthstone: Heroes of WarcraftHearthstone., and revenues

          Revenues recognized fromHeroes of the Storm andGuitar Hero Live, which were both released in 2015 with no comparable releases during the prior periods.

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                The increases wereincrease was partially offset by lowerby:

          Lower revenues fromSkylanders SuperChargers, which was released in 2015, as compared toSkylanders Trap Team, the comparable 2014 title.

          Lower revenues recognized from the Diablo franchise due to the timing of title releases.

        EMEA

          2016 vs 2015

                The increase in net revenues in the EMEA region for 2016, as compared to 2015, was primarily due to the same drivers and partially offsetting factors as the Americas region discussed above.

          2015 vs 2014

                The decrease in net revenues in the EMEA region for 2015, as compared to 2014, was primarily due to:

          Lower revenues recognized from the Diablo and Call of Duty franchises.

          Lower revenues fromSkylanders SuperChargers, which was released in 2015, as compared toSkylanders Trap Team, the comparable 2014 title.

          Lower revenues from our Distribution business.

                The decrease was partially offset by:

          Higher revenues recognized from the Destiny franchise.

          Higher revenues recognized fromHearthstone.

          Revenues recognized fromHeroes of the Storm.

        Asia Pacific

          2016 vs 2015

                The increase in net revenues in the Asia Pacific region for 2016, as compared to 2015, was primarily due to:

          New revenues from King titles following the King Closing Date, primarily driven by the Candy Crush franchise.

          Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

          Higher revenues recognized fromHearthstone.

                The increase was partially offset by lower revenues recognized from the Diablo franchise due to the timing of title releases.

          2015 vs 2014

                Consolidated net revenues        The increase in the Europe region decreased in 2015 as compared to 2014, primarily due to lower revenues recognized from the Diablo and Call of Duty franchises, lower revenues fromSkylanders SuperChargers, as compared toSkylanders Trap Team, and lower revenues from our Distribution business. These were partially offset by higher revenues recognized from the Destiny franchise, higher revenues recognized fromHearthstone: Heroes of Warcraft, and revenues recognized fromHeroes of the Storm.

                Consolidated net revenues in the Asia Pacific region increased infor 2015, as compared to 2014, was primarily due to higherto:

          Higher revenues recognized fromHearthstone: Heroes of Warcraft, Hearthstone andCall of Duty Online,Online. and

          Revenues recognized fromHeroes of the Storm, which launched in China in 2015 with no comparable prior-year titles.2015.

                The increases wereincrease was partially offset by lower revenues recognized from the Diablo franchise.

                Consolidated net revenues in all regions decreased in 2014 as compared to 2013, except for the Asia Pacific region. As previously discussed, the decrease in the Company's consolidated net revenues in 2014, as compared to the same period in 2013, was mainly due to lower revenues from the Call of Duty and Skylanders franchises, lower revenues recognized fromStarCraft II: Heart of the Swarm, which was released in March 2013, and lower revenues recognized fromWorld of Warcraft: Mists of Pandaria, which was released in September 2012. The decreases were partially offset by the launch ofDestiny and its first expansion pack,The Dark Below, revenues fromHearthstone: Heroes of Warcraft, value-added services revenues from the launch of theWorld of Warcraft paid character boost, revenues fromWorld of Warcraft: Warlords of Draenor, and revenues fromDiablo III: Reaper of Souls, which was released in March 2014 on the PC, andDiablo III: Reaper of Souls—Ultimate Evil Edition, which was released in August 2014 on certain consoles. All of the above factors impact our year-over-year comparisons for North America and Europe. Further, in the Europe region, the decreases were partially offset by the increase in Distribution segment revenues. In the Asia Pacific region, the higher mix of Blizzard segment operations, as compared to Publishing segment operations, resulted in a year-over-year increase in revenues.


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        Deferred Revenues Recognized

                In all regions, the increase in deferred revenues recognized in 2015, as compared to 2014, was primarily due to lower deferrals of revenue fromDestiny, fromWorld of Warcraft, primarily associated withWorld of Warcraft: Warlords of Draenor and value-added services, and from the Diablo franchise. These were partially offset by increased deferrals of revenue from the Call of Duty franchise and deferral of revenues forStarCraft II: Legacy of the Void andGuitar Hero Live, which were released in 2015 with no comparable prior-year releases. Additionally, in the Asia Pacific region there was an increase deferral of revenues fromHearthstone: Heroes of Warcraft.

                In all regions, the decrease in deferred revenues recognized in 2014, as compared to 2013, was primarily attributed to the higher deferral of revenues fromWorld of Warcraft: Warlords of Draenor, which was released in November 2014, as compared to the recognition of revenues fromWorld of Warcraft: Mists of Pandaria, which was released in September 2012, deferral of revenues fromDestiny and its first expansion packThe Dark Below, both of which were released in 2014, and the deferral of revenues fromHearthstone: Heroes of Warcraft, which was also released in 2014.

        Foreign Exchange Impact

                Changes in foreign exchange rates had a negative impact of $373 million, a negative impact of $2 million, and a positive impact of $33 million on Activision Blizzard's consolidated net revenues in 2015, 2014, and 2013, respectively, as compared to the same periods in the previous year. The changes are primarily due to changes in the value of the U.S. dollar relative to the euro and British pound.

                For the year ended December 31, 2014, given that a significant portion of the Company's GAAP net consolidated revenues is generated in the first half of the fiscal year due to the impact of deferrals, where the euro and British pound strengthened against the U.S dollar as compared to the same period in 2013, the negative impact from the significant weakening of the euro and British pound relative to U.S. dollar in the later stages of 2014 was largely offset in the Company's consolidated net revenues for the full year 2014.

        Net Revenues by Platform

                The following tables detail our net revenues by platform and as a percentage of total consolidated net revenues for the years ended December 31, 2016, 2015, 2014, and 20132014 (amounts in millions):

         
         Year
        Ended
        December 31,
        2015
         % of
        total(4)
        consolidated
        net revenues
         Year
        Ended
        December 31,
        2014
         % of
        total(4)
        consolidated
        net revenues
         Year
        Ended
        December 31,
        2013
         % of
        total(4)
        consolidated
        net revenues
         Increase/
        (Decrease)
        2015 v
        2014
         Increase/
        (Decrease)
        2014 v
        2013
         

        Platform net revenues:

                                 

        Online(1)

         $851  18%$867  20%$912  20%$(16)$(45)

        PC

          648  14  551  13  340  7  97  211 

        Next-generation (PS4, Xbox One, Wii U)

          1,492  32  720  16  92  2  772  628 

        Prior-generation (PS3, Xbox 360, Wii)           

          899  19  1,430  32  2,287  50  (531) (857)

        Total Console

          2,391  51  2,150  49  2,379  52  241  (229)

        Mobile and ancillary(2)

          418  9  433  10  629  14  (15) (196)

        Total Activision Blizzard

          4,308  92  4,001  91  4,260  93  307  (259)

        Other(3)

          356  8  407  9  323  7  (51) 84 

        Total consolidated net revenues

         $4,664  100%$4,408  100%$4,583  100%$256 $(175)

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                The increase / (decrease) in deferred revenues recognized by platform for years ended December 31, 2015, 2014, and 2013 was as follows (amounts in millions):


         For the Years Ended December 31,  Year Ended
        December 31,
        2016
         % of
        total(4)
        consolidated
        net revenues
         Year Ended
        December 31,
        2015
         % of
        total(4)
        consolidated
        net revenues
         Year Ended
        December 31,
        2014
         % of
        total(4)
        consolidated
        net revenues
         Increase/
        (Decrease)
        2016 v 2015
         Increase/
        (Decrease)
        2015 v 2014
         

         2015 2014 2013 Increase/
        (Decrease)
        2015 v 2014
         Increase/
        (Decrease)
        2014 v 2013
         

        Increase/(decrease) in deferred revenues recognized by platform:

                   

        Online(1)

         $138 $(168)$107 $306 $(275)

        PC

         (82) (41) 22 (41) (63)

        Next-generation (PS4, Xbox One, Wii U)

         (252) (477) (213) 225 (264)

        Prior-generation (PS3, Xbox 360, Wii)

         274 295 324 (21) (29)

        Platform net revenues:

                         

        Console

         $2,453 37%$2,391 51%$2,150 49%$62 $241 

        PC(1)

         2,124 32 1,499 32 1,418 32 625 81 

        Mobile and ancillary(2)

         1,674 25 418 9 433 10 1,256 (15)

        Other(3)

         357 5 356 8 407 9 1 (51)

        Total console

         22 (182) 111 204 (293)

        Mobile and ancillary(2)

         (35) (14) 1 (21) (15)

        Total impact on consolidated net revenues

         $43 $(405)$241 $448 $(646)

        Total consolidated net revenues

         $6,608 100%$4,664 100%$4,408 100%$1,944 $256 

        (1)
        Revenues from online consists ofNet revenues from allWorld of Warcraftproducts, including subscriptions, boxed products, expansion packs, licensing royalties, and value-added services.PC includes revenues that were historically shown as Online.

        (2)
        RevenuesNet revenues from mobileMobile and ancillary includes revenues from handheld, mobile, and tablet devices, as well as non-platform specificnon-platform-specific game-related revenues, such as standalone sales of toys and accessories products from our Skylanders franchise, and other physical merchandise and accessories.

        (3)
        Net revenues from Other include revenues from our Media NetworksMLG, Studios, and Studios businesses, along with revenues that were historically shown as "Distribution."Distribution businesses.

        (4)
        The percentages of total are presented as calculated. Therefore, the sum of these percentages, as presented, may differ due to the impact of rounding.

        Console Net Revenues

          2016 vs 2015

                The increase in net revenues from online decreased slightly in 2015,console for 2016, as compared to 2014,2015, was primarily due to lowerto:

          Higher revenues recognized in 2016 fromWorldCall of Warcraft subscriber levels. This was partially offset by revenue recognized from the expansionWorld of Warcraft: Warlords of DraenorDuty: Black Ops III, which was released in November 2014, and from associated value-added services including a paid character boost.

                  Net revenues from online decreased in 2014,the fourth quarter of 2015, as compared to 2013, primarily due to the deferral of revenues recognized in 2015 fromWorldCall of Warcraft: Warlords of Draenor, as compared to the recognition of revenues fromWorld of Warcraft: Mists of PandariaDuty: Advanced Warfare, which was released in September 2012, and lower subscription revenuesthe fourth quarter of 2014, including, in each case, the associated digital content.

          Revenues recognized fromWorld of WarcraftOverwatch., a new team-based first-person shooter released in May 2016.

                The decreaseincrease was partially offset by lower revenues recognized from the strong performance of value-added services revenues driven by the launch of theDestiny franchise, asWorld of WarcraftDestiny paid character boost.debuted in September 2014 but had no comparable full-game release in 2015.

                  Net2015 vs 2014

                The increase in net revenues from PC increased inconsole for 2015, as compared to 2014, was primarily due to:

          Higher revenues recognize from the Destiny franchise.

          Revenues fromGuitar Hero Live, which was released in October 2015.

                The increase was partially offset by lower revenues fromSkylanders SuperChargers, which was released in 2015, as compared toSkylanders Trap Team, the comparable 2014 title.


        Table of Contents

        PC Net Revenues

          2016 vs 2015

                The increase in net revenues from PC for 2016, as compared to higher2015, was primarily due to:

          Revenues recognized fromOverwatch, a new team-based first-person shooter released in May 2016.

          Revenues from King titles since the King Closing Date.

          2015 vs 2014

                The increase in net revenues from PC for 2015, as compared to 2014, was primarily due to:

          Higher revenues recognized fromHearthstone: Heroes of WarcraftHearthstone. and revenues

          Revenues recognized fromHeroes of the Storm. This, which was released in June 2015.

                The increase was partially offset by lower revenues recognized in 2015 fromDiablo III: Reaper of Souls, due to the title releasing in March 2014 and no comparable 2015 title release in 2015.release.

        Mobile and Ancillary Net Revenues

          2016 vs 2015

                The increase in net revenues from PC increased in 2014,mobile and ancillary for 2016, as compared to 2013,2015, was primarily due toto:

          New revenues from King titles since the King Closing Date, which were primarily driven by the Candy Crush franchise.Hearthstone: Heroes of Warcraft,

          which had no comparable title in 2013, and higherHigher revenues recognized fromDiablo III: Reaper of SoulsHearthstone, which was released on iPhone and Android smartphones in March 2014, as compared toApril 2015.

                The increase was partially offset by lower revenues from sales of standalone toys and accessories from the release ofSkylanders franchise.

          2015 vs 2014

        StarCraft II: Heart of the Swarm, which was released        The decrease in March 2013.

                Netnet revenues from next-generation consoles increased inmobile and ancillary for 2015, as compared to 2014, and increased in 2014, as compared to 2013, in each case primarily due to increased consumer adoption of the PS4


        Table of Contents

        and Xbox One and an increase in the number of titles released for the next-generation console platforms. Since the introduction of the PS4 and Xbox One in the fourth quarter of 2013, we have released the following titles, among others, on next-generation consoles:Call of Duty: Ghosts andSkylanders SWAP Force™ in the fourth quarter of 2013;The Amazing Spider-Man™ 2 andTransformers™: Rise of the Dark Spark in the second quarter of 2014;Diablo III: Reaper of Souls—Ultimate Evil Edition andDestiny in the third quarter of 2014, andCall of Duty: Advanced Warfare andSkylanders Trap Team in the fourth quarter of 2014. In 2015, we have released multiple expansions or map packs forDestiny andCall of Duty: Advanced Warfare on the next-generation consoles along with major new titles includingCall of Duty: Black Ops III,Skylanders SuperChargers, andGuitar Hero Live.

                Net revenues from prior-generation consoles decreased in 2015, as compared to 2014, primarily due to lower revenues from the Call of Duty and Skylanders franchises and from the transition of players from prior-generation to next-generation platforms. The decreases were partially offset by higher revenues recognized from the Destiny franchise and revenues fromGuitar Hero Live.

                Net revenues from prior-generation consoles decreased in 2014, as compared to 2013, primarily due to lower revenues from the Call of Duty and Skylanders franchises. The decreases were partially offset by revenues fromDestiny, the recognition of previously deferred revenues fromDiablo III for the PS3 and the Xbox 360, which was released in September 2013, and revenues from the release ofDiablo III: Reaper of Souls—Ultimate Evil Edition.

                Net revenues from mobile and ancillary decreased slightly in 2015, as compared to 2014, primarily due to lower revenues from sales of standalone toys and accessories from the Skylanders franchise. The decrease was partially offset by higher revenues fromHearthstone: Heroes of WarcraftHearthstone on iOS and Android devices.

                Net revenues from mobile and ancillary decreased in 2014, as compared to 2013, primarily due to lower revenues from sales of standalone toys and accessories from the Skylanders franchise and from handheld titles. The decrease was partially offset by an increase in mobile and tablet platform revenues from the release ofHearthstone: Heroes of Warcraft on the iPad and Android tablets in 2014.

                Deferred revenues recognized for online increased in 2015, as compared to 2014, primarily due to the recognition of deferred revenues fromWorld of Warcraft: Warlords of Draenor and from value-added services revenues forWorld of Warcraft, including paid character boosts.

                Deferred revenues recognized for online decreased in 2014, as compared to 2013, primarily due to the deferral of revenues fromWorld of Warcraft: Warlords of Draenor, the deferral of value-added services revenues primarily from the launch of theWorld of Warcraft paid character boost, and lower revenues recognized fromWorld of Warcraft: Mists of Pandaria, which was released in September 2012.

                Deferred revenues recognized for PC decreased in 2015, as compared to 2014, primarily due to deferral of revenues fromStarCraft II: Legacy of the Void, which was released in November 2015, fromHeroes of the Storm, and fromHearthstone: Heroes of Warcraft. This was partially offset by the recognition of deferred revenues fromDiablo III: Reaper of Souls following its release in March 2014.

                The decrease in deferred revenues recognized for PC in 2014, as compared to 2013, was due to the deferral of revenues fromHearthstone: Heroes of Warcraft and the higher deferral of revenues fromDiablo III: Reaper of Souls, which was released in March 2014, as compared to revenues deferred fromStarCraft II: Heart of the Swarm, which was released in March 2013.

                The increase in deferred revenues recognized for next-generation consoles in 2015, as compared to 2014, was primarily due to the recognition of deferred revenues onDestiny, which was released in September 2014, without a comparable release in the 2015, and revenues recognized from the Diablo franchise due to the timing of title releases. These increases were partially offset by revenues deferred from the Call of Duty franchise and from the release ofGuitar Hero Live in the current year.


        Table of Contents

                The decrease in deferred revenues recognized for next-generation consoles in 2014, as compared to 2013, was due to the higher deferral of revenues fromCall of Duty: Advanced Warfare, which was released in November 2014, as compared to revenues deferred fromCall of Duty: Ghosts, which was released in November 2013, and the deferral of revenues fromDestiny, which was released in September 2014. As discussed above, the PS4 and Xbox One were introduced in the fourth quarter of 2013 and we have since released several titles, which were available on next-generation consoles for the full year in 2014, as compared to a partial year in 2013.

                The decrease in deferred revenues recognized for prior-generation consoles in 2015, as compared to 2014, was due to lower deferred revenues recognized from the Call of Duty franchise and the deferral of revenues from the releaseGuitar Hero Live in 2015. These were partially offset by recognition of deferred revenues from the Destiny franchise.

                The decrease in deferred revenues recognized for prior-generation consoles in 2014, as compared to 2013, was due to the deferral of revenues from the launch ofDestiny, partially offset by lower deferral of revenues from the Call of Duty franchise and lower deferral of revenues fromDiablo III: Reaper of Souls—Ultimate Evil Edition, as compared to the deferral of revenues fromDiablo III on PS3 and Xbox 360, which was released in 2013.

        Costs and Expenses

        Cost of SalesRevenues

                The following tables detail the components of cost of salesrevenues in dollars and as a percentage of total consolidatedassociated net revenues for the years ended December 31, 2016, 2015, 2014, and 20132014 (amounts in millions):


         Year Ended
        December 31,
        2015
         % of
        consolidated
        net revenues
         Year Ended
        December 31,
        2014
         % of
        consolidated
        net revenues
         Year Ended
        December 31,
        2013
         % of
        consolidated
        net revenues
         Increase
        (Decrease)
        2015 v 2014
         Increase
        (Decrease)
        2014 v 2013
          Year Ended
        December 31,
        2016
         % of
        associated
        net revenues
         Year Ended
        December 31,
        2015
         % of
        associated
        net revenues
         Year Ended
        December 31,
        2014
         % of
        associated
        net revenues
         Increase
        (Decrease)
        2016 v 2015
         Increase
        (Decrease)
        2015 v 2014
         

        Cost of revenues—product sales:

                         

        Product costs

         $921 20%$999 23%$1,053 23%$(78)$(54) $741 34%$872 36%$981 35%$(131)$(109)

        Online

         224 5 232 5 204 4 (8) 28 

        Software royalties and amortization

         412 9 260 6 187 4 152 73 

        Intellectual property licenses

         28  34 1 87 2 (6) (53)

        Software royalties, amortization, intellectual property licenses

         331 15 370 15 265 10 (39) 105 

        Cost of revenues—subscription, licensing, and other revenues:

                         

        Game operations and distribution costs

         851 19 274 12 250 15 577 24 

        Software royalties, amortization, intellectual property licenses

         471 11 69 3 29 2 402 40 

        Total cost of sales

         $1,585 34%$1,525 35%$1,531 33%$60 $(6)

        Total cost of revenues

         $2,394 36%$1,585 34%$1,525 35%$809 $60 

                Total costCost of sales of $1,585 million increasedRevenues—Product Sales:

          2016 vs 2015

                The decrease in 2015,product costs for 2016, as compared to total cost of sales of $1,525 million in 2014,2015, was primarily due to higher revenues in 2015. Cost of sales-productto:

          Lower product costs decreased primarily due toassociated with the Skylanders franchise.

          The relative increase in revenues coming from the digital online channel, which hastypically have relatively lower product costs, along with decreasedcosts.

                The decrease in software royalties, amortization, and intellectual property licenses related to product costssales for 2016, as a result of the decreased revenues from our relatively lower-margin Distribution business. Cost of sales-software royalties and amortization increasedcompared to 2015, was primarily due to higherlower software amortization from the Destiny franchise, andasDestiny was released in the third quarter of 2014, but had no comparable full-game release in 2015.

                This decrease was partially offset by:

          Software amortization fromOverwatch, which was released in May 2016 with no comparable 2015 title.

          Higher software costsamortization associated with new Blizzard product releases.

                  Total costCall of salesDuty: Black Ops III, which was released in the fourth quarter of $1,525 million decreased in 2014,2015, as compared to total costCall of salesDuty: Advanced Warfare, which was released in the fourth quarter of $1,531 million2014.

          2015 vs 2014

                The decrease in 2013,product costs for 2015, as compared to 2014, was primarily due to lower revenues in 2014 and theto:

          The relative increase in revenues coming from the digital online channel, which hastypically have relatively lower product costs, as compared to retail revenues. Cost of sales—product costs decreased primarily due to lower retail product sales, partially offset by increasedcosts.

          Decreased product costs as a result of increasedthe decrease in revenues from our relatively lower-margin Distribution business. Cost

          Table of sales—online increased primarily due to higher online revenues and related support costs. Cost of sales—Contents

                  The increase in software royalties, amortization, and amortization increasedintellectual property licenses related to product sales for 2015, as compared to 2014, was primarily due to higher software amortization from the Destiny franchise.

          Cost of Revenues—Subscription, Licensing, and Other Revenues:

            2016 vs 2015

                  The increase in game operations and distribution costs for introduction of new franchises2016, as compared to 2015, was primarily due to:

            Increased online costs and platform provider fees associated with revenues from King titles included since the King Closing Date.

            Increased expenditures to support our growing online activity across our existing and new product releases during the year. Cost of sales—titles.

                  The increase in software royalties, amortization, and intellectual property licenses decreasedrelated to subscription, licensing, and other revenues for 2016, as compared to 2015, was primarily due to the write-downamortization of internally-developed franchise intangible assets acquired in the King Acquisition. This increase was partially offset by lower software amortization fromHeroes of the Storm, as it was released in June 2015.


                  The increase in game operations and distribution costs for 2015, as compared to 2014, was primarily due to increased online costs and platform provider fees associated with revenues fromHearthstone, which was released on iPhone and Android smartphones in April 2015.

                  The increase in software royalties, amortization, and intellectual property licenses related to subscription, licensing, and other revenues for 2015, as compared to 2014, was primarily due to software amortization fromHeroes of the Storm, as it was released in 2013, with no comparable write-downs in 2014, lower amortization of our intangible assets, and a reduction in the number of titles released by our value business in 2014, which are normally based on licensed properties.June 2015.

          Product Development (amounts in millions)

           
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2013
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
           

          Product development

           $646  14%$571  13%$584  13%$75 $(13)
           
           Year Ended
          December 31,
          2016
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          Product development

           $958  14%$646  14%$571  13%$312 $75 

            2016 vs 2015

                  For 2015,The increase in product development costs increased,for 2016, as compared to 2015, was primarily due to:

            Product development costs associated with King's titles.

            Increased product development costs for Activision and Blizzard's current and upcoming releases.

            2015 vs 2014

                  The increase in product development costs for 2015, as compared to 2014, was primarily due to increased costs to support our future title releases and increased Blizzard product development costs, primarily associated with higher payroll costs and bonuses to studio personnel.


                  For 2014, product development costs decreased, as compared to 2013, primarily due to lower stock-based compensation expenses associated with employees involved in product development as a resultTable of fewer shares granted and fewer shares and options vested during the year.Contents

          Sales and Marketing (amounts in millions)

           
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2013
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
           

          Sales and marketing

           $734  16%$712  16%$606  13%$22 $106 
           
           Year Ended
          December 31,
          2016
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          Sales and marketing

           $1,210  18%$734  16%$712  16%$476 $22 

            2016 vs 2015

                  The increase in sales and marketing expenses for 2016, as compared to 2015, was primarily due to:

            Amortization of the customer base intangible assets acquired in the King Acquisition.

            Sales and marketing spending to support King's titles and new launches, includingCandy Crush Jelly SagaandFarm Heroes Super Saga.

            Sales and marketing spending to support Blizzard's new title,Overwatch.

                  The increase was partially offset by lower sales and marketing expenditures onGuitar Hero Live and the Destiny franchise given the timing of game launches.

            2015 vs 2014

                  The increase in sales and marketing expenses increased infor 2015, as compared to 2014, was primarily due to increased spending on sales and marketing activities to support the launchlaunches ofGuitar Hero Live andHeroes of the Storm during the year. The increase was partially offset by lower media spending on the World of Warcraft, Destiny, and Diablo franchises due to the timing of title releases.

                  Sales and marketing expenses increased in 2014, as compared to 2013, primarily due to increased spending on sales and marketing activities to support the launch ofDestiny,Hearthstone: Heroes of Warcraft, andWorld of Warcraft: Warlords of Draenor during the year. The increase was partially offset by lower media spending on the Call of Duty and Skylanders franchises.

          General and Administrative (amounts in millions)

           
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2013
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
           

          General and administrative

           $380  8%$417  9%$490  11%$(37)$(73)
           
           Year Ended
          December 31,
          2016
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          General and administrative

           $634  10%$380  8%$417  9%$254 $(37)

            2016 vs 2015

                  GeneralThe increase in general and administrative expenses decreasedfor 2016, as compared to 2015, was primarily due to:

            King's general and administrative costs, which are included from the King Closing Date.

            Higher Blizzard personnel costs due to segment performance bonuses and increased headcount to support the growth of the Blizzard business.

            Higher professional and transaction-related fees due to the King Acquisition, which closed on February 23, 2016.

            Lower foreign currency transaction and derivative contract gains.

            2015 vs 2014

                  The decrease in general and administrative expenses for 2015, as compared to 2014, was primarily due to realized and unrealized gains from our foreign currency derivative contracts and lower stock-basedshare-based compensation expense. This decrease was partially offset by increased professional service fees incurred, primarily in connection with the King Acquisition.

                  General and administrative expenses decreased in 2014, as compared to 2013, primarily due to the lower bankers' and professional fees related to the Purchase Transaction and related debt financings in 2014, as compared to 2013.


          Table of Contents

          Interest and Other Expense (Income), Net (amounts in millions)

           
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2013
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
           

          Interest and other expense, net

           $198  4%$202  5%$53  1%$(4)$149 
           
           Year Ended
          December 31,
          2016
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2015
           % of
          consolidated
          net revenues
           Year Ended
          December 31,
          2014
           % of
          consolidated
          net revenues
           Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          Interest and other expense (income), net

           $214  3%$198  4%$202  5%$16 $(4)

            2016 vs 2015

                  The increase in interest and other expense, net, for 2016, as compared to 2015, was primarily due to interest expense associated with the new $2.3 billion tranche of term loans "A" that were incurred in connection with the King Acquisition. This increase was partially offset by lower interest expense related to our prior term loan because of voluntary prepayments on the principal we made throughout 2016, with the prior term loan being fully extinguished in September 2016. Refer to "Liquidity and Capital Resources" below as included in Item 7 of this Annual Report on Form 10-K for additional discussion regarding our debt activities.

            2015 vs 2014

                  Interest and other expense, net, infor 2015 was comparable to 2014.

                  Interest and other expense, net, was $202 million in 2014, as compared to $53 million in 2013, reflecting a full year of interest expense incurred from the Notes and the Term Loan, which were issued and drawn, respectively, in October 2013. Interest expense for 2013 reflects interest from the period in which the Notes and the Term Loan were issued and drawn, respectively, to the end of the year.

          Income Tax Expense (Benefit) (amounts in millions)

           
           Year Ended
          December 31,
          2015
           % of
          Pretax
          income
           Year Ended
          December 31,
          2014
           % of
          Pretax
          income
           Year Ended
          December 31,
          2013
           % of
          Pretax
          income
           Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
           

          Income tax expense

           $229  20%$146  15%$309  23%$83 $(163)
           
           Year Ended
          December 31,
          2016
           % of
          Pretax
          income
           Year Ended
          December 31,
          2015
           % of
          Pretax
          income
           Year Ended
          December 31,
          2014
           % of
          Pretax
          income
           Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          Income tax expense

           $140  13%$229  20%$146  15%$(89)$83 

                  For the yearyears ended December 31, 2016, 2015 2014 and 2013,2014, the Company's income before income tax expense was $1,106 million, $1,121 million, $981 million, and $1,319$981 million, respectively, and our income tax expense was $140 million (or a 13% effective tax rate), $229 million (or a 20% effective tax rate), and $146 million (or a 15% effective tax rate), and $309 million (or a 23% effective tax rate), respectively. Overall, our effective tax rate differs from the U.S. statutory tax rate of 35%, primarily due to earnings taxed at relatively lower rates in foreign jurisdictions, recognition of excess tax benefits from shared-based payments (as discussed further below), recognition of the California research and development ("R&D") credits, and recognition of the retroactive reinstatement of the federal R&D tax credit, partially offset by changes in the Company's liability for uncertain tax positions.

                  In 20152016 and 2014,2015, our U.S. income before income tax expense was $355$228 million and $325$355 million, respectively, and comprised 32%21% and 33%32%, respectively, of our consolidated income before income tax expense. In 2016 and 2015, and 2014, theour foreign income before income tax expense was $766$878 million and $656$766 million, respectively, and comprised 68%79% and 67%68%, respectively, of our consolidated income before income tax expense.

                  In 2016 and 2015, earnings taxed at lower rates in foreign jurisdictions, as compared to domestic earnings taxed at the U.S. federal statutory tax rate, lowered our effective tax rate by 22 percentage points and 20 percentage points, respectively. The increase in the foreign rate differential is due to the overall increase in foreign income, which is taxed at relatively lower rates in proportion to U.S. income.

                  In 2015 and 2014, earnings taxed at lower rates in foreign jurisdictions, as compared to domestic earnings taxed at the U.S. federal statutory tax rate, lowered our effective tax rate by 20%20 percentage points and 25%,25 percentage points, respectively. The decrease in the foreign rate differential is due to changesoverall increase in foreign temporary differences,income in higher statutory rate jurisdictions, as compared to the prior-year.

                  In 2014 and 2013, earnings taxed at lower rates in foreign jurisdictions, as compared to domestic earnings taxed at the U.S. federal statutory tax rate, lowered our effective tax rate by 25% and 13%, respectively. The primary increase in the foreign rate differential is due to the proportional increase over the prior-year's earnings in foreign jurisdictions taxed at relatively lower rates. In addition, the 2014 foreign tax provision resulted in a benefit due to changes in foreign temporary differences, as compared to the prior-year.

                  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 from 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 tax year 2008 remains open to examination by the major taxingprior year.


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          authorities. In addition, Vivendi Games' tax return for the 2008 tax year is before the appeals function of the Internal Revenue Service ("IRS") and is under examination by several state taxing authorities.

                  Activision Blizzard's tax years 2008 through 2014 remain open to examination by the major taxing jurisdictions to which we are subject. The IRS is currently examining the Company's federal tax returns for the 2008 through 2011 tax years. During the second quarter of 2015, the Company transitioned the review of its transfer pricing methodology from the advanced pricing agreement review process to the IRS examination team. Their review could result in a different allocation of profits and losses under the Company's transfer pricing agreements. Such allocation could have a positive or negative impact on our provision for the period in which such a determination is reached and the relevant periods thereafter. The Company also has several state and non-U.S. audits pending.

                  The final resolution of the Company's global tax disputes is uncertain. There is significant judgment required in the analysis of disputes, including the probability determination and estimation of the potential exposure. Based on current information, in the opinion of the Company's management, the ultimate resolution of these matters are not expected to 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 our business and results of operations in the period in which the matters are ultimately resolved.

                  The overall effective income tax rate in future periods will depend on a variety of factors, such as changes in the mix of income by tax jurisdiction, applicable accounting rules, applicable tax laws and regulations, and rulings and interpretations thereof, developments in tax audits and other matters, and variations in the estimated and actual level of annual pre-tax income or loss. Further, the effective tax rate could fluctuate significantly on a quarterly basis and could be adversely affected by the extent that income (loss) before income tax expenses (benefit) is lower than anticipated in foreign regions, where taxes are levied at relatively lower statutory rates, and/or higher than anticipated in the United States, where taxes are levied at relatively higher statutory rates.

                  A more detailedFurther analysis of the differences between the U.S. federal statutory rate and the consolidated effective tax rate, as well as other information about our income taxes, is provided in Note 15 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K. Additionally, see "Recently Issued Accounting Pronouncements" for discussion on our early adoption of a new accounting standard related to share-based payments that requires that all excess tax benefits and tax deficiencies to be recorded as an income tax expense or benefit in the consolidated statement of operations. As a result, we recognized $81 million as a reduction to income tax expense in 2016. Conversely, in 2015 and 2014, $65 million and $30 million, respectively, were credited to shareholders' equity.

          Foreign Exchange Impact

                  Changes in foreign exchange rates had a positive impact of $10 million, a negative impact of $242 million, and a negative impact of $8 million, and a positive impact of $20 million on Activision Blizzard's consolidated operating income in 2016, 2015 2014 and 2013,2014, respectively. The change ischanges are primarily due to changes in the value of the U.S. dollar relative to the euro and British pound and its impact on our foreign operating income.

                  For the year ended December 31, 2014, given that the majority of the Company's GAAP net consolidated operating income is generated in the first half of the fiscal year due to the impact of deferrals, where the euro and British pound strengthened against the U.S dollar as compared to the same period in 2013, the negative impact from the significant weakening of the euro and British pound relative to U.S. dollar in the later stages of 2014 was largely offset in on the Company's consolidated operating income for the full year 2014.


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          Liquidity and Capital Resources

                  We believe our ability to generate cash flows from operating activities is one of our fundamental financial strengths. In the near term, we expect our business to remain strong and to continue to generate significant operating cash flows. Our primary sources of liquidity, which are available to us to fund cash outflows such as our anticipated dividend payments, share repurchases and scheduled debt maturities, include our cash and cash equivalents, short- and long-term investments, and cash flows provided by operating activities. With our cash and cash equivalents and short-term investments of $3.3 billion at December 31, 2016, and the expected cash flows provided by our 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 ($2.2 billion at December 31, 2016) to finance our operational and financing requirements for at least the next twelve months. Additionally, we have the availability of a $250 million revolving credit facility.

                  As of December 31, 2016, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $1.9 billion, as compared to $0.5 billion as of December 31, 2015. If the cash and cash equivalents held outside of the U.S. 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.

                  Furthermore, our cash provided from operating activities is somewhat impacted by seasonality. Working capital needs are impacted by weekly sales, which are generally highest in the fourth quarter due to seasonal and holiday-related sales patterns. On a continuing basis, we consider various transactions to increase shareholder value and enhance our business results, including acquisitions, divestitures, joint ventures, share repurchases, and other structural changes. These transactions may result in future cash proceeds or payments.


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          Sources of Liquidity (amounts in millions)


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

           2015 2014 Increase
          (Decrease)
          2015 v 2014
            2016 2015 Increase
          (Decrease)
          2016 v 2015
           

          Cash and cash equivalents

           $1,823 $4,848 $(3,025) $3,245 $1,823 $1,422 

          Short-term investments

           8 10 (2) 13 8 5 

           $1,831 $4,858 $(3,027) $3,258 $1,831 $1,427 

          Percentage of total assets

           12% 33%    19% 12%   

           


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

           2015 2014 2013 Increase
          (Decrease)
          2015 v 2014
           Increase
          (Decrease)
          2014 v 2013
            2016 2015 2014 Increase
          (Decrease)
          2016 v 2015
           Increase
          (Decrease)
          2015 v 2014
           

          Cash flows provided by operating activities

           $1,192 $1,292 $1,264 $(100)$28  $2,155 $1,259 $1,331 $896 $(72)

          Cash flows (used in) provided by investing activities

           (3,716) (84) 308 (3,632) (392)

          Cash flows used in financing activities

           (135) (374) (1,223) 239 849 

          Cash flows used in investing activities

           (1,177) (3,716) (84) 2,539 (3,632)

          Cash flows provided by (used in) financing activities

           500 (202) (413) 702 211 

          Effect of foreign exchange rate changes

           (366) (396) 102 30 (498) (56) (366) (396) 310 30 
          ���

          Net (decrease) increase in cash and cash equivalents

           $(3,025)$438 $451 $(3,463)$(13)

          Net increase (decrease) in cash and cash equivalents

           $1,422 $(3,025)$438 $4,447 $(3,463)

          Cash Flows Provided by Operating Activities

                  The primary drivers of cash flows provided byassociated with our operating activities typically include the collection of customer receivables generated byfrom the sale of our products and digital and subscription revenues,services. These collections are typically partially offset byby: payments to vendors for the manufacturing, distribution, and marketing of our products,products; payments for customer service support for our players,consumers; payments to third-party developers and intellectual property holders,holders; payments for interest on our debt,debt; payments for software development,development; payments for tax liabilities,liabilities; and payments to our workforce.

            2016 vs 2015

                  Cash flows provided by operating activities for 2016 were lower$2.16 billion, as compared $1.26 billion for 2015,2015. The increase was primarily due to:

            New operating cash flows contributed by King.

            Higher net income in 2016, as compared to 2015, along with larger adjustments to net income for non-cash charges, primarily associated with the amortization of the acquired intangibles in the King Acquisition, higher stock compensation expense due to converted awards for King personnel in the acquisition, and other non-cash or non-operating costs associated with our debt-related activities during the year.

                  Cash flows provided by operating activities for the year ended December 31, 2016 included $209 million of interest paid on our outstanding debt, as compared to $193 million paid in 2015.

            2015 vs 2014

                  Cash flows provided by operating activities for 2015 were $1.26 billion, as compared to $1.33 billion for 2014. The decrease was primarily due to changes in operating assets and liabilities, driven by the prior-year2014 cash flows benefiting from a substantial increase in revenues whichthat were deferred. These areThe decrease


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          was partially offset by a higher net income in 2015, as compared to 2014, andalong with larger adjustments to net income for non-cash charges, including amortization of capitalized software development costs.

                  Cash flows provided by operating activities for the year ended December 31, 2015 included approximately $193 million of interest paid for the Notes and Term Loan,on our outstanding debt, as compared to $201 million paid in 2014.

                  Cash flows provided by operating activities were slightly higher for 2014, as compared to 2013, primarily due to a more favorable impact from changes in our working capital accounts, mainly related to cash flows from revenues which were deferred.

          Cash Flows (Used in) Provided byUsed in Investing Activities

                  The primary drivers of cash flows (used in) provided byassociated with investing activities typically include the net effect of purchases and sales/maturities of short-term investments, capital expenditures, and changes in restricted cash balances.balances, and cash used for acquisitions.


                  Cash flows used in investing activities for 2016 were $3.7$1.18 billion, in 2015, as compared to $3.72 billion for 2015. The lower amount of cash used in investing activities in 2016 was primarily due to a 2015 cash outflow of $3.6 billion for cash placed into escrow to facilitate the King Acquisition. In 2016, when we acquired King, the cash in escrow became a cash inflow. As a result, in 2016 we had a $2.2 billion cash outflow for the King Acquisition in excess of the cash already in escrow, net of $1.15 billion of cash acquired from King.

            2015 vs 2014

                  Cash flows used in investing activities of $84for 2015 were $3.72 billion, as compared to $82 million used in 2014. IncreasedThe higher amount of cash flows used in investing activities werein 2015 was primarily due to the $3.6 billion of cash deposited in escrow forto facilitate the King Acquisition, andas well as the cash used to acquire Major League Gaming in the fourth quarter of 2015.

                  Cash flows used in investing activities were $84 million in 2014, as compared to cash flows provided by investing activities of $308 million in 2013. Lower cash flows from investing activities were primarily due to lower proceeds from the maturity of investments and a higher investment in capital expenditures. In 2014, proceeds from maturities were $21 million, the majority of which consisted of U.S. treasury and other government agency securities. Further, capital expenditures during 2014, primarily related to property and equipment, were $107 million.

          Cash Flows Used inProvided by (Used in) Financing Activities

                  The primary drivers of cash flows used in financing activities typically include the proceeds from, and repayments of, our long-term debt and transactions involving our common stock, such asincluding the issuance of shares of common stock to employees upon the repurchaseexercise of our common stock, andoptions, as well as the payment of dividends.

            2016 vs 2015

                  Cash flows provided by financing activities for 2016 were $500 million, as compared to cash flows used in financing activities of $202 million for 2015. The difference was primarily due to $6.9 billion of proceeds received from the following debt issuances in 2016:

            Issuance of a $2.3 billion tranche of term loans "A" on February 23, 2016 to fund the King Acquisition.

            Issuance of an additional $250 million tranche of term loans "A" on March 31, 2016.

            Issuance of a new unsecured $2.9 billion tranche of term loans "A" in connection with the fifth amendment to our credit agreement on August 23, 2016.

            Issuance of $650 million of 2.3% unsecured senior notes due September 2021 on September 19, 2016.

            Issuance of $850 million of 3.4% unsecured senior notes due September 2026 on September 19, 2016.

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                  These issuances were partially offset by:

            Repayments of $1.9 billion to extinguish our term loan outstanding at December 31, 2015 (the "Original Term Loan").

            Repayments of $2.5 billion in connection with the refinancing of our tranche of term loans "A" that were provided in the first quarter of 2016.

            Repayments of $185 million on our new tranche of term loans "A" that were provided on August 23, 2016, which included $167 million of voluntary prepayments, as compared to the $250 million partial repayment of our Original Term Loan in 2015.

            Cash payment to redeem our 5.625% unsecured senior notes due September 2021 (the "Original 2021 Notes") of $1.5 billion, as well as the associated $63 million premium.

            Higher cash dividend payments made during 2016, as compared to 2015.

                  Cash flows used in financing activities of $135 million were lower infor 2015 as compared to $374 million used in 2014, primarily due toalso included proceeds of $202 million of proceeds received in the settlement of the litigation related to the Purchase Transaction, andTransaction. There were no such proceeds received in 2016.

            2015 vs 2014

                  Cash flows used in financing activities for 2015 were $202 million, as compared to $413 million for 2014. The lower amount of cash flows used in financing activities was primarily due to:

            Proceeds of $202 million received in the settlement of the litigation related to the Purchase Transaction.

            A lower partial repayment of our Original Term Loan induring 2015 of $250 million, as compared to the $375 million partial repayment of our Original Term Loan induring 2014.

                  These decreases were partially offset by lowerby:

            Lower proceeds from stock options exercised by our employees and the higherduring 2015 than during 2014.

            Higher cash dividend paymentpayments made during 2015, as compared to 2014.

                    Cash flows used in financing activities of $374 million were lower in 2014, as compared to $1,223 million used in 2013, primarily due to the lack of share repurchases in 2014, offset by the $375 million partial repayment of our Term Loan. We also paid $147 million in dividends and related dividend equivalents and $66 million for taxes in connection with the vesting of employees' restricted stock rights. Cash flows from financing activities for 2014 reflected proceeds of $175 million from the issuance of shares of our common stock to employees in connection with stock option exercises.

          Effect of Foreign Exchange Rate Changes

                  Changes in foreign exchange rates had a negative impactimpacts of $56 million, $366 million, a negative impact ofand $396 million and a positive impact of $102 million on our cash and cash equivalents for the years ended December 31, 2016, 2015, 2014, and 2013,2014, respectively. The change is primarily due to changes in the value of the U.S. dollar relative to the euroEuro and British pound.

          Other Liquidity and Capital ResourcesDebt

                  Our primary sourcesAs of liquidity are typically cash and cash equivalents, investments, and cash flows provided by operating activities. In addition,December 31, 2016, our total outstanding debt was $4.9 billion, bearing interest at a weighted average rate of 2.92%, as described below, we have availability of $250 million, subjectcompared to certain restrictions, under a secured revolving credit facility. With our cash and cash equivalents and short-term investments of $1.8$4.1 billion at December 31, 2015, and expected cash flows provided by operating activities,bearing interest at a weighted average rate of 4.63%. During 2016, we believe that we have sufficient liquidityhad the following significant debt activities:

            Entered into three amendments to meet daily operationsour credit agreement to provide for a $2.3 billion tranche of term loans "A" on February 23, 2016, to fund the King Acquisition.

            Entered into a fourth amendment to our credit agreement on March 31, 2016, to provide for an additional tranche of term loans "A" in the foreseeable future. We also believe that we have sufficient working capitalamount of $0.8$250 million (together with the $2.3 billion at December 31, 2015, to finance our operational and financing requirements for at leasttranche of term loans "A", the next twelve months, including: purchases of inventory and equipment; the development, production, marketing and sale of new products; provision of customer service for our players; acquisition of intellectual property rights for future products from third parties; funding of dividends; and payments related to debt obligations.

            "Original TLA").

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                  As of December 31, 2015,

            Made voluntary principal prepayments on the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $0.5 billion, as compared to $3.6 billion as of December 31, 2014. The decrease is due to the requirements under the Transaction Agreement for the King Acquisition, which required us to deposit $3.6 billion in cash to be held in an escrow account until the earlier of (i) the completion of the King Acquisition, or (ii) the termination of the Transaction Agreement. The cash was not accessible to the Company for operating cash needs as its use was administratively restricted for use in the consummation of the King Acquisition. At December 31, 2015, we recorded theremaining balance of our Original Term Loan of $500 million, $250 million, and $800 million on February 25, March 31, and May 26, 2016, respectively, to reduce the escrow account asremaining outstanding principal balance to $319 million.

            On August 23, 2016, entered into a non-current asset, "Cashfifth amendment to our credit agreement to provide for (1) a new unsecured tranche of term loans "A" of approximately $2.9 billion (the "2016 TLA"), the proceeds of which were primarily used to extinguish the remaining outstanding principal balances of $319 million on the Original Term Loan and $2.5 billion on the Original TLA, resulting in escrow," in our Consolidated Balance Sheet.

                    If the casha write-off of unamortized discount and cash equivalents held outsidedeferred financing costs of the U.S. is needed in the future for our operations in the U.S., we would accrue$10 million, and pay the required U.S. taxes to repatriate these funds. However, our intent is to permanently reinvest these funds outside(2) a new unsecured revolving credit facility of the U.S. and our current plans do not demonstrate a need to repatriate them to fund our U.S. operations.

            $250 million.Debt

            On September 19, 2013, we2016, issued at par, $1.5 billion$650 million of 5.625%2.3% unsecured senior notes due September 2021 (the "2021"New 2021 Notes") and $750$850 million of 6.125%3.4% unsecured senior notes due September 20232026 (the "2023"2026 Notes" and, together with the New 2021 Notes, the "Notes""New Notes"). Interest

            On October 19, 2016, using the proceeds from the New Notes, redeemed the Original 2021 Notes in full for $1.6 billion, which resulted in a loss on extinguishment of approximately $82 million, comprised of a premium payment of $63 million and a write-off of unamortized discount and deferred financing costs of $19 million.

            On September 30, 2016, in addition to the Notesrequired quarterly repayment of $18 million, made a voluntary prepayment on our 2016 TLA of $167 million. These payments satisfied the required quarterly principal repayments through December 31, 2018.

                  As a result of the above activities, a summary of our debt as of December 31, 2016, is payable semi-annuallyas follows (amounts in arrears on March 15 and September 15millions):

           
           December 31, 2016 
           
           Gross
          Carrying
          Amount
           Unamortized
          Discount and Deferred
          Financing Costs
           Net
          Carrying
          Amount
           

          2016 TLA

           $2,690 $(27)$2,663 

          New 2021 Notes

            650  (5) 645 

          2023 Notes

            750  (11) 739 

          2026 Notes

            850  (10) 840 

          Total debt

           $4,940 $(53)$4,887 

                  A summary of each year, commencing on March 15, 2014. Asour debt as of December 31, 2015, the Notes hadis as follows (amounts in millions):

           
           December 31, 2015 
           
           Gross
          Carrying
          Amount
           Unamortized
          Discount and Deferred
          Financing Costs
           Net
          Carrying
          Amount
           

          Original Term Loan

           $1,869 $(11)$1,858 

          Original 2021 Notes

            1,500  (22) 1,478 

          2023 Notes

            750  (12) 738 

          Total long-term debt

           $4,119 $(45)$4,074 

                  On February 3, 2017, we entered into a carrying valuesixth amendment to our credit agreement which (i) provided for a new tranche of $2.2 billion.

                  We may redeem the 2021 Notes on or after September 15, 2016 and the 2023 Notes on or after September 15, 2018,term loans "A" in whole or in part on any one or more occasions, at specified redemption prices, plus accrued and unpaid interest. At any time prior to September 15, 2016, with respect to the 2021 Notes, and at any time prior to September 15, 2018, with respect to the 2023 Notes, we may also redeem some or all of the Notes by paying a "make-whole premium", plus accrued and unpaid interest. In addition, upon the occurrence of one or more qualified equity offerings, we may also redeem up to 35% of thean aggregate principal amount of $2.55 billion (the "2017 TLA") and (ii) released each of our subsidiary guarantors from their respective guarantee provided under the 2021 Notes and 2023 Notes outstanding with the net cashcredit agreement. All proceeds from such offerings. The Notes are repayable, in whole or in part and at the option of the holders, upon2017 TLA, together with additional cash funds on hand, were used to fully prepay the occurrence2016 TLA outstanding under the credit agreement immediately prior to the effectiveness of a change in control and a ratings downgrade, at a purchase price equal to 101% of principal, plusthe sixth amendment, together with all accrued and unpaid interest.

                  On October 11, 2013, in connection and simultaneously with the Purchase Transaction, we entered into a credit agreement (the "Credit Agreement") for a $2.5 billion secured term loan facility maturing in October 2020 (the "Term Loan"), and a $250 million secured revolving credit facility (the "Revolver" and, together with the Term Loan, the "Credit Facilities"). A portioninterest thereon. The terms of the Revolver can be used to issue letters2017 TLA, other than the absence of credit of up to $50 million, subject toguarantees, are generally the availabilitysame as the terms of the Revolver. To date, we have not drawn on the Revolver.

                  As of December 31, 2015, the outstanding balance of our Term Loan was $1.9 billion. Borrowings under the Term Loan and Revolver bear interest at an annual rate equal to an applicable margin plus, at our option, (A) a base rate determined by reference to the highest of (a) the interest rate in effect determined by the administrative agent as its "prime rate," (b) the federal funds rate plus 0.5%, and (c) the London InterBank Offered Rate ("LIBOR") for an interest period of one month plus 1.00%, or (B) LIBOR. Further, LIBOR borrowings under the Term Loan will be subject to a LIBOR floor of 0.75%. At December 31, 2015, the Term Loan bore interest at 3.25%. In certain circumstances, our interest rate under the Credit Facilities will increase.

                  In addition to paying interest on outstanding principal balances under the Credit Facilities, we are required to pay the lenders a commitment fee on unused commitments under the Revolver. We are also required to pay customary letter of credit fees and agency fees.2016 TLA.


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                  The Credit Agreement required quarterly principalOn February 2, 2017, our Board of Directors authorized repayments of 0.25%up to $500 million of the Term Loan's original principal amount, with the balance due on the maturity date. Onour outstanding debt during 2017. During February 11, 2014,2017, we made a voluntary principal repayment of $375 millionprepayments on our Term Loan. This repaymentterm loans of $500 million, inclusive of $139 million used to fully prepay the 2016 TLA. The voluntary prepayment satisfied the remaining required quarterly principal repayments for the entire term of the Credit Agreement. On February 11, 2015, we made an additional voluntary principal repayment, this time in the amount of $250 million, which reduced the balance due on the maturity date. The 2015 repayment reduced the Term Loan's outstanding principal balance to $1.9 billion and based on this reduced balance, we expect our contractual interest payments in the future will be reduced by approximately $8 million annually, based on the interest rate of 3.25% at December 31, 2015. Amounts borrowed under the Term Loan and repaid may not be re-borrowed.

                  Agreements governing our indebtedness, including the indenture governing the Notes and the Credit Agreement, impose operating and financial restrictions on our activities under certain conditions. These restrictions require usRefer to comply with or maintain certain financial tests and ratios. In addition, the indenture and the Credit Agreement limit or prohibit our ability to, among other things: incur additional debt or make additional guarantees; pay distributions or dividends and repurchase stock; make other restricted payments, including without limitation, certain restricted investments; create liens; enter into agreements that restrict dividends from subsidiaries; engage in transactions with affiliates; and enter into mergers, consolidations or sales of substantially all of our assets.

                  In addition, if, in the future, we borrow under the Revolver, as described in Note 11 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K we may be required, during certain periods where outstanding revolving loans exceed a certain threshold, to maintain a maximum senior secured net leverage ratio calculated pursuant to a financial maintenance covenant under the Credit Agreement.

                  The Company was in compliancefor disclosures regarding terms and activities associated with the terms of the Notes and Credit Facilities as of December 31, 2015.our debt obligations.

          Amendments to Credit AgreementDividends

                  Tranche A Term Loan    In conjunction with the King Acquisition, the Company entered into three Amendments to the Credit Agreement (the "Amendments"). The Amendments, among other things, provide for incremental term loans in the form of Tranche A Term Loans in an aggregate principal amount of approximately $2.3 billion, the proceeds of which were to be issued upon successful closing to fund the King Acquisition.

                  On February 23, 2016, we successfully completed the King Acquisition and the Tranche A Term Loans funded. The Tranche A Term Loans are scheduled to mature on October 11, 2020 and bear interest, at the Company's option, at either (a) a base rate equal to the highest of (i) the federal funds rate, plus 0.5%, (ii) the prime commercial lending rate of Bank of America, N.A. and (iii) the LIBOR for an interest period of one month beginning on such day plus 1.00%, or (b) LIBOR, in each case, plus an applicable interest margin. LIBOR is subject to a floor of 0% and the base rate is subject to an effective floor of 1.00%. The applicable interest margin for Tranche A Term Loans ranges from 1.50% to 2.25% for LIBOR borrowings and from 0.50% to 1.25% for base rate borrowings and is determined by reference to a pricing grid based on the Company's Consolidated Total Net Debt Ratio (as defined in the Credit Agreement).

                  The Amendments require quarterly principal payments of 0.625% of the stated principal amount of the Tranche A Term Loans, with increases to 1.250% starting on June 30, 2019 and 3.125% starting on June 30, 2020, with the remaining balance payable on the Tranche A Term Loans' scheduled maturity date of October 11, 2020. Voluntary prepayments of the Tranche A Term Loans are permitted at any time, in minimum principal amounts, without premium or penalty.


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                  The Tranche A Term Loans are subject to a financial maintenance covenant requiring the Company to maintain a maximum Consolidated Total Net Debt Ratio (as defined in the Credit Agreement) of 4.00 to 1.00, which will decrease to 3.50 to 1.00 (I) after the sixth full fiscal quarter after the Tranche A Term Loans are made or (II) if the Collateral Suspension occurs prior to the date falling 18 months after the Tranche A Term Loans are made, on the later of (x) the last day of the fourth full fiscal quarter after the Tranche A Term Loans are made and (y) the last day of the fiscal quarter in which the Collateral Suspension occurs.

                  The Tranche A Term Loans are secured by the same collateral and guaranteed by the same guarantors that secure and guarantee the existing Term Loans. The other terms of the Tranche A Term Loans are also generally the same as the terms of the existing Term Loan.

                  Revolving Credit Facility    As part of the Amendments, upon the closing of the King Acquisition, the Company's existing revolving credit facility under the Credit Agreement (as in effect prior to the closing of the King Acquisition) in an aggregate principal amount of $250 million was replaced with a new revolving credit facility under the Credit Agreement in the same aggregate principal amount (the "2015 Revolving Credit Facility").

                  Borrowings under the 2015 Revolving Credit Facility may be borrowed, repaid and re-borrowed by the Company and are available for working capital and other general corporate purposes. Up to $50 million of the 2015 Revolving Credit Facility may be used for letters of credit.

                  The 2015 Revolving Credit Facility is scheduled to mature on October 11, 2020. Borrowings under the 2015 Revolving Credit Facility bear interest, at the Company's option, under the same terms as the Tranche A Term Loans. Additionally, the 2015 Revolving Credit Facility is subject to the same financial maintenance covenant and is secured by the same collateral and guaranteed by the same guarantors that secure and guarantee the Tranche A Term Loans. The other terms of the 2015 Revolving Credit Facility are generally the same as the terms of the Revolver.

          Debt Repayments

                  OnIn February 2, 2016, the Board of Directors authorized repayments of up to $1.5 billion of our outstanding debt during 2016. On February 25, 2016, we made a voluntary principal repayment of $500 million on our Term Loan, reducing the aggregate term loans outstanding under the Credit Agreement, which includes the $2.3 billion of Tranche A Term Loans, to $3.7 billion.

          Dividends

                  On February 2, 2016,2017, our Board of Directors declaredapproved a cash dividend of $0.26$0.30 per common share, payable on May 11, 2016,10, 2017, to shareholders of record at the close of business on March 30, 2016.2017.

          Capital Expenditures

                  We made capital expenditures of $136 million in 2016, as compared to $111 million in 2015, as compared to $107 million in 2014.2015. In 2016,2017, we anticipate total capital expenditures of approximately $155 million. Capital expenditures are expected to be$130 million, primarily for leasehold improvements, computer hardware, and software 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 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-


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          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, 2015 are scheduled to be paid as follows (amounts in millions):

           
           Contractual Obligations(1) 
           
           Facility and
          equipment leases
           Developer
          and IP
           Marketing Long-term debt
          obligations(2)
           Total 

          For the Year Ending December 31,

                          

          2016

           $35 $190 $28 $192 $445 

          2017

            32  5  53  192  282 

          2018

            30    15  192  237 

          2019

            27      192  219 

          2020

            19      2,045  2,064 

          Thereafter

            35  2    2,472  2,509 

          Total

           $178 $197 $96 $5,285 $5,756 

          (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 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, 2015, we had $471 million of unrecognized tax benefits, of which $453 million was included in "Other liabilities" and $18 million was included in "Accrued expenses and other liabilities" in the consolidated balance sheet.

          (2)
          Long-term debt obligations represent our obligations related to the contractual principal repayments and interest payments under the Term Loan and the Notes as of December 31, 2015. There was no outstanding balance under our Revolver as of December 31, 2015. The Notes are subject to fixed interest rates and we have calculated the interest obligation based on the applicable rates and payment dates for the Notes. The Term Loan bears a variable interest rate and interest is payable on a quarterly basis. We have calculated the expected interest obligation based on the outstanding principal balance and interest rate applicable at December 31, 2015.        Refer to Note 1119 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K for additional information ondisclosures regarding our debt obligations. On February 11, 2015, we made a voluntary partial repayment of $250 million to the Term Loan. The 2015 repayment reduced our contractual interest payments, as shown in the table above, by approximately $8 million annually, through the October 2020 maturity date, based on the interest rate of 3.25% at December 31, 2015. On February 25, 2016, we made a voluntary principal repayment of $500 million on our Term Loan.
          commitments.

          Off-balance Sheet Arrangements

                  At December 31, 20152016 and 2014,2015, Activision Blizzard had no significant relationships with unconsolidated entities or financial parties, often referred to as "structured finance" or "special purpose" entities, established for the purpose of facilitating off-balance sheet arrangements or other contractually narrow or limited purposes, that have or are reasonably likely to have a material current or future


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          effect on our financial condition, changes in financial condition, revenues or expenses, results of operation,operations, 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.

                  Our Disclosure Committee, which operates under the Board of Directors 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 interviews 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 and assumptions. 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 policies, estimates, and assumptions 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 and assumptions about the effect of matters that are inherently uncertain. Specific risks for these critical accounting policies, estimates, and assumptions are described in the following paragraphs.


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          Revenue Recognition including Revenue Arrangements with Multiple Deliverables

                  We recognize revenues when there is persuasive evidence of an arrangement, the product or service has been provided to the customer, the collection of our fees is reasonably assured, and the


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          amount of fees to be paid by the customer is fixed or determinable. 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 revenues on the later of the street date or the date the product is sold to the customer.

            Revenue Arrangements with Multiple Deliverables

                  Certain of our revenue arrangements have multiple deliverables, which we account for in accordance with Accounting Standards Codification ("ASC") Topic 605 and Accounting Standards Update ("ASU") 2009-13.605. These revenue arrangements include product sales consisting of both software, service (such as ongoing hosting arrangements), and hardware deliverables (such as peripherals or other ancillary collectors' items sold together with physical "boxed" software) and our sales ofWorld of Warcraft boxed products, expansion packs and value-added services, each of which is considered with the related subscription services for these purposes..

                  Under ASC Topic 605 and ASU 2009-13, whenWhen 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-evidencevendor-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. IfFurther, 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 did not have significant revenue arrangements that requirerequired using BESP for the years ended December 31, 2016, 2015, 2014 and 2013.2014. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for a deliverabledeliverables that the Company sells separately which(which represents the VSOE,VSOE) and the wholesale prices of the same or similar products whichfor deliverables not sold separately (which represents TPE.TPE).

            Product Sales

                  For productProduct sales which include the saleconsists of sales of our games, including physical products and digital full-game downloads, we considerdownloads. We recognize revenues from the product or service to have been provided to the customer upon the transfersale of our products after both (1) title and risk of loss have been transferred to our customers for physical products, orand (2) all performance obligations have been completed. With respect to digital full-game downloads, this is when the product is available for download or is activated for gameplay, for digital full-game downloads.gameplay. Revenues from product sales are recognized after deducting the estimated allowance for returns and price protection.

            Product with Online Functionality or Hosted Service Arrangements

                  For our software products with online functionality or that are a part of a hosted service arrangement, we evaluate whether that online functionality constitutes a more-than-inconsequential separate deliverable in addition to the software product. This evaluation is performed for each software product or product add-on (including digital downloadable content), when it is released. Determining whether the online functionality for a particular gameproduct constitutes a more-than-inconsequential deliverable is subjective and requires management's judgment. When we determine that the online functionality constitutes a more-than-inconsequential separate service deliverable in addition to the product, which is principally because of the online functionality's importance to gameplay, we consider our performance obligation for this title to extend beyond the sale of the game. In addition, VSOE of fair value does not exist for the online functionality of some products, as we do not separately charge for this component


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          component. As a result, we initially defer all of the software-related revenues from the sale of any such title (including digital downloadable content) and recognize the revenues ratably over the estimated service period of the title. In addition, we initially defer the costscost of salesrevenues for the title and recognize the costs


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          of salesrevenues as the related revenues are recognized. The costscost of salesrevenues that are initially deferred include manufacturing costs, software royalties and amortization, and intellectual property licenses and excludesexclude intangible asset amortization.

                  For our software products with online functionality that are considered to be incidental to the overall product offering and are inconsequential deliverables, we recognize the related revenues when the revenue recognition criteria described above have been met.

                  For ourWorld of Warcraft boxed products, expansion packs and value-added services, we recognize revenues in each case with the related subscription service revenues ratably over the estimated service period, beginning upon the activation of the software and delivery of the related services. For revenues associated with the sales of subscriptions, the revenues are deferred until the subscription service is activated by the consumer and are then recognized ratably over the subscription period. Revenues attributed to the sale ofWorld of Warcraft boxed software and related expansion packs are classified as "Product sales," whereas revenues attributable to subscriptions and other value-added services are classified as "Subscription, licensing, and other revenues."

            Microtransaction Revenues

                  CertainMicrotransaction revenues are derived from the sale of our games are offered to players on a free-to-play basis. Players can purchase virtual goods or microtransactions,and currencies to our players to enhance their gameplay experience. Proceeds from the sales of virtual goods and currencies are initially recorded in deferred revenues. Proceeds from the sales of virtual currencies are recognized as revenues when a player uses the virtual goods purchased with the virtual currency. Proceeds from the sales of virtual goods directly are also recognized as revenues when a player uses the virtual goods. We categorize our virtual goods as either consumable or durable. Consumable virtual goods represent goods that can be consumed by a specific player action; accordingly, we recognize revenues from the sale of consumable virtual goods as the goods are consumed. Durable virtual goods represent virtual goods that are accessible to the player over an extended period of time. Wetime; accordingly, we recognize revenues from the sale of durable virtual goods ratably over the period of time the goods are available to the player, which is generally the estimated service period of the game.

            Estimated Service Period

                  We determine the estimated service period for players of our games with consideration of various data points, including the weighted-average number of days between players' first and last date played online, the average total hours played, the average number of days in which player activity stabilizes, and the weighted-average number of days between players' first purchase date and last date played online. We also consider known online trends, and the service periods of our previously released games, and disclosedthe service periods forof our competitors' games that are similar in nature.nature to ours, to the extent they are publicly available. Determining the estimated service period is subjective and requires management's judgment. Future usage patterns may differ from historical usage patterns and therefore the estimated service period may change in the future. The estimated service periods for players of our current games isare generally less than twelve months.

          Allowances for Returns and 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


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          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 receive price protection credits include, among other things, compliance with applicable trading and payment terms achievement of sell-through performance targets in certain instances, and consistent return of inventory and delivery of sell-through reports to us. We may also consider other factors, including achievement of sell-through performance targets in certain instances, the facilitation of slow-moving inventory, and other market factors.


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                  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 on estimates ofrespect to potential future product returns and price protection related to current period product revenues.revenues must be made and used when establishing the allowance for returns and price protection in any accounting period. We estimate the amount of future returns and price protection for current period product revenues 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 cycle; sales force and retail customer feedback; industry pricing; future pricing assumptions; 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 the performance of competing titles. The relative importance of these factors varies among titles depending upon, among other items,things, genre, platform, seasonality, and sales strategy.

                  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. MaterialThere may be material differences may result in the amount and timing of our revenues for any period if factors or market conditions change or if management makes different judgments or utilizes different estimatesmatters resolve in a manner that is inconsistent with management's assumptions utilized in determining the allowances for returns and price protection. For example, a 1% change in our December 31, 20152016 allowance for sales returns, price protection, and other allowances would have impacted net revenues by approximately $3 million.

                  Similarly, management must make estimates as to the collectability of our accounts receivable. In estimating the allowanceAllowance 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.Inventory Obsolescence

                  We regularly review inventory quantities on-hand and in the retail channels. 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 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

                  Software development costs include payments made to independent software developers under development agreements, as well as direct costs incurred for internally developed products. Software development costs are capitalized once the technological feasibility of a product is established and such


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          costs are determined to be recoverable. Technological feasibility of a product encompassesrequires both technical design documentation and game design documentation, or the completed and tested product design and a working model. Significant management judgments and estimates are utilized in the assessment of when technological feasibility is established.established and the evaluation is performed on a product-by-product basis. For products where proven technology exists, this may occur early in the development cycle. Technological feasibility is evaluated on a product-by-product basis. Software development costs related to hosted service revenue arrangements are capitalized after the preliminary project phase is complete and it is probable that the project will be completed and the software will be used to perform the function intended. Prior to a product's release,


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          if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of sales—revenues—software royalties, amortization, and amortization.intellectual property licenses." Capitalized costs for products that are cancelled or are expected to be abandoned are charged to "Product development expense"development" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to "Product development expense.development."

                  Commencing upon a product's release, capitalized software development costs are amortized to "Cost of sales—revenues—software royalties, amortization, and amortization"intellectual property licenses" 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, or over the estimated useful life, generallyto approximately one to two years.

                  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 right to use the intellectual property in multiple products over a number of years, or alternatively, for a single product. Prior to a product's release, if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of sales—intellectual property licenses." Capitalized intellectual property costs for products that are cancelled or are expected to be abandoned are charged to "Product development expense" in the period of cancellation.

                  Commencing upon a product's release, capitalized intellectual property license costs are amortized to "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 and can be used in multiple products to be released over a period beyond one year, 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 the actual performance of the title performance.to which the costs relate. 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.relate. Criteria used to evaluate expected product performance include: historical performance of comparable products developed with comparable technology; market performance of comparable titles; orders for the product prior to its release; general market conditions; 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 assessing 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 originally 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 expenses for any period if management makes different judgments or utilizes different estimatesmatters resolve in evaluating these qualitative factors.


          Table of Contentsa manner that is inconsistent with management's expectations.

          Income Taxes

                  We record a tax provision for the anticipated tax consequences of the reported results of operations. In accordance with 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. The effect on deferred tax assets and liabilities due to 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 of "more likely than not" that they will be realized in the future, a valuation allowance is recorded.


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                  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 tax expenses 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 business and results of operations in an interim period in which the uncertainties are ultimately resolved.

                  Significant judgment is required in evaluating our uncertain tax positions and determining our provision for income taxes. Although we believe our reserves are reasonable, no assurance can be given that the final tax outcome of these matters will not be different from that which is reflected in our historical income tax provisions and accruals. We adjust these reserves in light of changing facts and circumstances, such as the closing of a tax audit or the refinement of an estimate. To the extent that the final tax outcome of these matters is different than the amounts recorded, such differences will impact the provision for income taxes in the period in which such determination is made. The provision for income taxes includes the impact of reserve provisions and changes to reserves that are considered appropriate, as well as the related net interest and penalties.

                  Our provision for income taxes is subject to volatility and could be adversely impacted byby: (1) earnings being lower than anticipated in foreign regions where taxes are levied at relatively lower statutory rates and/or higher than anticipated in the United States where taxes are levied at relatively higher statutory rates; by(2) changes in the valuation of our deferred tax assets and liabilities; by expiration of, or lapses in, the R&D tax credit laws; by(3) tax effects of nondeductible compensation; by(4) tax costs related to intercompany realignments; by(5) differences between amounts included in our tax filings and the estimate of such amounts included in our tax expenses; by(6) changes in accounting principles; or by(7) changes in tax laws, and regulations, administrative practices, principles or interpretations, including possible U.S.fundamental changes to the taxation of earnings of our foreign subsidiaries,tax laws applicable to multinational corporations, such as changes currently being considered in the deductibility of expenses attributable to foreign income, orU.S., the foreign tax credit rules.European Union and its member states, and other countries. Significant judgment is required to determine the recognition and measurement attributes prescribed in the accounting guidance for uncertainty in income taxes. The accounting guidance for uncertainty in income taxes applies to all income tax positions, including the potential recovery of previously paid taxes, which if settled unfavorably could adversely impact our provision for income taxes. In addition, we are subject to the continuous examination of our income tax returns by the IRS and are regularly subject to audit by other tax authorities. We regularly assess the likelihood of adverse outcomes resulting from these examinations to determine the adequacy of our provision for income taxes. There can be no assurance that the outcomes from these continuous examinations will not have an adverse impact on our operating results and financial condition.


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          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.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.

                  There are various valuation techniques used to estimate fair value. These includeinclude: (1) the market approach, where market transactions for identical or comparable assets or liabilities are used to determine the fair value,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,amount; and (3) the cost approach, which is based on the amount that would be required to replace an asset. For many of


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          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 toto: (1) the potential future cash flows for the asset, liability or equity instrument being measured,measured; (2) the timing of receipt or payment of those future cash flows,flows; (3) the time value of money associated with the delayed receipt or payment of such cash flows,flows; and (4) the inherent risk associated with the cash flows (that is, the risk premium). Determining 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 estimated useful 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 the 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 evaluatesWe evaluate the recoverability of our identifiable amortizable intangible assets and other long-lived assets in accordance with ASC Subtopic 360-10, which generally requires the assessment of these assets for recoverability when events or circumstances indicate a potential impairment exists. We consideredconsider certain events and circumstances in determining whether the carrying value of identifiable intangible assets and other long-lived assets, other than indefinite-lived intangible assets, may not be recoverable, including, but not limited to: (1) significant changes in performance relative to expected operating results; (2) significant changes in the use of the assets; (3) significant negative industry or economic trends; (4) a significant decline in our stock price for a sustained period of time; and (5) 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. We did not record an impairment charge to our definite-lived intangible assets as of December 31, 2016, 2015 2014 and 2013.


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                  Financial Accounting Standards Board ("FASB") literature related to the accounting for goodwill and other indefinite lived intangibles within ASC Topic 350 provides companies an 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 value before performing a two-step approach to testing goodwill for impairment for each reporting unit.unit as part of our annual impairment test performed as of December 31. Our reporting 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-basedfair value-based test. The qualitative assessment is optional. The first step measures for impairment by applying fair-value-basedfair value-based tests at the reporting unit level. The second step (if necessary) measures the amount of impairment by applying fair-value-basedfair value-based tests to the individual assets and liabilities within each reporting unit.


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                  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 tomust 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.

                  The fair value of our reporting units is determined using an income approach based on discounted cash flow models. In determining the fair value of our significant reporting units, units—namely Activision, Blizzard, and King—we assumed a discount raterates ranging from 8.5% to 11.5% and terminal growth rates of approximately 10.0%. The0.0% to 4.0%, depending on the reporting unit and its specific characteristics and risk profiles. Based on our quantitative evaluation, we determined the estimated fair value of bothall of the Activision and Blizzard reporting units exceeded their carrying values as of December 31, 2015.2016. For our King reporting unit, which includes $2.7 billion of goodwill, the estimated fair value exceeded the book value by approximately 18%, while the remaining reporting units had excesses of at least 100%. However, changes in our assumptions underlying our estimates of fair value, which will be a function of our future financial performance, our ability to successfully release new products and maintain our existing franchises, monetization of our user network, and changes in economic conditions, including those which may change our discount rates and are outside of our control, could result in future impairment charges. For example, as of December 31, 2016, a 100 basis point increase in the discount rate for our King reporting unit would reduce the percentage by which the fair value of the reporting unit exceeded its carrying value to 10%.

                  We test our acquired trade names for possible impairment by using a discounted cash flow model to estimate fair value. We have determinedAt December 31, 2016 and 2015, we concluded that no impairment hashad occurred at December 31, 2015 and 2014 based upon a set of assumptions regarding discounted future cash flows, which represent our best estimate of future performance at this time.that no impairment was reasonably likely to occur. In determining the fair value of ourthese trade names, we assumed a discount rate of 10.0%8.5%, and royalty saving rates of approximately 1.5%—2.0%-2.0%. A one percentage point increase in the discount rate would not yield an impairment charge to our trade names. 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.

          Stock-Based CompensationShare-Based Payments

                  We account for stock-based compensationshare-based payments in accordance with ASC TopicSubtopic 718-10Compensation-Stock Compensation, and ASC Subtopic 505-50,Equity-Based Payments to Non-Employees. Stock-based505-50. Share-based compensation expense for a given grant is recognized duringover the requisite service periodsperiod (that is, the period for which the employee is being compensated) and is based on the value of stock-basedshare-based payment awards after a reduction for estimated forfeitures. Forfeitures are estimated at the time of grant and are revised, if necessary, in subsequent periods if actual forfeitures differ from those estimates.

                  We generally estimate the value of stock-based payment awards on the measurement datestock options using a binomial-lattice model. Our determination of fair value of stock-based payment awards on the date of grant


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          using an option-pricing modelThis estimate 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,including our expected stock price volatility over the term of the awards, and actual and projected employee stock option exercise behaviors.

                  We generally determine the fair value of restricted stock rights (including restricted stock units, restricted stock awards and performance shares) based on the closing market price of the Company's common stock on the date of grant.grant, reduced by the present value of the estimated future dividends during the vesting period in which the restricted stock rights holder will not participate. Certain restricted stock rights granted to our employees and senior management vest based


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          on the achievement of pre-established performance or market conditions. We estimate the fair value ofFor performance-based restricted stock rights, at the closing market price of the Company's common stock on the date of grant. Eacheach quarter we update our assessment of the probability that the specified performance criteria will be achieved. We amortize the fair values of performance-based restricted stock rights over the requisite service period, adjustedadjusting for estimated forfeitures for each separately vesting tranche of the award. WeFor market-based restricted stock rights, we estimate the fair value of market-based restricted stock rights at the date of grant using a Monte Carlo valuation methodology and amortize those fair values over the requisite service period, adjustedadjusting for estimated forfeitures for each separately vesting tranche of the award. The Monte Carlo methodology that we use to estimate the fair value of market-based restricted stock rights at the date of grant incorporates into the valuation the possibility that the market condition may not be satisfied. Provided that the requisite service is rendered, the total fair value of the market-based restricted stock rights at the date of grant must be recognized as compensation expense even if the market condition is not achieved. However, the number of shares that ultimately vest can vary significantly with the performance of the specified market criteria.

                  For share-based compensation grants that are liability classified, we update our grant date valuation at each reporting period and recognize a cumulative catch-up adjustment for changes in the value related to the requisite service already rendered.

                  For a detailed discussion of the application of these and other accounting policies, see Note 2 of the Notesnotes to Consolidated Financial Statementsconsolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

          Recently Issued Accounting Pronouncements

                  Below are recently issued accounting pronouncements that were most significant to our accounting policy activities for fiscal 2016. For a detailed discussion of recently issued accounting pronouncements, see Note 22 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

          Recently adopted accounting pronouncements

          Share-Based Payments

                  In March 2016, the FASB issued new guidance to simplify accounting for share-based payments. The new standard, amongst other things:

            requires that all excess tax benefits and tax deficiencies be recorded as an income tax expense or benefit in the consolidated statement of operations and that the tax effects of exercised or vested awards be treated as discrete items in the reporting period in which they occur;

            requires excess tax benefits from share-based payments to be reported as operating activities on the statement of cash flows; and

            permits an accounting policy election to either estimate the number of awards that are expected to vest using an estimated forfeiture rate, as currently required, or account for forfeitures when they occur.

                  We elected to early adopt this new standard in the third quarter of 2016, which requires us to reflect any adjustments as of January 1, 2016. As part of the adoption, we made certain elections, including the following:

            to apply the presentation requirements for our consolidated statement of cash flows related to excess tax benefits retrospectively to all periods presented; and

            to continue to estimate the number of awards that are expected to vest using an estimated forfeiture rate.

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                  As a result of the adoption, we recognized excess tax benefits of $81 million as a reduction to income tax expense in our consolidated statement of operations for the year ended December 31, 2016. Further, given our retrospective application of the presentation requirements for our consolidated statement of cash flows related to excess tax benefits, our net cash provided by operating activities and net cash used in financing activities increased by $67 million and $39 million for the years ended December 31, 2015, and December 31, 2014, respectively. The other provisions of the standard did not have a material impact on our consolidated financial statements.

          Statement of Cash Flows

                  In August 2016, the FASB issued new guidance related to the classification of certain cash items in the statement of cash flows. The new standard requires, among other things, that cash payments for debt prepayment or debt extinguishment costs should be classified as cash outflows for financing activities, as opposed to operating activities as is required under existing guidance. We elected to early adopt this standard in the third quarter of 2016 and applied it retrospectively. As a result of the adoption of this standard, our cash flows from financing activities for the year ended December 31, 2016 included the $63 million premium payment from the October 19, 2016 redemption of our Original 2021 Notes. The adoption of this standard did not have a material impact on our consolidated statements of cash flows upon adoption for the years ended December 31, 2015 and 2014.

          Recent accounting pronouncements not yet adopted

          Revenue recognition

                  In May 2014, the FASB issued new accounting guidance related to revenue recognition. The new standard will replace all current U.S. GAAP guidance on this topic and eliminate all industry-specific guidance. The new revenue recognition standard providesguidance, providing a unified model to determine when and how revenue is recognized. The core principle is that a company should recognize revenue upon the transfer of promised goods or services to customers in an amount that reflects the consideration for which the entitycompany expects to be entitled to in exchange for those goods or services. This guidance will be effective for fiscal years and interim periods within those years beginning January 1, 2018after December 15, 2017, and can be applied either retrospectively to each period presented or as a cumulative-effect adjustment as of the date of adoption. We are evaluating the adoption method, as well as the impact of this new accounting guidance on our financial statements.statements and related disclosures. As previously disclosed, we believe the adoption of the new revenue recognition standard may have a significant impact on the accounting for our sales of our games with significant online functionality for which we do not have VSOE for unspecified future updates and ongoing online services provided. Under the current accounting standards, VSOE for undelivered elements is required. This requirement will be eliminated under the new standard. Accordingly, we may be required to recognize as revenue a portion of the sales price upon delivery of the software, as compared to the current requirement of recognizing the entire sales price ratably over an estimated offering period. This potential difference may have a material impact on our consolidated financial statements upon adoption of this new guidance. As accounting implementation guidance and clarifications regarding this matter are still evolving, we continue to evaluate the impact this guidance will have on our consolidated financial statements and related disclosures.

          Stock-based compensationLeases

                  In June 2014,February 2016, the FASB issued new guidance related to stock compensation.the accounting for leases. The new standard will replace all current U.S. GAAP guidance on this topic. The new standard, among other things, requires a lessee to classify a lease as either an operating or financing lease and lessees will need to recognize a lease liability and a right-of-use asset for their leases. The liability will be equal to the present value of lease payments. The asset will be based on the liability, subject to adjustment for initial direct costs, lease incentives received and any prepaid lease payments. Operating leases will


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          result in straight-line expense, while finance leases will result in a front-loaded expense pattern. Classification will be based on criteria that are largely similar to those applied in current lease accounting. The standard is effective for fiscal years, and interim periods within those fiscal years, beginning after December 15, 2018. Early adoption is permitted. The new standard must be adopted using a modified retrospective transition and will require application of the new guidance at the beginning of the earliest comparative period presented. We are evaluating the impact of this new accounting guidance on our consolidated financial statements.

          Statement of Cash Flows—Restricted Cash

                  In November 2016, the FASB issued new guidance related to the classification of restricted cash in the statement of cash flows. The new standard requires that a performance target that affects vesting, and that could be achieved afterstatement of cash flows explain the requisite service period, be treated as a performance condition. As such, the performance target should not be reflected in estimating the grant date fair value of the award. This update further clarifies that compensation cost should be recognized inchange during the period in which it becomes probable that the performance targettotal cash, cash equivalents, and restricted cash. Therefore, restricted cash will be achievedincluded with cash and should representcash equivalents when reconciling the compensation cost attributable tobeginning-of-period and end-of-period total amounts shown on the periods for which the requisite service has already been rendered.statement of cash flows. The new standard is effective for fiscal years beginning after December 15, 20152018 and canshould be applied either prospectively or retrospectively to all awards outstanding as of the beginning of the earliest annual period presented as


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          an adjustment to opening retained earnings.retrospectively. Early adoption is permitted. The adoption of this guidance will not have a material impact on the Company's consolidated financial statements.

          Consolidations

                  In February 2015, the FASB issued new guidance related to consolidations. The new standard amends certain requirements for determining whether a variable interest entity must be consolidated. The new standard is effective for fiscal years beginning after December 15, 2015. Early adoption is permitted.        We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements.

          Debt Issuance Costs

                  In April 2015, the FASB issued new guidance related We expect there would be a significant impact to the presentationconsolidated statements of debt issuance costs in financial statements. The new standard requires an entity to present such costs incash flows for the balance sheetyears ended December 31, 2015 and 2016, as a direct deduction from the related debt liability rather thanthose years include, as an asset. Amortization ofinvesting activity, the costs will continue to be reported as interest expense. It is effective for annual reporting periods beginning after December 15, 2015. The new guidance will be applied retrospectively to each prior period presented. The adoption of this guidance will not have a material impact on our financial statements.

          Internal-Use Software

                  In April 2015, the FASB issued new guidance related to internal-use software. The new standard relates to a customer's accounting for fees paid$3.6 billion movement in cloud computing arrangements. The amendment provides guidance for customers to determine whether such arrangements include software licenses. If a cloud arrangement includes a software license, then the customer should account for the software license element of the arrangement consistent with the acquisition of other software licenses. If a cloud computing arrangement does not include a software license, the customer should account for the arrangement as a service contract. The new standard is effective for fiscal years beginning after December 15, 2015. Early adoption is permitted. We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements.

          Inventory

                  In July 2015, the FASB issued new guidance related to the measurement of inventory which requires inventory within the scope of the guidance to be measured at the lower of cost and net realizable value. Net realizable value is defined as the estimated selling prices in the ordinary course of business, less reasonably predictable costs of completion, disposal and transportation. The new standard is effective for fiscal years beginning after December 15, 2016 and should be applied prospectively. Early adoption is permitted. We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements.

          Business Combinations

                  In September 2015, the FASB issued ASU No. 2015-16,Simplifying the Accounting for Measurement-Period Adjustments, providing new guidance related to business combinations. The new standard requires that the cumulative impact of a measurement period adjustment, including the impact on prior periods, made to provisional amounts recorded at the acquisition daterestricted cash as a result of the business combination, be recognized in the reporting period the adjustment is identified. The standard also requires separate presentation on the face of the income statement, or disclosure in the notes, of the portion of the amount recorded in current period earnings by line item. Prior to the issuance of the standard, such adjustments to provisional amounts were recognized retrospectively. The new standard is effective for fiscal years beginning after December 15, 2015 and should be applied prospectively to


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          measurement period adjustments that occur after the effective date. Early adoption is permitted. The adoption of this new accounting guidance could have a material impact on our financial statements in future periods upon occurrence of a measurement period adjustment.

          Deferred Taxes

                  In November 2015, the FASB issued ASU No. 2015-17,Balance Sheet Classification of Deferred Taxes, providing new guidance to simplify the presentation of deferred taxes. The new standard requires that deferred tax assets and liabilities, along with any related valuation allowance, be classified as non-current on the balance sheet. The issuance of the new standard eliminates the requirement to perform the jurisdiction analysis based on the classifications of the underlying assets and liabilities, and as a result, each jurisdiction will only have one net non-current deferred tax asset or liability. The new standard is effective for fiscal years beginning after December 15, 2016 and can be applied either prospectively or retrospectively. Early adoption is permitted.

                  As oftransferring cash into escrow at December 31, 2015 we early adopted ASU No. 2015-17to facilitate the King Acquisition and applied retrospectively to all periods presented. As a result, we reclassified $368 millionthe subsequent release of deferred tax assets from current "Deferred income taxes, net" resultingthat cash in non-current net deferred tax assets and liabilities of $264 million and $10 million, respectively,2016 in our Consolidated Balance Sheet as of December 31, 2014. The adoption ofconnection with the King Acquisition. Under this new guidance didstandard, the restricted cash balance would be included in the beginning and ending total cash, cash equivalents, and restricted cash balances and hence would not impact our compliance with debt covenant requirements.be included as an investing activity in the statement of cash flows.

          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 foreign currency exchange rates and interest rates.

          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, Chinese yuan, and Swedish krona. 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, net income and cash flows from our international operations. Similarly, our revenues, operating expenses, net income and cash flows will increase for our international operations if the U.S. dollar weakens against foreign currencies. Since we have significant international sales, but incur the majority of our costs in the United States, the impact of foreign currency fluctuations, particularly the strengthening of the U.S. dollar, may have an asymmetric and disproportional impact on our business. We monitor currency volatility throughout the year.

                  To mitigate our foreign currency risk resulting from our foreign currency-denominated monetary assets, liabilities and earnings and our foreign currency risk related to functional currency-equivalent cash flows resulting from our intercompany transactions, we periodically enter into currency derivative contracts, principally forward contracts. These forward contracts generally have a maturity of less than one year. The counterparties for our currency derivative contracts are large and reputable commercial or investment banks.


                  We assess the natureTable of these derivatives under FASB ASC Topic 815 to determine whether such derivatives should be designated as hedging instruments.Contents

                  The fair value of foreign currency contracts are estimated based on the prevailing exchange rates of the various hedged currencies as of the end of the period. We report the fair value of these contracts within "Other current assets," "Accrued expense and other liabilities," "Other assets," or "Other liabilities," as applicable, in our Consolidated Balance


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          Sheets based on the prevailing exchange rates of the various hedged currencies as of the end of the relevant period.

                  We do not hold or purchase any foreign currency forward contracts for trading or speculative purposes.

                  For a detailed discussion of our accounting policies for our foreign currency forward contracts, see Note 2 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

          Foreign Currency Forward Contracts Not Designated as Hedges

                  ForAt December 31, 2016, we did not have any outstanding foreign currency forward contracts entered into to mitigate risk from foreign currency-denominated monetary assets, liabilities, and earnings that are not designated as hedging instruments under ASC 815, changes in the estimated fair value of these derivatives are recorded within "General and administrative expenses" and "Interest and other expense, net" in our Consolidated Statements of Operations, consistent with the nature of the underlying transactions.hedges.

                  At December 31, 2015, the gross notional amount of outstanding foreign currency forward contracts not designated as hedges was approximately $489 million. During the year ended December 31, 2015, we reclassified $8 million of unrealized gains out of "Accumulated other comprehensive income (loss)"loss" and into earnings due to dedesignating $250 million notional euro to U.S. dollar cash flow hedges when it was determined the hedged transaction would not occur. As a result of the dedesignation, we entered into offsetting foreign currency forward contracts. The dedesignated and offsetting foreign currency forward contracts remainremained outstanding as of December 31, 2015.

          The fair value of these foreign currency forward currency contracts was $11 million as of December 31, 2015, and recorded in "Other current assets" in our consolidated balance sheet.

                  At December 31, 2014, outstanding foreign currency forward contracts not designated as a hedge were not material.2015.

                  For the years ended December 31, 2016, 2015, 2014, and 2013,2014, pre-tax net gains associated with these forward contracts were recorded in "General and administrative expenses" and were not material.

          Foreign Currency Forward Contracts Designated as Hedges ("Cash Flow Hedges")

                  For foreign currency forward contracts that we entered into to hedge forecasted intercompany cash flows that are subject to foreign currency risk, and which have been designated as cash flow hedges in accordance with ASC 815, we assessAt December 31, 2016, the effectivenessgross notional amount of these cash flow hedges at inception and on an ongoing basis and determine if the hedges are effective at providing offsetting changes in cash flows of the hedged items.outstanding Cash Flow Hedges was approximately $346 million. The Company records the effective portion of changes in the estimated fair value of these derivatives in "Accumulated other comprehensive income (loss)" and subsequently reclassifies the related amountcontracts was $22 million of accumulated other comprehensive income (loss) to earnings within "General and administrative expenses" when the hedged item impacts earnings. Cash flows from these foreign currency forward contracts are classified in the same category as the cash flows associatednet unrealized gains with the hedged item in the consolidated statements of cash flows. We measures hedge ineffectiveness, if any, and if it is determined that a derivative has ceased to be a highly effective hedge, the Company will discontinue hedge accounting for the derivative.

                  The gross notional amount of all outstanding foreign currency forward contracts designated as cash flow hedges was approximately $381 million at December 31, 2015. At December 31, 2014, there were no outstanding foreign currency forward contracts designated as cash flow hedges. These foreign currency forward contracts have remaining maturities of 12 months or less. During the years endedAdditionally, at December 31, 2015 and 2014, there was no ineffectiveness relating to these hedges. At December 31, 2015, $42016, we had $7 million of net unrealized losses related to theserealized but unrecognized gains recorded within "Accumulated other comprehensive income (loss)" associated with contracts are expected tothat settled during the year but were deferred and will be amortized into earnings along with the associated hedged revenues. Such amounts will be reclassified into earnings within the next twelve months.


          Table        At December 31, 2015, the gross notional amount of Contentsall outstanding Cash Flow Hedges was approximately $381 million. The fair value of these contracts was $4 million of net unrealized losses as of December 31, 2015.

                  During the yearyears ended December 31, 2016 and 2015, there was no ineffectiveness relating to our Cash Flow Hedges. During the years ended December 31, 2016 and 2014,2015, the amount of pre-tax net realized gains of $6 million and $8 million, respectively, associated with these contracts that were reclassified out of "Accumulated other comprehensive income (loss)"loss" and into "General and administrative expense" due to maturity of these contracts.earnings was not material.

                  In the absence of the hedging activities described above, for the year ended December 31, 2015,2016, a hypothetical adverse foreign currency exchange rate movement of 10% would have resulted in potential declines of our net income of approximately $121$105 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 and variable rate debt under the Credit Facilities.our credit agreement. We do not currently use derivative


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          financial instruments to manage interest rate risk. As of December 31, 2016 and 2015, a hypothetical interest rate change on our variable rate debt of one percent (100 basis points) would changehave changed interest expense on an annual basis by approximately $27 million and $19 million. Because we have a 0.75% LIBOR floor in our Term Loan, our interest expense will only increase if the underlying interest rate increases to a level that exceeds the LIBOR floor.million, respectively. This estimate does not include a change in interest income from our investment portfolio that may result from such a hypothetical interest rate change nor does it include the effects of other actions that we may take in the future to mitigate this risk or any changes in our financial structure. Refer to Note 11 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K for disclosures regarding terms and interest rates associated with our debt obligations.

                  Our investment portfolio consists primarily of money market funds and government securities with high credit quality and short average maturities. 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 termlonger-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, 2015,2016, our $1.82$3.25 billion of cash and cash equivalents werewas comprised primarily of money market funds. At December 31, 2015, our $8 million of short-term investments included $8 million of restricted cash. We also had $9 million in auction rate securities at fair value classified as long-term investments at December 31, 2015.

                  The Company has determined that, based on the composition of our investment portfolio as of December 31, 2015,2016, there was no material interest rate risk exposure to the Company's consolidated financial condition, results of operations, or liquidity as of that date.


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          Item 8.    FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA

          Report of Independent Registered Public Accounting Firm

           F-1


          Consolidated Balance Sheets at December 31, 20152016 and 20142015


           
          F-2
          F-3


          Consolidated Statements of Operations for the Years Ended December 31, 2016, 2015, 2014, and 20132014


           
          F-3
          F-4


          Consolidated Statements of Comprehensive Income for the Years Ended December 31, 2016, 2015, 2014, and 20132014


           
          F-4
          F-5


          Consolidated Statements of Changes in Shareholders' Equity for the Years Ended December 31, 2016, 2015, 2014, and 20132014


           
          F-5
          F-6


          Consolidated Statements of Cash Flows for the Years Ended December 31, 2016, 2015, 2014, and 20132014


           
          F-6
          F-7


          Notes to Consolidated Financial Statements


           
          F-7
          F-8


          Schedule II—Valuation and Qualifying Accounts at December 31, 2016, 2015, 2014, and 20132014


           
          F-55
          F-60

                  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.

          Item 9.    CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING AND FINANCIAL DISCLOSURE

                  None.

          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 Securities Exchange Act of 1934 (the "Exchange Act"))Act) are designed to reasonably ensure that information required to be disclosed in our reports filed under the Exchange Act is (i)is: (1) recorded, processed, summarized, and reported within the time periods specified in the SEC's rules and forms, and (ii)(2) 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, 2015,2016, 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, 2015,2016, 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,


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          including our principal executive officer and principal financial officer, as appropriate to allow timely decisions regarding required disclosures.


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          Management's Report on Internal Control Over Financial Reporting.

                  Our management is responsible for establishing and maintaining adequate internal control over financial reporting as(as such term is defined in Rules 13a-15(f) and 15d-15(f) under the Exchange Act.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, 2015,2016, of our internal control over financial reporting using the criteria set forth by the Committee of Sponsoring Organizations of the Treadway Commission in Internal Control—Integrated Framework (2013). Based on this evaluation, our management concluded that our internal control over financial reporting was effective as of December 31, 2015.2016.

                  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.

                  On February 23, 2016, we completed our acquisition of King. The acquired business constituted approximately 7% of total assets and 23% of net revenues of the consolidated financial statement amounts as of and for the year ended December 31, 2016. In accordance with SEC staff guidance permitting a company to exclude an acquired business from management's assessment of the effectiveness of internal control over financial reporting for the year in which the acquisition is completed, we excluded King from our assessment of the effectiveness of internal control over financial reporting as of December 31, 2016.

          The effectiveness of our internal control over financial reporting as of December 31, 20152016 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.

          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.


          Table of Contents


          PART III

          Item 10.    DIRECTORS, EXECUTIVE OFFICERS, AND CORPORATE GOVERNANCE

                  The information required by this Item, other than the information regarding executive officers, which is included in Item 1 of this report, is incorporated by reference to the sections of our definitive Proxy Statement for our 20162017 Annual Meeting of Shareholders entitled "Proposal 1—Election of Directors," "Executive Officers," "Section"Beneficial Ownership Matters—Section 16(a) Beneficial Ownership Reporting Compliance," "Corporate Governance Matters—Code of Conduct," and "Corporate Governance Matters—Board of Directors and Committees—Board Committees" to be filed with the Securities and Exchange Commission.SEC.

          Item 11.    EXECUTIVE COMPENSATION

                  The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 20162017 Annual Meeting of Shareholders entitled "Executive Compensation" and "Director"Proposal 2—Director Compensation" to be filed with the Securities and Exchange Commission.SEC.

          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 20162017 Annual Meeting of Shareholders entitled "Equity Compensation Plan Information" and "Beneficial Ownership Matters" to be filed with the Securities and Exchange Commission.SEC.

          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 20162017 Annual Meeting of Shareholders entitled "Certain Relationships and Related Transactions" and "Corporate Governance Matters—Board of Directors and Committees" to be filed with the Securities and Exchange Commission.SEC.

          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 20162017 Annual Meeting of Shareholders entitled "Audit-Related Matters" to be filed with the Securities and Exchange Commission.SEC.


          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 [89]78 herein.

           

           

          2

           

          Financial Statement Schedule The following financial statement schedule of Activision Blizzard for the years ended December 31, 2016, 2015, 2014, and 20132014 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 Annual Report on Form 10-K.

          Item 16.    FORM 10-K SUMMARY

                  Not applicable.


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          SIGNATURE

                  Pursuant to the requirements of Section 13 or 15(d) of the Securities Exchange Act of 1934, Activision Blizzard, Inc. has duly caused this report to be signed on its behalf by the undersigned, thereunto duly authorized.

          Date: February 29, 201628, 2017

          ACTIVISION BLIZZARD, INC.  

          By:

           

          /s/ ROBERT A. KOTICK

          Robert A. Kotick
          Director, President and Chief Executive Officer of Activision Blizzard, Inc.
          (Principal Executive Officer)

           

           


          POWER OF ATTORNEY

                  Each individual whose signature appears below constitutes and appoints Robert A. Kotick, and Dennis Durkin and each of them, his or her true and lawful attorneys-in-fact and agents with full power of substitution, for him or her and in his or her name, place and stead, in any and all capacities, to sign any and all amendments to this Annual Report on Form 10-K, and to file the same, with all exhibits thereto and all documents in connection therewith, with the Securities and Exchange Commission, granting unto said attorneys-in-fact and agents, and each of them, full power and authority to do and perform each and every act and thing requisite and necessary to be done in and about the premises, as fully to all intents and purposes as he or she might or could do in person, hereby ratifying and confirming all that said attorneys-in-fact and agents or any of them, or his, her or their substitute or substitutes, may lawfully do or cause to be done or by virtue hereof.

                  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/ ROBERT A. KOTICK

          (Robert A. Kotick)
           Director,
          President and Chief Executive Officer, and
          Principal Executive Officer
           February 29, 201628, 2017

          By:

           


          /s/ DENNIS DURKIN


          (Dennis Durkin)


           


          Chief Financial Officer and
          Principal Financial Officer


           


          February 29, 201628, 2017


          By:

           


          /s/ STEPHEN WEREB


          (Stephen Wereb)


           


          Chief Accounting Officer and
          Principal Accounting Officer


           


          February 29, 201628, 2017


          By:

           


          /s/ ROBERT J. CORTI


          (Robert J. Corti)


           


          Director


           


          February 29, 201628, 2017


          Table of Contents

          By: 

          /s/ BRIAN G. KELLY


          (Brian G. Kelly)

           

          Chairman and Director

           

          February 29, 201628, 2017


          By:

           


          /s/ HENDRIK J. HARTONG III


          (Hendrik J. Hartong III)


           


          Director


           


          February 29, 201628, 2017


          By:

           


          /s/ BARRY MEYER


          (Barry Meyer)


           


          Director


           


          February 29, 201628, 2017


          By:

           


          /s/ ROBERT J. MORGADO


          (Robert J. Morgado)


           


          Director


           


          February 29, 201628, 2017


          By:

           


          /s/ PETER NOLAN


          (Peter Nolan)


           


          Director


           


          February 29, 201628, 2017


          By:

           


          /s/ CASEY WASSERMAN


          (Casey Wasserman)


           


          Director


           


          February 29, 201628, 2017


          By:

           


          /s/ ELAINE P. WYNN


          (Elaine P. Wynn)


           


          Director


           


          February 29, 201628, 2017


          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 comprehensive income, 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, 20152016 and 2014,2015, and the results of their operations and their cash flows for each of the three years in the period ended December 31, 20152016 in conformity with accounting principles generally accepted in the United States of America. In addition, in our opinion, the financial statement schedule listed in the accompanying index appearing under Item 15(a)(2) 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, 2015,2016, based on criteria established inInternal Control—Integrated Framework (2013) 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.

                  As discussed in Note 22 to the consolidated financial statements, the Company changed the manner in which it accounts for income taxes related to share-based payments and the manner in which it classifies certain items in the statement of cash flows in 2016.

          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


          Table of Contents

          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.

                  As described in Management's Report on Internal Control over Financial Reporting appearing under Item 9A, management has excluded King Digital Entertainment ("King") from its assessment of internal control over financial reporting as of December 31, 2016 because it was acquired by the Company in a purchase business combination during 2016. We have also excluded King from our audit of internal control over financial reporting. King is a wholly-owned subsidiary of Activision Blizzard, Inc. whose total assets and total net revenues represent 7% and 23%, respectively, of the related consolidated financial statement amounts as of and for the year ended December 31, 2016.

          /s/ PricewaterhouseCoopers LLP

          Los Angeles, California
          February 29, 201628, 2017


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          CONSOLIDATED BALANCE SHEETS

          (Amounts in millions, except share data)


           At December 31,
          2015
           At December 31,
          2014
            At December 31,
          2016
           At December 31,
          2015
           

          Assets

                    

          Current assets:

                    

          Cash and cash equivalents

           $1,823 $4,848  $3,245 $1,823 

          Short-term investments

           8 10 

          Accounts receivable, net of allowances of $343 and $383 at December 31, 2015 and December 31, 2014, respectively

           679 659 

          Accounts receivable, net of allowances of $261 and $343, at December 31, 2016 and December 31, 2015, respectively

           732 679 

          Inventories, net

           128 123  49 128 

          Software development

           336 452  412 336 

          Intellectual property licenses

           30 5 

          Other current assets

           383 444  392 421 

          Total current assets

           3,387 6,541  4,830 3,387 

          Cash in escrow

           3,561    3,561 

          Long-term investments

           9 9 

          Software development

           80 20  54 80 

          Intellectual property licenses

            18 

          Property and equipment, net

           189 157  258 189 

          Deferred income taxes, net

           275 264  283 275 

          Other assets

           173 85  401 177 

          Intangible assets, net

           49 29  1,858 482 

          Trademark and trade names

           433 433 

          Goodwill

           7,095 7,086  9,768 7,095 

          Total assets

           $15,251 $14,642  $17,452 $15,246 

          Liabilities and Shareholders' Equity

                    

          Current liabilities:

                    

          Accounts payable

           $284 $325  $222 $284 

          Deferred revenues

           1,702 1,797  1,628 1,702 

          Accrued expenses and other liabilities

           625 592  806 625 

          Total current liabilities

           2,611 2,714  2,656 2,611 

          Long-term debt, net

           4,079 4,324  4,887 4,074 

          Deferred income taxes, net

           10 10  44 10 

          Other liabilities

           483 361  746 483 

          Total liabilities

           7,183 7,409  8,333 7,178 

          Commitments and contingencies (Note 19)

                    

          Shareholders' equity:

           
           
           
           
            
           
           
           
           

          Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,163,179,140 and 1,150,605,926 shares issued at December 31, 2015 and December 31, 2014, respectively

             

          Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,174,163,069 and 1,163,179,140 shares issued at December 31, 2016 and December 31, 2015, respectively

             

          Additional paid-in capital

           10,242 9,924  10,442 10,242 

          Less: Treasury stock, at cost, 428,676,471 shares at December 31, 2015 and December 31, 2014

           (5,637) (5,762)

          Less: Treasury stock, at cost, 428,676,471 shares at December 31, 2016 and December 31, 2015

           (5,563) (5,637)

          Retained earnings

           4,096 3,374  4,869 4,096 

          Accumulated other comprehensive loss

           (633) (303) (629) (633)

          Total shareholders' equity

           8,068 7,233  9,119 8,068 

          Total liabilities and shareholders' equity

           $15,251 $14,642  $17,452 $15,246 

             

          The accompanying notes are an integral part of these Consolidated Financial Statements.


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          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,
           

           2015 2014 2013  2016 2015 2014 

          Net revenues

                        

          Product sales

           $2,447 $2,786 $3,201  $2,196 $2,447 $2,786 

          Subscription, licensing, and other revenues

           2,217 1,622 1,382  4,412 2,217 1,622 

          Total net revenues

           4,664 4,408 4,583  6,608 4,664 4,408 

          Costs and expenses

           
           
           
           
           
           
            
           
           
           
           
           
           

          Cost of sales—product costs

           921 999 1,053 

          Cost of sales—online

           224 232 204 

          Cost of sales—software royalties and amortization

           412 260 187 

          Cost of sales—intellectual property licenses

           28 34 87 

          Cost of revenues—product sales:

                 

          Product costs

           741 872 981 

          Software royalties, amortization, and intellectual property licenses

           331 370 265 

          Cost of revenues—subscription, licensing, and other revenues:

                 

          Game operations and distribution costs

           851 274 250 

          Software royalties, amortization, and intellectual property licenses

           471 69 29 

          Product development

           646 571 584  958 646 571 

          Sales and marketing

           734 712 606  1,210 734 712 

          General and administrative

           380 417 490  634 380 417 

          Total costs and expenses

           3,345 3,225 3,211  5,196 3,345 3,225 

          Operating income

           
          1,319
           
          1,183
           
          1,372
            
          1,412
           
          1,319
           
          1,183
           

          Interest and other expense, net

           
          198
           
          202
           
          53
           

          Interest and other expense (income), net

           
          214
           
          198
           
          202
           

          Loss on extinguishment of debt

           92   

          Income before income tax expense

           
          1,121
           
          981
           
          1,319
            
          1,106
           
          1,121
           
          981
           

          Income tax expense

           
          229
           
          146
           
          309
            
          140
           
          229
           
          146
           

          Net income

           
          $

          892
           
          $

          835
           
          $

          1,010
            $966 $892 $835 

          Earnings per common share

           
           
           
           
           
           
            
           
           
           
           
           
           

          Basic

           $1.21 $1.14 $0.96  $1.30 $1.21 $1.14 

          Diluted

           $1.19 $1.13 $0.95  $1.28 $1.19 $1.13 

          Weighted-average number of shares outstanding

           
           
           
           
           
           
            
           
           
           
           
           
           

          Basic

           728 716 1,024  740 728 716 

          Diluted

           739 726 1,035  754 739 726 

          Dividends per common share

           
          $

          0.23
           
          $

          0.20
           
          $

          0.19
            
          $

          0.26
           
          $

          0.23
           
          $

          0.20
           

             

          The accompanying notes are an integral part of these Consolidated Financial Statements.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          CONSOLIDATED STATEMENTS OF COMPREHENSIVE INCOME

          (Amounts in millions)


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

           2015 2014 2013  2016 2015 2014 

          Net income

           $892 $835 $1,010  $966 $892 $835 

          Other comprehensive income (loss):

                  
           
           
           
           
           
           

          Foreign currency translation adjustment

           (326) (371) 93 

          Unrealized losses on forward contracts designated as hedges, net of tax

           (4)   

          Unrealized gains on investments, net of tax

             1 

          Foreign currency translation adjustments

           (29) (326) (371)

          Unrealized gains (losses) on forward contracts designated as hedges, net of tax

           33 (4)  

          Other comprehensive income (loss)

           $(330)$(371)$94 

          Total other comprehensive income (loss)

           $4 $(330)$(371)

          Comprehensive income

           
          $

          562
           
          $

          464
           
          $

          1,104
            $970 $562 $464 

             

          The accompanying notes are an integral part of these Consolidated Financial Statements.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          CONSOLIDATED STATEMENTS OF CHANGES IN SHAREHOLDERS' EQUITY

          For the Years Ended December 31, 2016, 2015, 2014, and 2013

          2014

          (Amounts and shares in millions, except per share data)


           Common Stock Treasury Stock  
            
           Accumulated
          Other
          Comprehensive
          Income (Loss)
            
            Common Stock Treasury Stock  
            
           Accumulated
          Other
          Comprehensive
          Income (Loss)
            
           

           Additional
          Paid-In
          Capital
           Retained
          Earnings
           Total
          Shareholders'
          Equity
            Additional
          Paid-In
          Capital
           Retained
          Earnings
           Total
          Shareholders'
          Equity
           

           Shares Amount Shares AmountAccumulated
          Other
          Comprehensive
          Income (Loss)
           Shares Amount Shares AmountAccumulated
          Other
          Comprehensive
          Income (Loss)

          Balance at December 31, 2012

           1,112 $  $ $9,450 $1,893 $(26)$11,317

          Components of comprehensive income:

                          

          Net income

                1,010  1,010 

          Other comprehensive income (loss)

                 94 94 

          Issuance of common stock pursuant to employee stock options

           16    158   158 

          Issuance of common stock pursuant to restricted stock rights

           8        

          Restricted stock surrendered for employees' tax liability

           (4)    (49)   (49)

          Tax benefit associated with employee stock awards

               11   11 

          Stock-based compensation expense related to employee stock options and restricted stock rights

               112   112 

          Dividends ($0.19 per common share)

                (217)  (217)

          Shares repurchased (see Note 17)

             (429) (5,830)    (5,830)

          Indemnity on tax attributes assumed in connection with the Purchase Transaction (see Note 15)

              16    16 

          Balance at December 31, 2013

           1,132 $ (429)$(5,814)$9,682 $2,686 $68 $6,622  1,132 $ (429)$(5,814)$9,682 $2,686 $68 $6,622 

          Components of comprehensive income:

                                            

          Net income

                835  835       835  835 

          Other comprehensive income (loss)

                 (371) (371)       (371) (371)

          Issuance of common stock pursuant to employee stock options

           14    172   172  14    172   172 

          Issuance of common stock pursuant to restricted stock rights

           7         7        

          Restricted stock surrendered for employees' tax liability

           (2)    (66)   (66) (2)    (66)   (66)

          Tax benefit associated with employee stock awards

               30   30      30   30 

          Stock-based compensation expense related to employee stock options and restricted stock rights

               106   106 

          Share-based compensation expense related to employee stock options and restricted stock rights

               106   106 

          Dividends ($0.20 per common share)

                (147)  (147)      (147)  (147)

          Indemnity on tax attributes assumed in connection with the Purchase Transaction (see Note 15)

              52    52     52    52 

          Balance at December 31, 2014

           1,151 $ (429)$(5,762)$9,924 $3,374 $(303)$7,233  1,151 $ (429)$(5,762)$9,924 $3,374 $(303)$7,233 

          Components of comprehensive income:

                                            

          Net income

                892  892       892  892 

          Other comprehensive income (loss)

                 (330) (330)       (330) (330)

          Issuance of common stock pursuant to employee stock options

           8    106   106  8    106   106 

          Issuance of common stock pursuant to restricted stock rights

           7         7        

          Restricted stock surrendered for employees' tax liability

           (3)    (83)   (83) (3)    (83)   (83)

          Tax benefit associated with employee stock awards

               65   65      65   65 

          Stock-based compensation expense related to employee stock options and restricted stock rights

               95   95 

          Share-based compensation expense related to employee stock options and restricted stock rights

               95   95 

          Dividends ($0.23 per common share)

                (170)  (170)      (170)  (170)

          Indemnity on tax attributes assumed in connection with the Purchase Transaction (see Note 15)

              58    58     58    58 

          Shareholder settlement in connection with the Purchase Transaction (see Note 19)

              67 135   202     67 135   202 

          Balance at December 31, 2015

           1,163 $ (429)$(5,637)$10,242 $4,096 $(633)$8,068  1,163 $ (429)$(5,637)$10,242 $4,096 $(633)$8,068 

          Components of comprehensive income:

                           

          Net income

                966  966 

          Other comprehensive income (loss)

                 4 4 

          Issuance of common stock pursuant to employee stock options

           7    105   105 

          Issuance of common stock pursuant to restricted stock rights

           7        

          Restricted stock surrendered for employees' tax liability

           (3)    (116)   (116)

          Share-based compensation expense related to employee stock options and restricted stock rights

               135   135 

          Share-based compensation assumed in acquisition (see Note 21)

               76   76 

          Dividends ($0.26 per common share)

                (193)  (193)

          Indemnity on tax attributes assumed in connection with the Purchase Transaction (see Note 15)

              74    74 

          Balance at December 31, 2016

           1,174 $ (429)$(5,563)$10,442 $4,869 $(629)$9,119 

             

          The accompanying notes are an integral part of these Consolidated Financial Statements.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          CONSOLIDATED STATEMENTS OF CASH FLOWS

          (Amounts in millions)


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

           2015 2014 2013  2016 2015 2014 

          Cash flows from operating activities:

                        

          Net income

           $892 $835 $1,010  $966 $892 $835 

          Adjustments to reconcile net income to net cash provided by operating activities:

                        

          Deferred income taxes

           (27) (44) 161  (9) (27) (44)

          Provision for inventories

           43 39 33  42 43 39 

          Depreciation and amortization

           95 90 108  829 95 90 

          Loss on disposal of property and equipment

            1  

          Amortization of capitalized software development costs and intellectual property licenses(1)

           399 256 207  321 399 256 

          Amortization of debt discount and debt financing costs

           7 7 1 

          Stock-based compensation expense(2)

           92 104 108 

          Excess tax benefits from stock awards

           (67) (39) (29)

          Changes in operating assets and liabilities:

                 

          Premium payment for early redemption of note (see Note 11)

           63   

          Amortization of debt discount, financing costs, and non-cash write-off due to extinguishment of debts

           50 7 7 

          Share-based compensation expense(2)

           147 92 104 

          Other

           4  1 

          Changes in operating assets and liabilities, net of effect from business acquisitions:

                 

          Accounts receivable, net

           (40) (177) 198  84 (40) (177)

          Inventories

           (54) (2) 6  32 (54) (2)

          Software development and intellectual property licenses

           (350) (349) (268) (362) (350) (349)

          Other assets

           21 18 (67) (10) 21 18 

          Deferred revenues

           (27) 475 (275) (35) (27) 475 

          Accounts payable

           (25) (12) 7  (50) (25) (12)

          Accrued expenses and other liabilities

           233 90 64  83 233 90 

          Net cash provided by operating activities

           1,192 1,292 1,264  2,155 1,259 1,331 

          Cash flows from investing activities:

                        

          Proceeds from maturities of available-for-sale investments

           145 21 304   145 21 

          Proceeds from sales of available-for-sale investments

             98 

          Purchases of available-for-sale investments

           (145)  (26)  (145)  

          Acquisition of business (see Note 23)

           (46)   

          Cash in escrow (see Note 24)

           (3,561)   

          Acquisition of business, net of cash acquired (see Note 21)

           (4,588) (46)  

          Release (deposit) of cash in escrow

           3,561 (3,561)  

          Capital expenditures

           (111) (107) (74) (136) (111) (107)

          Decrease in restricted cash

           2 2 6 

          Other investing activities

           (14) 2 2 

          Net cash (used in) provided by investing activities

           (3,716) (84) 308 

          Net cash used in investing activities

           (1,177) (3,716) (84)

          Cash flows from financing activities:

                        

          Proceeds from issuance of common stock to employees

           106 175 158  106 106 175 

          Tax payment related to net share settlements on restricted stock rights

           (83) (66) (49) (115) (83) (66)

          Excess tax benefits from stock awards

           67 39 29 

          Repurchase of common stock

             (5,830)

          Dividends paid

           (170) (147) (216) (195) (170) (147)

          Proceeds from issuance of long-term debt

             4,750 

          Proceeds from debt issuances, net of discounts

           6,878   

          Repayment of long-term debt

           (250) (375) (6) (6,104) (250) (375)

          Payment of debt financing costs

           (7)  (59)

          Proceeds received from shareholder settlement

           202   

          Debt financing costs related to debt issuances

           (7) (7)  

          Premium payment for early redemption of note (see Note 11)

           (63)   

          Proceeds received from shareholder settlement (see Note 19)

            202  

          Net cash used in financing activities

           (135) (374) (1,223)

          Net cash provided by (used in) financing activities

           500 (202) (413)

          Effect of foreign exchange rate changes on cash and cash equivalents

           (366) (396) 102  (56) (366) (396)

          Net (decrease) increase in cash and cash equivalents

           (3,025) 438 451 

          Net increase (decrease) in cash and cash equivalents

           1,422 (3,025) 438 

          Cash and cash equivalents at beginning of period

           4,848 4,410 3,959  1,823 4,848 4,410 

          Cash and cash equivalents at end of period

           $1,823 $4,848 $4,410  $3,245 $1,823 $4,848 

          (1)
          Excludes deferral and amortization of stock-basedshare-based compensation expense.

          (2)
          Includes the net effects of capitalization, deferral, and amortization of stock-basedshare-based compensation expense.

             

          The accompanying notes are an integral part of these Consolidated Financial Statements.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements

          1. Description of Business

                  Activision Blizzard, Inc. ("Activision Blizzard") is a leading global developer and publisher of interactive entertainment.entertainment content and services. We develop and distribute content and services across all of the major gaming platforms including video game consoles, personal computers ("PC"), and mobile devices. The terms "Activision Blizzard," the "Company," "we," "us," and "our" are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries.

                  The Company was originally incorporated in California in 1979 and was reincorporated in Delaware in December 1992. We currently offer games for video game consoles, personal computers ("PC"), and handheld, mobile and tablet devices. We maintain significant operations in the United States ("U.S."), Canada, the United Kingdom ("U.K."), France, Germany, Ireland, Italy, Sweden, Spain, the Netherlands, Australia, South Korea and China.

          The King Acquisition

                  On November 2, 2015, we and King Digital Entertainment plc, a leading interactive entertainment company for the mobile world incorporated under the laws of Ireland ("King"), entered into a Transaction Agreement (the "Transaction Agreement") under the terms of which we would acquire King (the "King Acquisition") and King would become a wholly-owned subsidiary of the Company. On February 23, 2016 we completed the King Acquisition as further described in Note 24 below.

                  As the closing of the King Acquisition occurred subsequent to December 31, 2015, our financial results as of and for the year ended December 31, 2015 do not contain the results of King.

          The Business Combination and Share Repurchase

                  Activision Blizzard isare the result of the 2008 business combination ("Business(the "Business Combination") by and among the Company (then known as 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"), aan indirect wholly-owned subsidiary of VGAC LLC. As a result ofVivendi. In connection with the consummation of the Business Combination, Activision, Inc., was renamed Activision Blizzard, Inc. and Vivendi became a majority shareholder of Activision.

                  The common stock of Activision Blizzard is traded on The NASDAQ Stock Market under the ticker symbol "ATVI."

          The King Acquisition

                  On October 11, 2013, we repurchased approximately 429 million shares of our common stock, pursuant to a stock purchase agreementFebruary 23, 2016 (the "Stock Purchase Agreement") we entered into with Vivendi and ASAC II LP ("ASAC""King Closing Date"), an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC. Pursuant to the terms of the Stock Purchase Agreement, we acquired King Digital Entertainment, a leading interactive mobile entertainment company ("King"), by purchasing all of its outstanding shares (the "King Acquisition"), as further described in Note 21. Our consolidated financial statements include the capital stockoperations of Amber Holding Subsidiary Co.King commencing on the King Closing Date.

          Our Reportable Segments

                  Based on our organizational structure, we conduct our business through three reportable operating segments as follows:

          (i) Activision Publishing, Inc.

                  Activision Publishing, Inc. ("Activision") is a leading global developer and publisher of interactive software products and entertainment content, particularly in console gaming. Activision primarily delivers content through retail channels or digital downloads, including full-game sales and in-game purchases, as well as licenses of software to third-party or related-party companies that distribute Activision products. Activision develops, markets and sells products which are principally based on our internally-developed intellectual properties, as well as some licensed properties. Additionally, we have established a long-term alliance with Bungie to publish its game universe, Destiny.

                  Activision's key product franchises include: Call of Duty®, a Delaware corporationfirst-person shooter for the console and wholly-owned subsidiaryPC platforms; Destiny, an online universe of Vivendi ("New VH"first-person action gameplay (which we call a "shared-world shooter") for console platforms; and Skylanders®, which was the direct owner of approximately 429 million shares of our common stock, for a cash payment of $5.83 billion, or $13.60 per share, before taking into account the benefitkid's game franchise that brings physical toys to the Company of certain tax attributes of New VH assumedlife digitally in the transaction (collectively, the "Purchase Transaction"game primarily for console platforms.

          (ii) Blizzard Entertainment, Inc.

                  Blizzard Entertainment, Inc. ("Blizzard"). Refer is a leading global developer and publisher of interactive software products and entertainment content, particularly in PC gaming. Blizzard primarily delivers content through retail channels or digital downloads, including subscriptions, full-game sales, and in-game purchases, as well as licenses of software to Note 11 of the Notes to Consolidated Financial Statements for further information regarding the financing of the Purchase Transaction

                  Immediately following the completion of the Purchase Transaction, ASAC purchased from Vivendi 172 million shares of Activision Blizzard's common stock, pursuant to the Stock Purchase Agreement, for a cash payment of $2.34 billion,third-party or $13.60 per share (the "Private Sale"). Robert A. Kotick, our Chief Executive Officer, and Brian G. Kelly, Chairman of our Board of Directors, are affiliates of ASAC II LLC.related party companies that


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          1. Description of Business (Continued)

                  On May 28, 2014, Vivendi sold approximately 41 million shares, or approximately 50% of its then-current holdings, of our common stock in a registered public offering. Vivendi received proceeds of approximately $850 million from that sale; we did not receive any proceeds.

                  As of December 31, 2015, we had approximately 734 million shares of common stock issued and outstanding. At that date, (i) Vivendi held 41 million shares, or approximately 6% of the outstanding shares of our common stock, (ii) ASAC held 172 million shares, or approximately 23% of the outstanding shares of our common stock, and (iii) our other stockholders held approximately 71% of the outstanding shares of our common stock.

                  On January 13, 2016, Vivendi sold all of their remaining shares of our common stock. We did not receive any proceeds.

                  Based upon our organizational structure, we conduct our business through two reportable operating segments, Activision Publishing, Inc. anddistribute Blizzard Entertainment, Inc. Previously, we reported "Distribution" as a reportable segment. In the current period, this was no longer deemed a separate reportable segment and is included in "Other", along with our recently announced media networks and film and television studio businesses.

          (i) Activision Publishing, Inc.

                  Activision Publishing, Inc. ("Activision") is a leading international developer and publisher of interactive software products and content. Activision delivers content to a broad range of gamers, ranging from children to adults, and from core gamers to mass-market consumers to "value" buyers seeking budget-priced software, in a variety of geographies. Activision develops games based on internally-developed properties, including games in the Call of Duty® and Skylanders® franchises, and to a lesser extent, based on licensed intellectual properties. Additionally, we have established a long-term alliance with Bungie to publish its game universe,Destiny®. Activision sells games through both retail and digital online channels. Activision currently offers games that operate on the Microsoft Corporation ("Microsoft") Xbox One ("Xbox One") and Xbox 360 ("Xbox 360"), Nintendo Co. Ltd. ("Nintendo") Wii U ("Wii U") and Wii ("Wii"), and Sony Computer Entertainment, Inc. ("Sony") PlayStation 4 ("PS4") and PlayStation 3 ("PS3") console systems (Xbox One, Wii U, and PS4 are collectively referred to as "next-generation"; Xbox 360, Wii, and PS3 are collectively referred to as "prior-generation"); the PC; the Nintendo 3DS, Nintendo Dual Screen, and Sony PlayStation Vita handheld game systems; and mobile and tablet devices.

          (ii)products. Blizzard Entertainment, Inc.

                  Blizzard Entertainment, Inc. ("Blizzard") is a leader in online PC gaming, including the subscription-based massively multi-player online role-playing game ("MMORPG") category in terms of both subscriber base and revenues generated through its World of Warcraft® franchise. Blizzard also develops, markets, and sells role-playing action and strategy games for the PC, console, mobile and tablet platforms, including games in the multiple-award winning Diablo®, StarCraft®, Hearthstone®: Heroes of Warcraft™ and Heroes of the Storm™ franchises. In addition, Blizzard maintains a proprietary online gaming service Battle.net®, which facilitates the creation of user-generated content, digital distribution andof Blizzard content, online social connectivity across all Blizzard games, and the creation of user-generated content for Blizzard's games. Blizzard

                  Blizzard's key product franchises include: World of Warcraft®, a subscription-based massive multi-player online role-playing game for the PC; StarCraft®, a real-time strategy PC franchise; Diablo®, an action role-playing franchise for PC and console platforms; Hearthstone®, an online collectible card franchise for the PC and mobile platforms; Heroes of the Storm®, a free-to-play team brawler for the PC; and Overwatch®, a team-based first person shooter for the PC and console platforms.

          (iii) King Digital Entertainment

                  King Digital Entertainment ("King") is a leading global developer and publisher of interactive entertainment content and services, particularly on mobile platforms, such as Android and iOS. King also distributes its productscontent and generates revenues worldwide through various means, including: subscriptions; salesservices on online social platforms, such as Facebook and the king.com websites. King's games are free-to-play, however players can acquire in-game virtual items, either with virtual currency the players purchase, or directly using real currency.

                  King's key product franchises, all of prepaid subscription cards; in-game purchaseswhich are for the PC and services; retail sales of physical "boxed" products;


          Table of Contentsmobile platforms, include: Candy Crush™, which features "match three" games; Farm Heroes™, which also features "match three" games; Pet Rescue™, which is a "clicker" game; and Bubble Witch™, which features "bubble shooter" games.


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          1. Description of Business (Continued)

          online download sales of PC products; purchases and downloads via third-party console, mobile and tablet platforms; and licensing of software to third-party or related party companies that distribute Blizzard products.

          (iii)(iv) Other

                  We also engage in other business opportunitiesbusinesses that do not represent reportable segments, including:

            The Major League Gaming ("MLG") business (which we formerly referred to as Activision Blizzard Media Networks ("or Media Networks") business, announced in 2015Networks), which is devoted to esports and builds on our efforts in competitive gaming efforts by creating ways to deliver a best-in-class fan experience across games, platforms, and the growing eSports industry;geographies with a long-term strategy of monetization through advertising, sponsorships, tournaments, and premium content.

            The Activision Blizzard Studios ("Studios") business, announced in 2015 which is devoted to creating original film and television content based on the company's extensiveour library of iconicglobally recognized intellectual properties, and, globally-recognized intellectual properties; andin October 2016, released the first season of the animated TV seriesSkylandersAcademy on Netflix.

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

          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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          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 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.

          Cost of revenues presentation

                  In periods prior to the second quarter of 2016, we presented cost of revenues in our consolidated statements of operations in four financial statement captions: "Cost of sales—product costs," "Cost of sales—online," "Cost of sales—software royalties and amortization," and "Cost of sales—intellectual property licenses." Since the second quarter of 2016, we have revised the presentation in our consolidated statements of operations to more clearly align our costs of revenues with the associated revenue captions as follows:

                  Cost of revenues—product sales:

            (i)
            "Product costs"—includes the manufacturing costs of goods produced and sold. These generally include product costs, manufacturing royalties, net of volume discounts, personnel-related costs, warehousing, and distribution costs. We generally recognize volume discounts when they are earned (typically in connection with the achievement of unit-based milestones).

            (ii)
            "Software royalties, amortization, and intellectual property licenses"—includes the amortization of capitalized software costs and royalties attributable to product sales revenues. These are costs capitalized on the balance sheet until the respective games are released, at which time the capitalized costs are amortized. Also included is amortization of intangible assets recognized in purchase accounting attributable to product sales revenues.

                  Cost of revenues—subscription, licensing, and other revenues:

            (i)
            "Game operations and distribution costs"—includes costs to operate our games, such as customer service, internet bandwidth and server costs, platform provider fee, and payment provider fees.

            (ii)
            "Software royalties, amortization, and intellectual property licenses"—includes the amortization of capitalized software costs and royalties attributable to subscription, licensing and other revenues. These are costs capitalized on the balance sheet until the respective games are released, at which time the capitalized costs are amortized. Also included is amortization of intangible assets recognized in purchase accounting attributable to subscription, licensing and other revenues.

                  Prior periods have been reclassified to conform to the current presentation.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          Cash and Cash Equivalents

                  We consider all money market funds and highly liquid investments with original maturities of three months or less at the time of purchase to be "Cash and cash equivalents."

          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 on the basis of quoted market prices of financial instruments with similar characteristics. Unrealized gains and losses of the


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          Company's available-for-sale securities are excluded from earnings and are reported as a component of "Other comprehensive income (loss)."

                  Investments with original maturities greater than 90 days and remaining maturities of less than one year are normally classified within "Short-term investments."Other current assets." In addition, investments with maturities beyond one year may be classified within "Short-term investments""Other current assets" if they are highly liquid in nature and 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 "Interest and other investment income (expense)expense (income), net" in our consolidated statements of operations.

          Cash in Escrow

                  As part of the King Acquisition, we were required to deposit $3.56 billion in cash to be held in an escrow account until the earlier of (i) the completion of the King Acquisition, or (ii) the termination of the Transaction Agreement.transaction agreement. The cash was not accessible to the Company for operating cash needs as its use had been administratively restricted for use in the consummation of the King Acquisition. At December 31, 2015, we recorded the balance of the escrow account as a non-current asset, "Cash in escrow," in our Consolidated Balance Sheet.consolidated balance sheet.

          Financial Instruments

                  The carrying amounts of "Cash and cash equivalents," "Accounts receivable, net of allowances," "Accounts payable," and "Accrued expenses"expenses and other liabilities" approximate fair value due to the short-term nature of these accounts. Our investments in the United States of America ("U.S.") treasuries, government agency securities, and corporate bonds, if any, are carried at fair value, which is based on quoted market prices for such securities, if available, or is estimated on the basis of quoted market prices of financial instruments with similar characteristics.

                  The Company transacts business in various foreign currencies and has significant international sales and expenses denominated in foreign currencies, subjecting us to foreign currency risk. To mitigate our foreign currency risk resulting from our foreign currency-denominated monetary assets, liabilities and earnings and our foreign currency risk related to functional currency-equivalent cash flows resulting from our intercompany transactions, we periodically enter into currency derivative contracts, principally forward contracts. These forward contracts generally have a maturity of less than one year. The counterparties for our currency derivative contracts are large and reputable commercial or investment banks.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  We assess the nature of these derivatives under Financial Accounting Standards Board ("FASB") Accounting Standards Codification ("ASC") Topic 815 to determine whether such derivatives should be designated as hedging instruments. The fair value of foreign currency contracts are estimated based on the prevailing exchange rates of the various hedged currencies as of the end of the period. We report the fair value of these contracts within "Other current assets," "Accrued expense and other liabilities," "Other assets," or "Other liabilities," as applicable, in our Consolidated Balance Sheetsconsolidated balance sheets based on the prevailing exchange rates of the various hedged currencies as of the end of the relevant period.

                  We do not hold or purchase any foreign currency forward contracts for trading or speculative purposes.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  For foreign currency forward contracts entered into to mitigate risk from foreign currency-denominated monetary assets, liabilities, and earnings that are not designated as hedging instruments under ASC 815, changes in the estimated fair value of these derivatives are recorded within "General and administrative expenses" and "Interest and other expense, net" in our Consolidated Statementsconsolidated statements of Operations,operations, consistent with the nature of the underlying transactions.

                  For foreign currency forward contracts that we entered into to hedge forecasted intercompany cash flows that are subject to foreign currency risk and which have been designated as cash flow hedges in accordance with ASC 815, we assess the effectiveness of these cash flow hedges at inception and on an ongoing basis and determine if the hedges are effective at providing offsetting changes in cash flows of the hedged items. The Company records the effective portion of changes in the estimated fair value of these derivatives in "Accumulated other comprehensive income (loss)"loss" and subsequently reclassifies the related amount of accumulated other comprehensive income (loss)loss to earnings within "General and administrative expenses"administrative" or "Net revenues" when the hedged item impacts earnings. The Company measuresearnings, consistent with the nature and timing of the underlying transactions. Cash flows from these foreign currency forward contracts are classified in the same category as the cash flows associated with the hedged item in the consolidated statements of cash flows. We measure hedge ineffectiveness, if any, and if it is determined that a derivative has ceased to be a highly effective hedge, the Company will discontinue hedge accounting for the derivative.

          Concentration of Credit Risk

                  Our concentration of credit risk relates to depositors holding the Company's cash and cash equivalents and customers with significant accounts receivable balances.

                  Our cash and cash equivalents are invested primarily in money market funds consisting of short-term, high-quality debt instruments issued by governments and governmental organizations, financial institutions and industrial companies.

                  Our customer base includes retailers and distributors, including mass-market retailers, consumer electronics stores, discount warehouses, and game specialty stores in the U.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

                  For the year ended December 31, 2016, we had two customers, Sony Interactive Entertainment Inc. ("Sony"), and Apple, Inc., who each accounted for 13% of net revenues. For the year ended December 31, 2015, we had two customers, Sony and Microsoft Corporation ("Microsoft"), who accounted for 12% and 10%, respectively, of net revenues for the year ended December 31, 2015.revenues. We did not have any single customer that accounted for 10% or more of net revenues for the yearsyear ended December 31, 2014, and 2013.2014.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  We had three customers, customers—Sony, Microsoft, and Wal-Mart Stores, Inc.—who accounted for 18%17%, 13%10%, and 11%10%, respectively, of consolidated gross receivables at December 31, 2015, respectively,2016, and 13%18%, 17%13%, and 11%, respectively, of consolidated gross receivables at December 31, 2014, respectively.2015.

          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. 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 encompassesrequires both technical design documentation and game design documentation, or the completed and tested product design and a working model. Significant management judgments and estimates are utilized in the assessment of when technological feasibility is established.established and the evaluation is performed on a product-by-product basis. For products where proven technology exists, this may occur early in the development cycle. Technological feasibility is evaluated on a product-by-product basis. Software development costs related to hosted service revenue arrangements


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          are capitalized after the preliminary project phase is complete and it is probable that the project will be completed and the software will be used to perform the function intended. Prior to a product's release, if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of sales—revenues—software royalties, amortization, and amortization.intellectual property licenses." Capitalized costs for products that are canceled or are expected to be abandoned are charged to "Product development expense"development" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to "Product development expense.development."

                  Commencing upon a product's release, capitalized software development costs are amortized to "Cost of sales—revenues—software royalties, amortization, and amortization"intellectual property licenses" 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, or over the estimated useful life, generallyto approximately one to two years.

                  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 right to use the intellectual property in multiple products over a number of years, or alternatively, for a single product. Prior to a product's release, if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of sales—revenues—software royalties, amortization, and intellectual property licenses." Capitalized intellectual property costs for products that are canceled or are expected to be abandoned are charged to "Product development expense"development" in the period of cancellation.

                  Commencing upon a product's release, capitalized intellectual property license costs are amortized to "Cost of sales—revenues—software royalties, amortization, and 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 and can be used in multiple products to be released over a period beyond one year, 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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          primary evaluation criterion is the actual performance of the title performance.to which the costs relate. 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; market performance of comparable titles; orders for the product prior to its release; general market conditions; 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 assessing 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.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          If revised forecasted or actual product sales are less than the originally 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 expenses for any period if management makes different judgments or utilizes different estimatesmatters resolve in evaluating these qualitative factors.a manner that is inconsistent with management's expectations.

          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 net realizable value. Inventories are relieved on a weighted-average cost method.

          Long-Lived Assets

                  Property and Equipment.    Property and equipment are recorded at cost and depreciated on a straight-line basis over the estimated useful life (i.e., 25 to 33 years for buildings, and 2 to 5 years for computer equipment, office furniture and other equipment) of the 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 in accordance with 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 if there is no foreseeable limits on the periods of time over which they are expected to contribute cash flows. Goodwill and indefinite-lived assets are not amortized, but are subject to an annual impairment test, as well as 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.31.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  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. As of December 31, 20152016 and 2014,2015, our reporting units are the same as our operating segments. 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. The fair value of our reporting units is determined using an income approach based on discounted cash flow models. In the event the recorded net assets of the reporting unit exceed the estimated fair 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. We have determined that no impairment has occurred at December 31, 2016, 2015 2014 and 20132014 based upon a set of assumptions regarding discounted future cash flows, which represent our best estimate of future performance at this time.

                  We test indefinite livedindefinite-lived acquired trade names for possible impairment by using a discounted cash flow model to estimate fair value. We have determined that no impairment has occurred at December 31, 2016, 2015 2014 and 20132014 based upon a set of assumptions regarding discounted future cash flows, which represent our best estimate of future performance at this time.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  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.

                  Amortizable Intangible Assets.    Intangible assets subject to amortization are carried at cost less accumulated amortization, and amortized over the estimated useful life in proportion to the economic benefits received.

                  Management evaluatesWe evaluate the recoverability of our identifiable intangible assets and other long-lived assets in accordance with 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, other than indefinite-lived intangible 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. If we determine that the carrying value may not be recoverable, we estimate the undiscounted cash flows to be generated from the use and ultimate disposition of these assets to determine whether an impairment exists. 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. We have determined that there are no events or circumstances that indicate a potentialdid not record an impairment exists atcharge to our definite-lived intangible assets as of December 31, 2016, 2015, 2014, and 2013.2014.

          Revenue Recognition

                  We recognize revenues when there is persuasive evidence of an arrangement, the product or service has been provided to the customer, the collection of our fees is reasonably assured and the amount of fees to be paid by the customer is fixed or determinable. 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 revenues on the later of the street date or the date the product is sold to


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          the customer. Revenues are recorded net of taxes assessed by governmental authorities that are both imposed on and concurrent with the specific revenue-producing transaction between us and our customer, such as sales and value-added taxes.

            Revenue Arrangements with Multiple Deliverables

                  Certain of our revenue arrangements have multiple deliverables, which we account for in accordance with ASC Topic 605 and Accounting Standards Update ("ASU") 2009-13.605. These revenue arrangements include product sales consisting of both software, service (such as ongoing hosting arrangements), and hardware deliverables (such as peripherals or other ancillary collectors' items sold together with physical "boxed" software) and our sales ofWorld of Warcraft boxed products, expansion packs and value-added services, each of which is considered with the related subscription services for these purposes..

                  Under ASC Topic 605 and ASU 2009-13, whenWhen 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-evidencevendor-specific objective evidence ("VSOE") if it is available, third-party evidence ("TPE") if VSOE is not available,


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          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. IfFurther, 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 did not have significant revenue arrangements that requirerequired using BESP for the years ended December 31, 2016, 2015, 2014, and 2013.2014. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for a deliverabledeliverables that the Company sells separately which(which represents the VSOE,VSOE) and the wholesale prices of the same or similar products whichfor deliverables not sold separately (which represents TPE.TPE).

            Product Sales

                  Product sales representconsist of sales of our games, including physical products and digital full-game downloads. We recognize revenues from the sale of our products upon the transfer ofafter both (1) title and risk of loss have been transferred to our customers and once(2) all performance obligations have been completed. With respect to digital full-game downloads, we recognize revenuesthis is when the product is available for download or is activated for gameplay. Revenues from product sales are recognized after deducting the estimated allowance for returns and price protection. Sales incentives and other consideration given by us to our customers, such as rebates and product placement fees, are considered adjustments of the selling price of our products and are reflected as reductions to revenues. 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.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

            Products with Online Functionality or Hosted Service Arrangements

                  For our software products with online functionality or that are part of a hosted service arrangement,agreement, we evaluate whether that online functionality constitutes a more-than-inconsequential separate deliverable in addition to the software product. This evaluation is performed for each software product or product add-on (including digital downloadable content), when it is released. Determining whether the online functionality for a particular gameproduct constitutes a more-than-inconsequential deliverable is subjective and requires management's judgment. When we determine that the online functionality constitutes a more-than-inconsequential separate service deliverable in addition to the product, which is principally because of the online functionality's importance to gameplay, we consider our performance obligation for this title to extend beyond the sale of the game. In addition, VSOE of fair value does not exist for the online functionality of some products, as we do not separately charge for this component of every title.component. As a result, we initially defer all of the software-related revenues from the sale of any such title (including digital downloadable content) and recognize the revenues ratably over the estimated service period of the title. In addition, we initially defer the costscost of salesrevenues for the title and recognize the costs of sales as the related revenues are recognized. The costscost of salesrevenues that are initially deferred include manufacturing costs, software royalties and amortization, and intellectual property licenses and exclude intangible asset amortization.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  For our software products with online functionality that we consider to be incidental to the overall product offering and are inconsequential deliverables, we recognize the related revenues when the revenue recognition criteria described above have been met.

                  For ourWorld of Warcraft boxed products, expansion packs and value-added services, we recognize revenues in each case with the related subscription service revenues ratably over the estimated service period, beginning upon the 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," whereas revenues attributable to subscriptions and other value-added services are classified as "Subscription, licensing, and other revenues."

            Subscription Revenues

                  Subscription revenues are mostly derived fromWorld of Warcraft.World of Warcraft is a game that is playable through Blizzard's servers and is generally sold on a subscription-only basis.

                  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 sales of subscriptions via boxed 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. Value-added service revenues associated with subscriptions are recognized ratably over the estimated service periods.

            Licensing Revenues

                  Third-partyIn certain countries, we utilize third-party licensees in Russia, China and Taiwanto distribute and host certain Blizzardour games in their respective countries underaccordance with license agreements, for which theythe licensees pay the Company a 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 and over the estimated service period when we


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          have continuing service obligations. We recognize any upfront licensing fees received over the term of the contracts.agreements.

                  With respect to license agreements that provide customers the right to make multiple copies in exchange for guaranteed amounts, revenues are generally recognized upon delivery of a master copy.copy if all other performance obligations have been completed or over the estimated service period when we have continuing service obligations. Per 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.

            Other Revenues

                  Other revenues primarily include revenues from digital downloadable content (e.g., multi-player content packs), microtransactions and the licensing of intellectual property other than software to third-parties.

                  Microtransaction revenues are derived from the sale of virtual goods and currencies to our players to enhance their gameplay experience. Proceeds from the sales of virtual goods and currencies are initially recorded in deferred revenues. Proceeds from the sales of virtual currencies are recognized as revenues when a player uses the virtual goods purchased with the virtual currency. Proceeds from the sales of virtual goods directly are also recognized as revenues when a player uses the virtual goods. We categorize our virtual goods as either consumable or durable. Consumable virtual goods represent goods that can be consumed by a specific player action; accordingly, we recognize revenues from the sale of consumable virtual goods as the goods are consumed. Durable virtual goods represent


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          goods that are accessible to the player over an extended period of time. Wetime; accordingly, we recognize revenues from the sale of durable virtual goods ratably over the period of time the goods are available to the player, which is generally the estimated service period of the game.

                  Revenues from the licensing of intellectual property other than software to third-parties are recorded upon the receipt of licensee statements, or upon the receipt of cash, provided the license period has begun and all performance obligations have been completed.

            Estimated Service Period

                  We determine the estimated service period for players of our games with consideration of various data points, including the weighted average number of days between players' first and last days played online, the average total hours played, the average number of days in which player activity stabilizes, and the weighted-average number of days between players' first purchase date and last date played online. We also consider known online trends, and the service periods of our previously released games, and disclosedthe service periods forof our competitors' games that are similar in nature.nature to ours, to the extent they are publicly available. Determining the estimated service period is subjective and requires management's judgment. Future usage patterns may differ from historical usage patterns and therefore the estimated service period may change in the future. The estimated service periods for players of our current games isare generally less than 12 months.

          Allowances for Returns, Price Protection, and 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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          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 receive price protection credits include, among other things, compliance with applicable trading and payment terms achievement of sell-through performance targets in certain instances, and consistent return of inventory and delivery of sell-through reports to us. We may also consider other factors, including achievement of sell-through performance targets in certain instances, the facilitation of slow-moving inventory, and other market factors.

                  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 on estimates ofrespect to potential future product returns and price protection related to current period product revenues.revenues must be made and used when establishing the allowance for returns and price protection in any accounting period. We estimate the amount of future returns and price protection for current period product revenues 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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          franchise; console hardware life cycle; sales force and retail customer feedback; industry pricing; future pricing assumptions; 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 the performance of competing titles. The relative importance of these factors varies among titles depending upon, among other items,things, genre, platform, seasonality, and sales strategy.

                  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. MaterialThere may be material differences may result in the amount and timing of our revenues for any period if factors or market conditions change or if management makes different judgments or utilizes different estimatesmatters resolve in a manner that is inconsistent with management's assumptions utilized in determining the allowances for returns and price protection.

                  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.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          Allowance for Inventory Obsolescence

                  We regularly review inventory quantities on-hand and in the retail channels. 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 of sales—revenues—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 run for the first time. Advertising expenses for the years ended December 31, 2016, 2015, and 2014 and 2013 were $641 million, $523 million, $495 million, and $401$495 million, respectively, and are included in "Sales and marketing expense"marketing" in the consolidated statements of operations.

          Income Taxes

                  We record a tax provision for the anticipated tax consequences of the reported results of operations. In accordance with 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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          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 the temporary differences 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 of "more likely than not" that they will be realized in the future, a valuation allowance is recorded.

                  We report a liability for unrecognized tax benefits resulting from uncertain tax positions taken or expected to be taken in a tax return. We recognize interest and penalties, if any, related to unrecognized tax benefits in "Income tax expense."

          Foreign Currency Translation

                  All assets and liabilities of our foreign subsidiaries who have a functional currency other than U.S. dollars 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 other comprehensive income (loss)"loss" in shareholders' equity.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          Earnings (Loss) Per Common Share

                  "Basic earnings (loss) per common share" is computed by dividing income (loss) available to common shareholders by the weighted-average number of common shares outstanding for the periods presented. "Diluted earnings per share" 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.

                  When we determine whether instruments granted in stock-basedshare-based payment transactions are participating securities, unvested stock-basedshare-based awards which include the right to receive non-forfeitable dividends or dividend equivalents are considered to participate with common stock in undistributed earnings. With 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 the earnings per common share calculation any dividends paid or owed to participating securities and any undistributed earnings considered to be attributable to participating securities.

          Stock-Based CompensationShare-Based Payments

                  We account for stock-based compensationshare-based payments in accordance with ASC TopicSubtopic 718-10Compensation-Stock Compensation, and ASC Subtopic 505-50,Equity-Based Payments to Non-Employees. Stock-based505-50. Share-based compensation expense for a given grant is recognized duringover the requisite service period (that is, the period for which the employee is being compensated) and is based on the value of stock-basedshare-based payment awards after a reduction for estimated forfeitures. Forfeitures are estimated at the time of grant and are revised, if necessary, in subsequent periods if actual forfeitures differ from those estimates.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

                  We generally estimate the value of stock-based payment awards on the measurement datestock options using a binomial-lattice model. Our determination of fair value of stock-based payment awards on the date of grant using an option-pricing modelThis estimate 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,including our expected stock price volatility over the term of the awards, and actual and projected employee stock option exercise behaviors.

                  We generally determine the fair value of restricted stock rights (including restricted stock units, restricted stock awards and performance shares) based on the closing market price of the Company's common stock on the date of grant.grant, reduced by the present value of the estimated future dividends during the vesting period in which the restricted stock rights holder will not participate. Certain restricted stock rights granted to our employees and senior management vest based on the achievement of pre-established performance or market conditions. We estimate the fair value ofFor performance-based restricted stock rights, at the closing market price of the Company's common stock on the date of grant. Eacheach quarter we update our assessment of the probability that the specified performance criteria will be achieved. We amortize the fair values of performance-based restricted stock rights over the requisite service period, adjustedadjusting for estimated forfeitures for each separately vesting tranche of the award. WeFor market-based restricted stock rights, we estimate the fair value of market-based restricted stock rights at the date of grant using a Monte Carlo valuation methodology and amortize those fair values over the requisite service period, adjustedadjusting for estimated forfeitures for each separately vesting tranche of the award. The Monte Carlo methodology that we use to estimate the fair value of market-based restricted stock rights at the date of grant incorporates into the valuation the possibility that the market condition may not be satisfied. Provided that the requisite service is rendered, the total fair value of the market-basedmarket-


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          2. Summary of Significant Accounting Policies (Continued)

          based restricted stock rights at the date of grant must be recognized as compensation expense even if the market condition is not achieved. However, the number of shares that ultimately vest can vary significantly with the performance of the specified market criteria.

                  For share-based compensation grants that are liability classified, we update our grant date valuation at each reporting period and recognize a cumulative catch-up adjustment for changes in the value related to the requisite service already rendered.

          Loss Contingencies

                  ASC Topic 450 governs the disclosure of loss contingencies and accrual of loss contingencies in respect of litigation and other claims. We record an accrual for a potential loss when it is probable that a loss will occur and the amount of the loss can be reasonably estimated. When the reasonable estimate of the potential loss is within a range of amounts, the minimum of the range of potential loss is accrued, unless a higher amount within the range is a better estimate than any other amount within the range. Moreover, even if an accrual is not required, we provide additional disclosure related to litigation and other claims when it is reasonably possible (i.e., more than remote) that the outcomes of such litigation and other claims include potential material adverse impacts on us.

          3. 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,  At December 31, 

           2015 2014  2016 2015 

          Cash

           $176 $333  $286 $176 

          Foreign government treasury bills

           34 40  38 34 

          Money market funds

           1,613 4,475  2,921 1,613 

          Cash and cash equivalents

           $1,823 $4,848  $3,245 $1,823 

          4. Inventories, Net

                  Our inventories, net consist of the following (amounts in millions):

           
           At
          December 31,
           
           
           2016 2015 

          Finished goods

           $40 $101 

          Purchased parts and components

            9  27 

          Inventories, net

           $49 $128 

                  At December 31, 2016 and 2015, inventory reserves were $45 million and $54 million, respectively.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          4. Inventories, Net

                  Our inventories, net consist of the following (amounts in millions):

           
           At
          December 31,
           
           
           2015 2014 

          Finished goods

           $101 $112 

          Purchased parts and components

            27  11 

          Inventories, net

           $128 $123 

                  Inventory reserves were $54 million and $52 million at December 31, 2015 and 2014, respectively.

          5. Software Development and Intellectual Property Licenses

                  The following table summarizes the components of our capitalized software development costs and intellectual property licenses (amounts in millions):


           At
          December 31,
          2015
           At
          December 31,
          2014
            At
          December 31,
           

          Internally developed software costs

           $266 $262 

           2016 2015 

          Internally-developed software costs

           $277 $266 

          Payments made to third-party software developers

           150 210  189 150 

          Total software development costs

           $416 $472  $466 $416 

          Intellectual property licenses

           $30 $23  $2 $30 

                  Intellectual property licenses are classified within "Other current assets" and "Other assets" in our consolidated balance sheets.

                  Amortization write-offsof capitalized software development costs and intellectual property was the following (amounts in millions):

           
           For the Years Ended
          December 31,
           
           
           2016 2015 2014 

          Amortization of capitalized software development costs and intellectual property licenses

           $335 $410 $272 

                  Write-offs and impairments of capitalized software development costs and intellectual property licenses are comprised ofwere not material for the following (amounts in millions):

           
           For the Years Ended
          December 31,
           
           
           2015 2014 2013 

          Amortization of capitalized software development costs and intellectual property licenses

           $410 $272 $195 

          Write-offs and impairments

            4    29 

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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)years ended December 31, 2016, 2015, and 2014.

          6. Property and Equipment, Net

                  Property and equipment, net was comprised of the following (amounts in millions):


           At December 31,  At December 31, 

           2015 2014  2016 2015 

          Land

           $1 $1  $1 $1 

          Buildings

           4 4  4 4 

          Leasehold improvements

           109 104  162 109 

          Computer equipment

           431 347  560 431 

          Office furniture and other equipment

           52 45  78 52 

          Total cost of property and equipment

           597 501  805 597 

          Less accumulated depreciation

           (408) (344) (547) (408)

          Property and equipment, net

           $189 $157  $258 $189 

                  Depreciation expense for the years ended December 31, 2016, 2015, and 2014 and 2013 was $121 million, $82 million, $76 million, and $84$76 million, respectively.

                  Rental expense was $65 million, $39 million $38 million and $35$38 million for the years ended December 31, 2016, 2015, and 2014, and 2013, respectively.

          7. Intangible Assets, Net

                  Intangible assets, net consist of the following (amounts in millions):

           
           At December 31, 2015 
           
           Estimated
          useful
          lives
           Gross
          carrying
          amount
           Accumulated
          amortization
           Net
          carrying
          amount
           

          Acquired definite-lived intangible assets:

                      

          License agreements and other

           1 - 10 years $116 $(93)$23 

          Internally-developed franchises

           11 years  309  (298) 11 

          Developed software

           5 years  15    15 

          Total definite-lived intangible assets

             $440 $(391)$49 

          Acquired indefinite-lived intangible assets:

                      

          Activision trademark

           Indefinite        386 

          Acquired trade names

           Indefinite        47 

          Total indefinite-lived intangible assets

                   $433 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          7. Intangible Assets, Net (Continued)

                  Intangible assets, net consist of the following (amounts in millions):


           At December 31, 2014  At December 31, 2016 

           Estimated
          useful
          lives
           Gross
          carrying
          amount
           Accumulated
          amortization
           Net
          carrying
          amount
            Estimated
          useful
          lives
           Gross
          carrying
          amount
           Accumulated
          amortization
           Net
          carrying
          amount
           

          Acquired definite-lived intangible assets:

                        

          License agreements and other

           3 - 10 years $98 $(92)$6 

          Internally-developed franchises

           11 years 309 (286) 23  3 - 11 years $1,154 $(583)$571 

          Developed software

           3 - 5 years 595 (145) 450 

          Customer base

           2 years 617 (266) 351 

          Trade names

           7 - 10 years 54 (8) 46 

          Other

           1 - 8 years 18 (11) 7 

          Total definite-lived intangible assets

           $407 $(378)$29  $2,438 $(1,013)$1,425 

          Acquired indefinite-lived intangible assets:

                        

          Activision trademark

           Indefinite     386  Indefinite     386 

          Acquired trade names

           Indefinite     47  Indefinite     47 

          Total indefinite-lived intangible assets

               $433      $433 

          Total intangible assets, net

               $1,858 


           
           At December 31, 2015 
           
           Estimated
          useful
          lives
           Gross
          carrying
          amount
           Accumulated
          amortization
           Net
          carrying
          amount
           

          Acquired definite-lived intangible assets:

                      

          License agreements and other

           1 - 10 years $116 $(93)$23 

          Internally-developed franchises

           11 years  309  (298) 11 

          Developed software

           5 years  15    15 

          Total definite-lived intangible assets

             $440 $(391)$49 

          Acquired indefinite-lived intangible assets:

                      

          Activision trademark

           Indefinite        386 

          Acquired trade names

           Indefinite        47 

          Total indefinite-lived intangible assets

                   $433 

          Total intangible assets, net

                   $482 

                  The balances of intangible assets presented in the table above at December 31, 2016, does not include license agreement intangible assets that were fully amortized at December 31, 2015, and hence have been removed from the December 31, 2016 balances, as presented. Amortization expense of intangible assets was $13$708 million, $13 million, and $24$13 million for the years ended December 31, 2016, 2015, and 2014, and 2013, respectively.

                  At December 31, 2015, future amortization of definite-lived intangible assets is estimated as follows (amounts in millions):

          2016

           $17 

          2017

            12 

          2018

            7 

          2019

            5 

          2020

            4 

          Thereafter

            4 

          Total

           $49 

                  We did not record any impairment charges against our intangible assets for the years ended December 31, 2015, 2014 and 2013.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          7. Intangible Assets, Net (Continued)

                  At December 31, 2016, future amortization of definite-lived intangible assets is estimated as follows (amounts in millions):

          2017

           $756 

          2018

            361 

          2019

            216 

          2020

            72 

          2021

            11 

          Thereafter

            9 

          Total

           $1,425 

                  We did not record any impairment charges against our intangible assets for the years ended December 31, 2016, 2015, and 2014.

          8. Goodwill

                  The changes in the carrying amount of goodwill by operating segment for the years ended December 31, 20152016 and 20142015, are as follows (amounts in millions):


           Activision Blizzard Other Total  Activision Blizzard King Other Total 

          Balance at December 31, 2013

           $6,914 $178 $ $7,092 

          Tax benefit credited to goodwill

           (5)   (5)

          Foreign exchange

           (1)   (1)

          Balance at December 31, 2014

           $6,908 $178 $ $7,086  $6,908 $178 $ $ $7,086 

          Additions through acquisition

             12 12     12 12 

          Tax benefit credited to goodwill

           (2)   (2)

          Foreign exchange

           (1)   (1)

          Other

           (3)    (3)

          Balance at December 31, 2015

           $6,905 $178 $12 $7,095  $6,905 $178 $ $12 $7,095 

          Additions through acquisition

             2,675  2,675 

          Other

           (2)    (2)

          Balance at December 31, 2016

           $6,903 $178 $2,675 $12 $9,768 

                  The tax benefit credited to goodwill representsFor 2015, 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 the Company, 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 additional paid-in capital. The addition to goodwill through acquisition is attributed to the acquisition of the business of Major League Gaming ("MLG")MLG. For 2016, the addition to goodwill through acquisition is attributed to the King Acquisition (see Note 23)21).

          At December 31, 20152016 and 2014,2015, there were no accumulated impairment losses.

          9. Other Current Assets and Current Accrued Expenses and Other Liabilities

                  Included in "Other current assets" of our consolidated balance sheets are deferred cost of sales—product costsrevenues of $216$186 million and $257$216 million at December 31, 20152016 and 2014,2015, respectively.

                  Included in "Accrued expenses and other liabilities" of our consolidated balance sheets are accrued payroll-related costs of $246$393 million and $267$246 million at December 31, 2016 and 2015, and 2014, respectively.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          10. Fair Value Measurements

                  FASB literature regarding fair value measurements for financial and non-financialcertain 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; and

            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, including certain pricing models,

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          10. Fair Value Measurements (Continued)

              discounted cash flow methodologies and similar techniques that use significant unobservable inputs.

          Fair Value Measurements on a Recurring Basis

                  The table below segregates all of our financial assets and liabilities that are measured at fair value on a recurring basis into the most appropriate level within the fair value hierarchy based on the inputs used to determine the fair value at the measurement date, generally including money market funds, treasury bills, available-for-sale and derivative financial instruments, and other investments (amounts in millions):


            
           Fair Value Measurements at
          December 31, 2015 Using
            
            
           Fair Value Measurements at
          December 31, 2016 Using
            

            
           Quoted
          Prices in
          Active
          Markets for
          Identical
          Assets
            
            
            
            
           Quoted
          Prices in
          Active
          Markets for
          Identical
          Assets
            
            
            

            
           Significant
          Other
          Observable
          Inputs
            
            
            
           Significant
          Other
          Observable
          Inputs
            
            

            
           Significant
          Unobservable
          Inputs
            
            
           Significant
          Unobservable
          Inputs
            

           As of
          December 31,
          2015
           Balance Sheet
          Classification
           As of
          December 31,
          2016
           Balance Sheet
          Classification

           (Level 1) (Level 2) (Level 3) (Level 1) (Level 2) (Level 3)

          Financial Assets:

                            

          Recurring fair value measurements:

                            

          Money market funds

           $1,613 $1,613 $ $ Cash and cash equivalents $2,921 $2,921 $ $ Cash and cash equivalents

          Foreign government treasury bills

           34 34   Cash and cash equivalents 38 38   Cash and cash equivalents

          Foreign currency forward contracts not designated as hedges

           11  11  Other current assets

          Foreign currency forward contracts designated as hedges

           22  22  Other current assets

          Auction rate securities ("ARS")

           9   9 Long-term investments 9   9 Other assets

          Total recurring fair value measurements

           $1,667 $1,647 $11 $9  $2,990 $2,959 $22 $9 

          Financial Liabilities:

                   

          Foreign currency forward contracts designated as hedges

           $(4)$ $(4)$ Accrued expenses and other liabilities

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          10. Fair Value Measurements (Continued)



            
           Fair Value Measurements at
          December 31, 2014 Using
            
            
           Fair Value Measurements at
          December 31, 2015 Using
            

            
           Quoted
          Prices in
          Active
          Markets for
          Identical
          Assets
            
            
            
            
           Quoted
          Prices in
          Active
          Markets for
          Identical
          Assets
            
            
            

            
           Significant
          Other
          Observable
          Inputs
            
            
            
           Significant
          Other
          Observable
          Inputs
            
            

            
           Significant
          Unobservable
          Inputs
            
            
           Significant
          Unobservable
          Inputs
            

           As of
          December 31,
          2014
           Balance Sheet
          Classification
           As of
          December 31,
          2015
           Balance Sheet
          Classification

           (Level 1) (Level 2) (Level 3) (Level 1) (Level 2) (Level 3)

          Financial Assets:

                            

          Recurring fair value measurements:

                            

          Money market funds

           $4,475 $4,475 $ $ Cash and cash equivalents $1,613 $1,613 $ $ Cash and cash equivalents

          Foreign government treasury bills

           40 40   Cash and cash equivalents 34 34   Cash and cash equivalents

          Foreign currency forward contracts not designated as hedges

           11  11  Other current assets

          ARS

           9   9 Long-term investments 9   9 Other assets

          Total recurring fair value measurements

           $4,524 $4,515 $ $9  $1,667 $1,647 $11 $9 

          Financial Liabilities:

                   

          Foreign currency forward contracts designated as hedges

           $(4)$ $(4)$ Accrued expenses and other liabilities

                  ARS represented the only level 3 investment held by the Company. The fair value of these investments has been unchanged for the years ended December 31, 2016, 2015, 2014, and 2013.2014.

          Foreign Currency Forward Contracts

          Foreign Currency Forward Contracts Not Designated as Hedges

                  At December 31, 2016, we did not have any outstanding foreign currency forward contracts not designated as hedges.

                  At December 31, 2015, the gross notional amount of outstanding foreign currency forward contracts not designated as hedges was approximately $489 million. During the year ended December 31, 2015, we reclassified $8 million of unrealized gains out of "Accumulated other comprehensive income (loss)" and into earnings due to dedesignating $250 million notional euro to U.S. dollar cash flow hedges when it was determined the hedged transaction would not occur. As a result of the dedesignation, we entered into offsetting foreign currency forward contracts. The dedesignated and offsetting foreign currency forward contracts remain outstanding as of December 31, 2015.

                  The fair value of these foreign currency forward currency contracts was $11 million as of December 31, 2015, and recorded in "Other current assets" in our consolidated balance sheet.

                  At December 31, 2014, outstanding foreign currency forward contracts not designated as hedges were not material.

          For the years ended December 31, 2016, 2015, 2014, and 2013,2014, pre-tax net gains associated with these forward contracts were recorded in "General and administrative expenses" and were not material.

          Foreign Currency Forward Contracts Designated as Hedges

                  For foreign currency forward contracts entered into to hedge forecasted intercompany cash flows that are subject to foreign currency risk and which we designated as cash flow hedges in accordance with ASC Topic 815, we assess the effectiveness of these cash flow hedges at inception and on an


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          10. Fair Value Measurements (Continued)

          ongoing basis to determine ifForeign Currency Forward Contracts Designated as Hedges ("Cash Flow Hedges")

                  At December 31, 2016, the hedges are effective at providing offsetting changes in cash flowsgross notional amount of the hedged items. We record the effective portion of changes in the estimatedoutstanding Cash Flow Hedges was approximately $346 million. The fair value of these derivatives in "Accumulated other comprehensive income (loss)" and subsequently reclassify the related amountcontracts was $22 million of accumulated other comprehensive income (loss) to earnings within "General and administrative expense" when the hedged item impacts earnings. Cash flows from these foreign currency forward contracts are classified in the same category as the cash flows associatednet unrealized gains with the hedged item in the consolidated statements of cash flows. We measure hedge ineffectiveness, if any, and if it is determined that a derivative has ceased to be a highly effective hedge, we will discontinue hedge accounting for the derivative.

                  The gross notional amount of all outstanding foreign currency forward contracts designated as cash flow hedges was approximately $381 million at December 31, 2015. At December 31, 2014, there were no outstanding foreign currency forward contracts designated as cash flow hedges. These foreign currency forward contracts have remaining maturities of 12 months or less. During the years endedAdditionally, at December 31, 2015 and 2014, there was no ineffectiveness relating to these hedges. At December 31, 2015, $42016, we had $7 million of net unrealized losses related to theserealized but unrecognized gains recorded within "Accumulated other comprehensive income (loss)" associated with contracts are expected tothat settled during the year but were deferred and will be amortized into earnings along with the associated hedged revenues. Such amounts will be reclassified into earnings within the next twelve months.

                  At December 31, 2015, the gross notional amount of all outstanding Cash Flow Hedges was approximately $381 million. The fair value of these contracts was $4 million of net unrealized losses as of December 31, 2015.

          During the yearyears ended December 31, 2016 and 2015, there was no ineffectiveness relating to our Cash Flow Hedges. During the years ended December 31, 2016 and 2014,2015, the amount of pre-tax net realized gains of $6 million and $8 million, respectively, associated with these contracts that were reclassified out of "Accumulated other comprehensive income (loss)" and into "General and administrative expense" due to maturity of these contracts.earnings was not material.

          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.

                  For the years ended December 31, 2016, 2015, 2014, and 2013,2014, there were no impairment charges related to assets that are measured on a non-recurring basis.

          11. Debt

          Credit Facilities

                  On October 11, 2013, in connection and simultaneously with the Purchase Transaction, we entered into a credit agreement (the "Credit Agreement") for a $2.5 billion secured term loan facility maturing in October 2020 (the "Term"Original Term Loan"), and a $250 million secured revolving credit facility (the "Revolver" and, together with the Term Loan, the "Credit Facilities""Original Revolver"). A portionAs of the Revolver can be used to issue letters of credit of up to $50 million, subject to the availability of the Revolver. To date, we have not drawn on the Revolver.

                  Borrowings under the Term Loan and the Revolver bear interest, payable on a quarterly basis, at an annual rate equal to an applicable margin plus, at our option, (A) a base rate determined by reference to the highest of (a) the interest rate in effect determined by the administrative agent as its "prime rate," (b) the federal funds rate plus 0.5%, and (c) the London InterBank Offered Rate ("LIBOR") for an interest period of one month plus 1.00%, or (B) LIBOR. LIBOR borrowings under the Term Loan will be subject to a LIBOR floor of 0.75%. At December 31, 2015, as a result of repayments and prepayments during the prior periods, we had $1.9 billion outstanding under the Original Term Loan.

                  In conjunction with the King Acquisition, we entered into three amendments to the Credit FacilitiesAgreement (the "Amendments"). The Amendments, among other things, provided for an incremental tranche of term loans "A" in an aggregate principal amount of approximately $2.3 billion. The proceeds were provided on February 23, 2016 and were used to fund the King Acquisition. On March 31, 2016, we entered into a fourth amendment to the Credit Agreement which provided for an incremental tranche of term loans "A" in the aggregate principal amount of $250 million (together with the $2.3 billion tranche of term loans "A", the "Original TLA"); the proceeds from the incremental borrowing were used to make a voluntary prepayment on our Original Term Loan on March 31, 2016. In addition to this prepayment, we made voluntary prepayments on our Original Term Loan of $500 million and $800 million on February 25 and May 26, 2016, respectively.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          11. Debt (Continued)

                  On August 23, 2016 we entered into a fifth amendment to the Credit Agreement (the "Fifth Amendment") that provided for a new tranche of term loans "A" of approximately $2.9 billion (the "2016 TLA") and an amended revolving credit facility of $250 million (the "Revolver" and together with the 2016 TLA, the "Credit Facilities"). The proceeds from the 2016 TLA were primarily used to pay off the remaining outstanding principal balance on the Original Term Loan of $319 million and the Original TLA of $2.5 billion. As a result of the payments to extinguish the Original Term Loan and Original TLA, we wrote-off unamortized discount and deferred financing costs of $10 million, which is included in "Loss on extinguishment of debt" in the consolidated statements of operations. The remaining unamortized discount and deferred financing costs were deferred, along with new fees paid to the 2016 TLA lenders, and will continue to be amortized over the maturity of the 2016 TLA. As a result of the Fifth Amendment, both the 2016 TLA and the Revolver became unsecured loans. As described below, the 2016 TLA was fully prepaid in February 2017. The Revolver is scheduled to nature on August 23, 2021. Debt discounts and deferred financing costs incurred in relation to the Fifth Amendment were not material.

                  Borrowings under the Revolver may be borrowed, repaid, and re-borrowed by the Company, and are available for working capital and other general corporate purposes. Up to $50 million of the Revolver may be used for letters of credit. To date, we have not drawn on the Revolver. Borrowings under the 2016 TLA and the Revolver will bear interest, at the Company's option, at either (a) a base rate equal to the highest of (i) the federal funds rate, plus 0.5%, (ii) the prime commercial lending rate of Bank of America, N.A. and (iii) the London Interbank Offered Rate ("LIBOR") for an interest period of one month beginning on such day plus 1.00%, or (b) LIBOR, in each case, plus an applicable interest margin. LIBOR will be subject to a floor of 0% and the base rate will be subject to an effective floor of 1.00%. The applicable interest margin for borrowings under the 2016 TLA and Revolver will range from 1.125% to 2.00% for LIBOR borrowings and from 0.125% to 1.00% for base rate borrowings and will be determined by reference to a pricing grid based on the Company's credit ratings. At December 31, 2016, the 2016 TLA bore interest at 3.25%2.02%. In certain circumstances, our applicable interest rate under

                  The Credit Agreement requires quarterly principal payments of 0.625% of the Credit Facilities would increase.

                  Instated principal amount of the 2016 TLA commencing on September 30, 2016, with increases to 1.250% starting on September 30, 2019 and 3.125% starting on September 30, 2020, with the remaining balance payable on the 2016 TLA's scheduled maturity date of August 23, 2021. On September 30, 2016, in addition to paying interest on outstanding principal balances under the Credit Facilities, we are required to pay the lenders a commitment fee on unused commitments under the Revolver. Commitment fees are recorded within "Interest and other investment income (expense), net" on the consolidated statement of operations. We are also required to pay customary letter of credit fees, if any, and agency fees.

                  The terms of the Credit Agreement required quarterly principal repaymentsrepayment of 0.25% of the Term Loan's original principal amount, with the balance due on the maturity date. On February 11, 2014,$18 million, we made a voluntary repayment of $375 millionprepayment on our Term Loan. This repayment2016 TLA of $167 million. These payments satisfied the required quarterly principal repayments forthrough December 31, 2018.

                  The Company is subject to a financial covenant requiring the entire term ofCompany's Consolidated Total Net Debt Ratio (as defined in the Credit Agreement. On February 11, 2015, we made an additional voluntary repayment of $250 millionAgreement) not to exceed (i) 4.00:1.00 on our Term Loan.

          or prior to March 31, 2017, and (ii) thereafter, 3.50:1.00. The Credit Facilities are guaranteed by certain of the Company's U.S. subsidiaries, whose assets represent approximately 67% of our consolidated assets. The Credit AgreementFifth Amendment contains customaryother covenants that place restrictions in certain circumstances on, among other things, the incurrence of debt, granting of liens, payment of dividends, sales of assets and mergers and acquisitions. If our obligations under the Revolver exceed 15% of the total facility amount as of the end of any fiscal quarter (subject to certain exclusionsare customary for letters of credit), we are also subject to certain financial covenants.issuers with similar credit ratings. A violation of any of these covenants could result in an event of default under the Credit Agreement. Upon the occurrence of suchan event of default or certain other customary events of default, payment of any outstanding amounts under the Credit Agreement may be accelerated, and the lenders' commitments to extend credit under the Credit Agreement may be terminated. In addition, an event of default under the Credit Agreement could, under certain circumstances, permit the holders of other outstanding unsecured debt, including the debt holders described below, to accelerate the repayment of such obligations. The Company was in compliance with the terms of the Credit Facilities as of December 31, 2015.2016.


          Table of Contents

          Amendments to Credit Agreement
          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

                  In conjunction withNotes to Consolidated Financial Statements (Continued)

          11. Debt (Continued)

                  As of December 31, 2016, the King Acquisition, the CompanyCredit Facilities were guaranteed by certain of our U.S. subsidiaries, whose assets represented approximately 67% of our consolidated assets.

                  On February 3, 2017, we entered into three Amendmentsa sixth amendment to theour Credit Agreement (the "Amendments").Agreement. The Amendments, among other things, provideamendment (i) provided for incrementala new tranche of term loans in the form of Tranche A Term Loans"A" in an aggregate principal amount of approximately $2.3$2.55 billion (the "2017 TLA") and (ii) released each of our subsidiary guarantors from their respective guarantee provided under the Credit Agreement. All proceeds of whichthe 2017 TLA, together with additional cash funds on hand, were used to be issued upon successful closingfully prepay the 2016 TLA outstanding under the Credit Agreement immediately prior to fund the King Acquisition.effectiveness of the sixth amendment, together with all accrued and unpaid interest thereon. The terms of the 2017 TLA, other than the absence of guarantees, are generally the same as the terms of the 2016 TLA.

                  On February 23, 2016, we successfully completed the King Acquisition. Refer2, 2017, our Board of Directors authorized repayments of up to Note 24 for additional information regarding the closing$500 million of the King Acquisition and impactcompany's outstanding debt during 2017. During February 2017, we made voluntary prepayments on our debt obligations.term loans of $500 million, inclusive of $139 million used to fully prepay the 2016 TLA as discussed above. The voluntary prepayment satisfied the remaining required quarterly principal repayments for the entire term of the Credit Agreement.

          Unsecured Senior Notes

                  On September 19, 2013, we issued, at par, $1.5 billion of 5.625% unsecured senior notes due September 2021 (the "2021"Original 2021 Notes") and $750 million of 6.125% unsecured senior notes due September 2023 (the "2023 Notes" and, together with the Original 2021 Notes, the "Notes") in a private offering to qualified institutional buyers made in accordance with Rule 144A under the Securities Act of 1933, as amended.amended (the "Securities Act").

                  The Original 2021 Notes became eligible for redemption on September 15, 2016 (and, as described below, were redeemed on October 19, 2016). We may redeem the 2023 Notes on or after September 15, 2018, in whole or in part on any one or more occasions, at specified redemption prices, plus accrued and unpaid interest. In addition, we may redeem some or all of the 2023 Notes prior to September 15, 2018, at a price equal to 100% of the aggregate principal amount thereof plus a "make-whole premium" and accrued and unpaid interest. Further, upon the occurrence of one or more qualified equity offerings, we may also redeem up to 35% of the aggregate principal amount of the 2023 Notes outstanding with the net cash proceeds from such offerings.

                  On September 19, 2016, we issued $650 million of 2.3% unsecured senior notes due September 2021 (the "New 2021 Notes") and $850 million of 3.4% unsecured senior notes due September 2026 (the "2026 Notes" and, together with the New 2021 Notes, the "New Notes") in a private offering made in accordance with Rule 144A and Regulation S under the Securities Act.

                  In connection with the issuance of the New Notes, we entered into a registration rights agreement (the "Registration Rights Agreement"), among the Company, the subsidiary guarantors, and the representatives of the initial purchasers of the New Notes. Under the Registration Rights Agreement, we are required to use commercially reasonable efforts to within one year of the issue date of the New Notes, among other things, (1) file a registration statement with respect to an offer to exchange each series of the New Notes for new notes that are substantially identical in all material respects, (except for the provisions relating to the transfer restrictions and payment of additional interest) and (2) cause the registration statement to be declared effective by the SEC under the Securities Act.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          11. Debt (Continued)

                  We may redeem some or all of the New 2021 Notes prior to August 15, 2021 and some or all of the 2026 Notes prior to June 15, 2026, in each case at a price equal to 100% of the aggregate principal amount thereof plus a "make-whole" premium and accrued and unpaid interest. In addition, we may redeem the New 2021 Notes on or after August 15, 2021, and the 2026 Notes on or after June 15, 2026, in each case in whole or in part on any one or more occasions and at a price equal to 100% of the aggregate principal amount thereof plus accrued and unpaid interest.

                  Upon the occurrence of certain change of control events, we will be required to offer to repurchase the 2023 Notes and New Notes at a purchase price equal to 101% of the principal amount thereof, plus accrued and unpaid interest. These repurchase requirements are considered clearly and closely related to the 2023 Notes and New Notes and are not accounted for separately upon issuance.

                  The 2023 Notes and New Notes are general senior obligations of the Company and rankpari passu in right of payment to all of the Company's existing and future senior indebtedness, including the Credit Facilities described above. TheAs of December 31, 2016, the 2023 Notes areand New Notes were guaranteed on a senior basis by certain of our U.S. subsidiaries. Pursuant to the Guarantors. Theterms of the indentures underlying the 2023 Notes and relatedNew Notes, the guarantees by certain subsidiaries were automatically released when the 2017 TLA guarantees were removed in connection with the sixth amendment to the Credit Agreement. The 2023 Notes and New Notes are not secured and are effectively subordinated to any of the Company's existing and future indebtedness that is secured, includingsecured.

                  On October 19, 2016, we redeemed the Credit Facilities.Original 2021 Notes in full for $1.6 billion, which resulted in a loss on extinguishment of approximately $82 million, comprised of a premium payment of $63 million and write off of unamortized discount and financing costs of $19 million. This loss is included in "Loss on extinguishment of debt" in the consolidated statements of operations.

                  The 2023 Notes contain customary covenants that place restrictions in certain circumstances on, among other things, the incurrence of debt, granting of liens, payment of dividends, sales of assets, and mergerscertain merger and acquisitions.consolidation transactions. The New Notes contain customary covenants that place restrictions in certain circumstances on, among other things, the incurrence of secured debt, entry into sale or leaseback transactions, and certain merger or consolidation transactions. The Company was in compliance with the terms of the 2023 Notes and the New Notes as of December 31, 2015.2016.

                  Interest on the 2023 Notes and New Notes is payable semi-annually in arrears on March 15 and September 15 of each year. As of December 31, 2015year, and 2014, we had interest payable of $38 million, related to the Notes,is recorded within "Accrued expenses and other liabilities" in our consolidated balance sheet.

                  We may redeem the 2021 Notes on or after September 15,sheets. As of December 31, 2016, we had interest payable of $13 million and the 2023 Notes on or after September 15, 2018, in whole or in part on any one or more occasions, at specified redemption prices, plus accrued and unpaid interest. At any time prior to September 15, 2016, with respect to the 2021 Notes, and at any time prior to September 15, 2018, with respect$12 million, related to the 2023 Notes and New Notes, respectively. As of December 31, 2015, we may also redeem some or allhad interest payable of the Notes by paying a "make-whole premium", plus accrued and unpaid interest. Upon the occurrence of one or more qualified equity offerings, we may also redeem up to 35% of the aggregate principal amount of each of the 2021 Notes and 2023 Notes outstanding with the net cash proceeds from such offerings. The Notes are repayable, in whole or in part and at the option of the holders, upon the occurrence of a change in control and a ratings downgrade, at a purchase price equal to 101% of principal, plus accrued and unpaid interest. These redemption options are considered clearly and closely$38 million related to the NotesNotes.

          Interest expense and are not accounted for separately upon issuance.financing costs

                  Fees and discounts associated with the closing of the Term Loan and the Notesour debt instruments are recorded as debt discount, which reduce thereduces their respective carrying value of the Term Loanvalues, and the Notes. The debt discount is amortized over thetheir respective terms of the Term Loan and the Notes.terms. Amortization expense related to the debt discount is recorded within "Interest and other expense (income), net" in our consolidated statementstatements of operations.

                  In connection with the debt financing for the Original TLA and New Notes offering, we incurred $38 million and $17 million of discounts and financing costs, respectively, that were capitalized and


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          11. Debt (Continued)

          recorded within "Long-term debt, net" in our consolidated balance sheet. New lender fees and deferred financing costs related to the 2016 TLA were not material.

                  For the years ended December 31, 2016, 2015, and 2014: interest expense was $197 million, $193 million, and $201 million, respectively; amortization of the debt discount and deferred financing costs was $20 million, $7 million, and $7 million, respectively; and commitment fees for the Revolver were not material.

                  A summary of our debt is as follows (amounts in millions):


           December 31, 2015  December 31, 2016 

           Gross Carrying
          Amount
           Unamortized
          Discount
           Net Carrying
          Amount
            Gross Carrying
          Amount
           Unamortized
          Discount and
          Deferred
          Financing Costs
           Net Carrying
          Amount
           

          Term Loan

           $1,869 $(9)$1,860 

          2021 Notes

           1,500 (20) 1,480 

          2016 TLA

           $2,690 $(27)$2,663 

          New 2021 Notes

           650 (5) 645 

          2023 Notes

           750 (11) 739  750 (11) 739 

          2026 Notes

           850 (10) 840 

          Total long-term debt

           $4,119 $(40)$4,079  $4,940 $(53)$4,887 


           
           December 31, 2015 
           
           Gross Carrying
          Amount
           Unamortized
          Discount and
          Deferred
          Financing Costs
           Net Carrying
          Amount
           

          Original Term Loan

           $1,869 $(11)$1,858 

          Original 2021 Notes

            1,500  (22) 1,478 

          2023 Notes

            750  (12) 738 

          Total long-term debt

           $4,119 $(45)$4,074 

                  As of December 31, 2016, without consideration to the voluntary prepayments made in February 2017, as discussed above, the scheduled maturities and contractual principal repayments of our debt for each of the five succeeding years are as follows (amounts in millions):

          For the year ending December 31,

              

          2017

           $ 

          2018

             

          2019

            103 

          2020

            252 

          2021

            2,985 

          Thereafter

            1,600 

          Total

           $4,940 

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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          11. Debt (Continued)

           
           December 31, 2014 
           
           Gross Carrying
          Amount
           Unamortized
          Discount
           Net Carrying
          Amount
           

          Term Loan

           $2,119 $(10)$2,109 

          2021 Notes

            1,500  (23) 1,477 

          2023 Notes

            750  (12) 738 

          Total long-term debt

           $4,369 $(45)$4,324 

                  For the years ended December 31, 2015 and 2014, interest expense was $193 million and $201 million, respectively, amortization of the debt discount for the Credit Facilities and Notes was $6 million and $6 million, respectively, and commitment fees for the Revolver were not material.

                  As of December 31, 2016 and 2015, the scheduled maturities and contractual principal repayments of our debt for eachcarrying values of the five succeeding years are as follows (amounts in millions):

          For the year ending December 31,

              

          2016

           $ 

          2017

             

          2018

             

          2019

             

          2020

            1,869 

          Thereafter

            2,250 

          Total

           $4,119 

                  As of December 31, 20152016 TLA and 2014, the carrying value of theOriginal Term Loan approximates theapproximate their fair value, based on Level 2 inputs (observable market prices in less than active markets), as the interest rate is variable over the selected interest period and is similar to current rates at which we can borrow funds. Based on Level 2 inputs, the fair values of the 2023 Notes, New 2021 Notes, and 2026 Notes were $818 million, $635 million, and $808 million, respectively, as of December 31, 2016. Based on Level 2 inputs, the fair values of the Original 2021 Notes and 2023 Notes were $1,571 million and $795 million, respectively, as of December 31, 2015 and $1,586 million and $810 million, respectively, as of December 31, 2014.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)2015.

          12. Accumulated Other Comprehensive Income (Loss)

                  The components of accumulated other comprehensive income (loss) at December 31, 20152016 and 2014,2015, were as follows (amounts in millions):


           For the Year Ended December 31, 2015  For the Year Ended December 31, 2016 

           Foreign currency
          translation
          adjustments
           Unrealized gain
          (loss)
          on available-for-
          sale securities
           Unrealized gain
          (loss)
          on forward
          contracts
           Total  Foreign currency
          translation
          adjustments
           Unrealized gain
          (loss)
          on available-for-
          sale securities
           Unrealized gain
          (loss)
          on forward
          contracts
           Total 

          Balance at December 31, 2014

           $(304)$1 $ $(303)

          Balance at December 31, 2015

           $(630)$1 $(4)$(633)

          Other comprehensive income (loss) before reclassifications

           (326) 1 10 (315) (29)  37 8 

          Amounts reclassified from accumulated other comprehensive income (loss)

            (1) (14) (15)

          Amounts reclassified from accumulated other comprehensive income (loss) into earnings

             (4) (4)

          Balance at December 31, 2015

           $(630)$1 $(4)$(633)

          Balance at December 31, 2016

           $(659)$1 $29 $(629)

           


           For the Year Ended December 31, 2014  For the Year Ended December 31, 2015 

           Foreign currency
          translation
          adjustments
           Unrealized gain
          on available-for-
          sale securities
           Unrealized gain
          (loss)
          on forward
          contracts
           Total  Foreign currency
          translation
          adjustments
           Unrealized gain
          (loss)
          on available-for-
          sale securities
           Unrealized gain
          (loss)
          on forward
          contracts
           Total 

          Balance at December 31, 2013

           $67 $1 $ $68 

          Balance at December 31, 2014

           $(304)$1 $ $(303)

          Other comprehensive income (loss) before reclassifications

           (371)  8 (363) (326) 1 10 (315)

          Amounts reclassified from accumulated other comprehensive income (loss)

             (8) (8)

          Amounts reclassified from accumulated other comprehensive income (loss) into earnings

            (1) (14) (15)

          Balance at December 31, 2014

           $(304)$1 $ $(303)

          Balance at December 31, 2015

           $(630)$1 $(4)$(633)

                  Income taxes were not provided for foreign currency translation items as these are considered indefinite investments in non-U.S. subsidiaries.

          13. Operating Segments and Geographic Region

                  Currently, we have three reportable operating segments. 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 Makerchief operating decision maker ("CODM"), the manner in which we assess operating performance and allocate resources, and the availability of separate financial information. Currently, we have two reportable operating segments (see Note 1 of the Notes to Consolidated Financial Statements). Previously, we reported "Distribution" as a reportable segment. In the current period, this was no longer deemed a reportable segment and is included in "Other," along with our recently announced Media Networks and Studios businesses. We do not aggregate operating segments.

          The CODM reviews segment performance exclusive ofof: the impact of the change in deferred revenues and related cost of salesrevenues with respect to certain of our online-enabled games, stock-basedgames; share-based compensation expense,expense; amortization of intangible assets as a result of purchase price accounting, and fees and other expenses (including legal fees, costs, expenses and accruals) related to acquisitions and the Purchase Transaction. The CODM does not review any information regarding total assets on an operating segment basis, and accordingly, no disclosure is made with respect thereto. Information on


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          13. Operating Segments and Geographic Region (Continued)

          assets as a result of purchase price accounting; and fees and other expenses (including legal fees, expenses and accruals) related to acquisitions, associated integration activities, and financings. The CODM does not review any information regarding total assets on an operating segment basis, and accordingly, no disclosure is made with respect thereto.

                  Our operating segments are also consistent with our internal organization structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. We do not aggregate operating segments.

                  Information on the operating segments and reconciliations of total segment net revenues and total segment operating income to consolidated net revenues from external customers and consolidated income before income tax expense for the years ended December 31, 2016, 2015 2014 and 20132014 are presented below (amounts in millions):


           Years Ended December 31,  Years Ended December 31, 

           2015 2014 2013 2015 2014 2013  2016 2015 2014 2016 2015 2014 

           Net revenues Income from
          operations before income
          tax expense
            Net revenues Operating income
          and income before income
          tax expense
           

          Activision

           $2,700 $2,686 $2,895 $868 $762 $971  $2,220 $2,700 $2,686 $788 $868 $762 

          Blizzard

           1,565 1,720 1,124 561 756 376  2,428 1,565 1,720 1,013 561 756 

          Other(1)

           356 407 323 37 9 8 

          King

           1,586   537   

          Segments total

           4,621 4,813 4,342 1,466 1,527 1,355 

          Reportable segments total

           6,234 4,265 4,406 2,338 1,429 1,518 

          Reconciliation to consolidated net revenues / consolidated income before income tax expense:

           
           
           
           
           
           
           
           
           
           
           
           
            
           
           
           
           
           
           
           
           
           
           
           
           

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

           43 (405) 241 (39) (215) 229 

          Stock-based compensation expense

              (92) (104) (110)

          Other segments(1)

           365 356 407 (4) 37 9 

          Net effect from recognition (deferral) of deferred net revenues and related cost of revenues

           9 43 (405) (10) (39) (215)

          Share-based compensation expense

              (159) (92) (104)

          Amortization of intangible assets

              (11) (12) (23)    (706) (11) (12)

          Fees and other expenses related to acquisitions and the Purchase Transaction(2)

              (5) (13) (79)    (47) (5) (13)

          Consolidated net revenues / operating income

           $4,664 $4,408 $4,583 $1,319 $1,183 $1,372  $6,608 $4,664 $4,408 $1,412 $1,319 $1,183 

          Interest and other expense, net

                 198 202 53 

          Interest and other expense (income), net

                 214 198 202 

          Loss on extinguishment of debt

                 92   

          Consolidated income before income tax expense

                 $1,121 $981 $1,319        $1,106 $1,121 $981 

          (1)
          Other includessegments include other income and expenses from operating segments managed outside the reportable segments, including our Media Networks,MLG, Studios, and Distribution businesses. Other segments also includesinclude unallocated corporate income and expenses.

          (2)
          Reflects fees and other expenses related to the Purchase Transaction and the King Acquisition, inclusive of related debt financings.

                  Geographic information presented below for the years ended December 31, 2015, 2014, and 2013 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,
           
           
           2015 2014 2013 

          Net revenues by geographic region:

                    

          North America

           $2,409 $2,190 $2,414 

          Europe

            1,741  1,824  1,826 

          Asia Pacific

            514  394  343 

          Total consolidated net revenues

           $4,664 $4,408 $4,583 

                  The Company's net revenues in the U.S. were 48%, 48%, and 51% of consolidated net revenues for the years ended December 31, 2015, 2014, and 2013, respectively. The Company's net revenues in the U.K. were 14%, 16%, and 14% of consolidated net revenues for the years ended December 31, 2015, 2014, and 2013, respectively. The Company's net revenues in France were 14% and 12% of


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          13. Operating Segments and Geographic Region (Continued)

          (2)
          Reflects the fees and other expenses, such as legal, banking, and professional service fees, related to (a) the October 11, 2013 repurchase of approximately 429 million shares of our common stock (the "Purchase Transaction", pursuant to a stock purchase agreement among us with Vivendi and ASAC II LP ("ASAC LP"), an exempted limited partnership established under the laws of the Cayman Islands, acting by its general partner, ASAC II LLC ("ASAC GP"), (b) the King Acquisition, and (c) other business acquisitions and associated integration activities, in each case, inclusive of any related debt financings.

                  Geographic information presented below for the years ended December 31, 2016, 2015, and 2014 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,
           
           
           2016 2015 2014 

          Net revenues by geographic region:

                    

          Americas

           $3,423 $2,409 $2,190 

          EMEA(1)

            2,221  1,741  1,824 

          Asia Pacific

            964  514  394 

          Total consolidated net revenues

           $6,608 $4,664 $4,408 

          (1)
          EMEA consists of the Europe, Middle East, and Africa geographic regions.

                  The Company's net revenues in the U.S. were 45%, 48%, and 48% of consolidated net revenues for the years ended December 31, 2016, 2015, and 2014, respectively. The Company's net revenues in the United Kingdom ("U.K.") were 11%, 14%, and 2013,16% of consolidated net revenues for the years ended December 31, 2016, 2015, and 2014, respectively. The Company's net revenues in France was 14% of consolidated net revenues for the year ended December 31, 2014. No other country's net revenues exceeded 10% of consolidated net revenues.revenues for the years ended December 31, 2016, 2015, or 2014.

                  Net revenues by platform were as follows (amounts in millions):


           Years Ended
          December 31,
            Years Ended
          December 31,
           

           2015 2014 2013  2016 2015 2014 

          Net revenues by platform:

                        

          Console

           $2,391 $2,150 $2,379  $2,453 $2,391 $2,150 

          Online(1)

           851 867 912 

          PC

           648 551 340 

          PC(1)

           2,124 1,499 1,418 

          Mobile and ancillary(2)

           418 433 629  1,674 418 433 

          Total Activision Blizzard net revenues

           4,308 4,001 4,260 

          Other(3)

           356 407 323  357 356 407 

          Total consolidated net revenues

           $4,664 $4,408 $4,583  $6,608 $4,664 $4,408 

          (1)
          Revenues from online consist ofNet revenues from allPC includes revenues that were historically shown as Online.

          WorldTable of WarcraftContents

          products, including subscriptions, boxed products, expansion packs, licensing royalties,
          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          13. Operating Segments and value-added services.

          Geographic Region (Continued)

          (2)
          RevenuesNet revenues from Mobilemobile and ancillary includeincludes revenues from handheld, mobile and tablet devices, as well as non-platform specific game relatedgame-related revenues, such as standalone sales of toys and accessories products from theour Skylanders franchise, and other physical merchandise and accessories.

          (3)
          Net revenues from Other include revenues from our Media NetworksMLG, Studios, and Studios businesses, along with revenues that were historically shown as "Distribution."Distribution businesses.

                  Long-lived assets by geographic region at December 31, 2016, 2015, 2014, and 20132014 were as follows (amounts in millions):


           Years Ended
          December 31,
            Years Ended
          December 31,
           

           2015 2014 2013  2016 2015 2014 

          Long-lived assets* by geographic region:

                        

          North America

           $138 $122 $102 

          Europe

           42 29 29 

          Americas

           $154 $138 $122 

          EMEA

           87 42 29 

          Asia Pacific

           9 6 7  17 9 6 

          Total long-lived assets by geographic region

           $189 $157 $138  $258 $189 $157 

          *
          The only long-lived assets that we classify by region are our long-term tangible fixed assets, which only include property, plant and equipment assets; all other long-term assets are not allocated by location.

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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          13. Operating Segments and Geographic Region (Continued)

                  For information regarding significant customers, see "Concentration of Credit Risk" in Note 2 of the Notes to Consolidated Financial Statements.2.

          14. Stock-Based CompensationShare-Based Payments

          Activision Blizzard Equity Incentive Plans

                  On June 5, 2014, our shareholders approved the Activision Blizzard, Inc. 2014 Incentive Plan (the "2014 Plan") and the 2014 Plan became effective. The 2014 Plan authorizes the Compensation Committee of our Board of Directors to provide stock-basedshare-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 2014 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 superior performance to the directors, officers, employees of, and consultants to, Activision Blizzard and its subsidiaries.Plan.

                  While the Compensation Committee has broad discretion to create equity incentives, our stock-basedshare-based compensation program for the most part currently utilizes a combination of options and restricted stock units. OptionsThe majority of our 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 an anniversary of the date of grant, or vestingvest 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 2014 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.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Share-Based Payments (Continued)

                  Upon the effective date of the 2014 Plan, we ceased making awards under the followingour prior equity incentive plans (collectively, the "Prior Plans"), although such plans will remain in effect and continue to govern outstanding awards: (i) Activision, Inc. 1998 Incentiveawards. Additionally, in connection with the King Acquisition, a majority of the outstanding options and awards with respect to King shares that were unvested as of the King Closing Date were converted into equivalent options and awards with respect to shares of the Company's common stock (see Note 21 for further discussion). As part of the conversion, we assumed King's equity incentive plan (the "King Plan") and amended the King 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; (viii) Activision, Inc. 2007 Incentive Plan; and (ix) Activision Blizzard, Inc. 2008 Incentiveto convert it to a plan with respect to shares of the Company's common stock for the King shares assumed. No future shares can be granted from King Plan.

                  As of the date it was approved by our shareholders, there were 46 million shares available for issuance under the 2014 Plan. The number of shares of our common stock reserved for issuance under the 2014 Plan has been, and may be further, increased from time to time by: (i) the number of shares relating to awards outstanding under any Prior Plan that: (a) expire, or are forfeited, terminated or canceled, 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; (ii) if the exercise price of any option outstanding under any Prior PlanPlans is, or the tax withholding requirements with respect to any award outstanding under any Prior PlanPlans are, satisfied by withholding shares otherwise then deliverable in respect of the award or the actual or constructive transfer to the


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Stock-Based Compensation (Continued)

          Company of shares already owned, the number of shares equal to the withheld or transferred shares; and (iii) if a share appreciation right is exercised and settled in shares, a number of shares equal to the difference between the total number of shares with respect to which the award is exercised and the number of shares actually issued or transferred. As of December 31, 2015,2016, we had approximately 4034 million shares of our common stock reserved for future issuance under the 2014 Plan. Shares issued in connection with awards made under the 2014 Plan are generally issued as new stock issuances.

          Method andFair Value Valuation 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. AWe use 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.

          value our stock options. We have estimatedestimate expected future changes in model inputs during thean 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,cancellations, 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-Exerciseexpected time-to-exercise ("ETTE") were used to reflect 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 estimatedetermine the 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.

                  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
           
           
           For the Years
          Ended December 31,
           
           
           2015 2014 2013 

          Expected life (in years)

            6.26  5.97  6.44 

          Risk free interest rate

            1.90% 1.82% 1.86%

          Volatility

            36.13% 37.09% 39.00%

          Dividend yield

            0.72% 0.98% 1.08%

          Weighted-average fair value at grant date

           $9.87 $5.87 $4.97 

                  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


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Stock-Based CompensationShare-Based Payments (Continued)

          long-term volatility. Based on these methods, for options granted during        The following tables present the year ended December 31, 2015,weighted-average assumptions, the weighted-average fair value at grant date using the binomial-lattice model, and the range of expected stock price volatility ranged from 26.96% to 37.00%.volatilities:

           
           Employee and
          Director Options
           
           
           For the Years
          Ended December 31,
           
           
           2016 2015 2014 

          Expected life (in years)

            6.86  6.26  5.97 

          Risk free interest rate

            1.56% 1.90% 1.82%

          Volatility

            35.31% 36.13% 37.09%

          Dividend yield

            0.67% 0.72% 0.98%

          Weighted-average fair value at grant date

           $12.83 $9.87 $5.87 

          Stock price volatility range:

                    

          Low

            29.20% 26.96% 29.72%

          High

            36.00% 37.00% 38.00%

                    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 expected movement in the interest rate 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, 2015 is based on the Company's historical and expected future amount of dividend payouts.Expected life

                  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 multiples,multiple, of which the multiple is based on historical employee exercise behaviors.

            Risk-free interest rate

                  As stock-basedis the case for volatility, the risk-free interest rate is assumed to change during the option's contractual term. Consistent with the calculation required by a binomial-lattice model, the risk-free interest rate reflects the expected movement in the interest rate 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").

            Volatility

                  To estimate volatility for the binomial-lattice model, we use methods that consider the implied volatility based upon the volatilities for exchange-traded options on our stock to estimate short-term volatility, the historical volatility of our common shares 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.

            Dividend yield

                  The expected dividend yield assumption for options granted during the year ended December 31, 2016 is based on our historical and expected future amount of dividend payouts.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Share-Based Payments (Continued)

                  As share-based compensation expense recognized in the consolidated statement of operations for the years ended December 31, 2016, 2015, 2014, and 20132014 is based on awards ultimately expected to vest, it has been reduced for estimated forfeitures. Forfeitures are estimated at the time of grant based on historical experience and revised, if necessary, in subsequent periods if actual forfeitures differ from those estimates. Forfeitures were estimated

          Valuation of Restricted Stock Units ("RSUs")

                  The fair value of the Company's RSU awards granted is based upon the closing price of the Company's stock price on historical experience.the date of grant reduced by the present value of dividends expected to be paid on our common stock prior to vesting.

          Accuracy of Fair Value Estimates

                  We developed the assumptions used in the binomial-lattice model,models above, including model inputs and measures of employees' exercise and post-vesting termination behavior. Our ability to accurately estimate the fair value of stock-basedshare-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 ten10 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 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-basedshare-based instruments.

          Stock Option Activity

                  Stock option activity for the year ended December 31, 2016 is as follows (amounts in millions, except number of shares, which are in thousands, and per share amounts):

           
           Number of
          Shares
           Weighted-average
          exercise price
           Weighted-average
          remaining
          contractual term
           Aggregate
          intrinsic value
           

          Outstanding stock options at December 31, 2015

            24,329 $17.90       

          Granted

            5,695  39.41       

          Assumed in King Acquisition

            9,575  32.73       

          Exercised

            (7,131) 14.75       

          Forfeited

            (972) 25.52       

          Expired

            (11) 10.54       

          Outstanding stock options at December 31, 2016

            31,485 $26.79  6.31 $388 

          Vested and expected to vest at December 31, 2016

            27,849 $24.91  6.11 $372 

          Exercisable at December 31, 2016

            12,991 $15.79  3.91 $264 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Stock-Based CompensationShare-Based Payments (Continued)

          Stock Option Activities

                  Stock option activities for        For options assumed in the year endedKing Acquisition, 0.7 million of the options are based on performance conditions which do not have an accounting grant date as of December 31, 2015 are2016, as follows (amounts in millions, except numberthere is not a mutual understanding between the Company and the employee of shares, which are in thousands, and per share amounts):the performance terms.

           
           Shares Weighted-average
          exercise price
           Weighted-average
          remaining
          contractual term
           Aggregate
          intrinsic value
           

          Outstanding stock options at December 31, 2014

            29,486 $14.50       

          Granted

            4,133  32.55       

          Exercised

            (8,356) 13.08       

          Forfeited

            (928) 18.44       

          Expired

            (6) 8.73       

          Outstanding stock options at December 31, 2015

            24,329 $17.90  5.98 $506 

          Vested and expected to vest at December 31, 2015

            23,448 $17.57  5.86 $496 

          Exercisable at December 31, 2015

            15,270 $13.51  4.19 $385 

                  The aggregate intrinsic valuevalues 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 for options where the exerciseclosing stock price is belowgreater than the closing stockexercise price) that would have been received by the option holders had all option holders exercised their options on that date. This amount changes based on the market value of our stock. The total intrinsic value of options actually exercised was $161 million, $125 million, $117 million, and $104$117 million for the years ended December 31, 2016, 2015, 2014, and 2013,2014, respectively. The total grant date fair value of options vested was $19$40 million, $19 million, and $29$19 million for the years ended December 31, 2016, 2015, 2014, and 2013,2014, respectively.

                  At December 31, 2015, $432016, $88 million of total unrecognized compensation cost related to stock options is expected to be recognized over a weighted-average period of 1.531.73 years.

          Restricted Stock Units and Restricted Stock Awards ActivitiesRSU Activity

                  We grant restricted stock units,RSUs, which represent the right to receive shares of our common stock, and restricted stock awards, which are issued and outstanding upon grant but subject to the risk of forfeiture (collectively referred to as "restricted stock rights").stock. Vesting for restricted stock rightsRSUs 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). Also, certain of our performance-vesting restricted stock rightsperformance-based RSUs include a range of shares that may be released at vesting which are above or below the targeted number of restricted stock rightsRSUs based on actual performance relative to the grant date performance measure. If the vesting conditions are not met, unvested restricted stock rightsRSUs will be forfeited. Holders of restricted stock are restricted from selling the shares until they vest. Upon vesting of restricted stock rights,the RSUs, we may withhold shares otherwise deliverable to satisfy minimum tax withholding requirements.

                  The following table summarizes our restricted stock rightsRSU activity for the year ended December 31, 2015,2016, with performance-vesting restricted stock right grantsperformance-based RSUs presented at the maximum


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Stock-Based Compensation (Continued)

          potential shares that could be earned and issued at vesting (amounts in thousands except per share amounts):

           
           Restricted Stock
          Rights
           Weighted-
          Average Grant
          Date Fair Value
           

          Unvested restricted stock rights balance at December 31, 2014

            17,967 $11.85 

          Granted*

            2,330  29.31 

          Vested

            (7,146) 12.80 

          Forfeited

            (1,221) 15.23 

          Unvested restricted stock rights balance at December 31, 2015

            11,930 $12.74 

          *
          1.7 million of the performance-vesting restricted stock rights granted at maximum potential shares did not have an accounting grant date as there is not a mutual understanding between the Company and the employee of the performance terms. Accordingly, no grant date fair value was established and the weighted averaged grant date fair value calculated above excludes these shares.

                  At December 31, 2015, approximately $39 million of total unrecognized compensation cost was related to restricted stock rights and is expected to be recognized over a weighted-average period of 1.14 years. Of the total unrecognized compensation cost, $17 million was related to performance-vesting restricted stock rights, which is expected to be recognized over a weighted-average period of 1.28 years. The total grant date fair value of vested restricted stock rights was $93 million, $92 million and $57 million for the years ended December 31, 2015, 2014 and 2013, respectively.

                  The income tax benefit from stock option exercises and restricted stock rights was $109 million, $89 million, and $77 million for the years ended December 31, 2015, 2014, and 2013, respectively.

           
           Number of
          shares
           Weighted-
          Average
          Grant Date
          Fair Value
           

          Unvested RSUs at December 31, 2015

            11,930 $12.74 

          Granted

            5,320  36.92 

          Assumed in King Acquisition

            3,349  30.18 

          Vested

            (7,109) 18.34 

          Forfeited

            (1,513) 20.84 

          Unvested RSUs at December 31, 2016

            11,977 $17.44 

                  Certain of our performance-vesting restricted stock rights doperformance-based RSUs did not have an accounting grant date as of December 31, 2015,2016, as there is not a mutual understanding between the Company and the employee of the performance terms. Generally, these performance terms relate to revenue and operating income performance for future years where the performance goals have not yet been set. As of December 31, 2015,2016, there were 3.45.1 million performance-vesting restricted stock rightsperformance-based RSUs outstanding for which the accounting grant date has not been set.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Stock-Based CompensationShare-Based Payments (Continued)

          has not been set, of which 3.6 million were 2016 grants. Accordingly, no grant date fair value was established and the weighted average grant date fair value calculated above for 2016 grants excludes these RSUs.

                  At December 31, 2016, approximately $89 million of total unrecognized compensation cost was related to RSUs and is expected to be recognized over a weighted-average period of 1.65 years. Of the total unrecognized compensation cost, $56 million was related to performance-based RSUs, which is expected to be recognized over a weighted-average period of 1.85 years. The total grant date fair value of vested RSUs was $123 million, $93 million and $92 million for the years ended December 31, 2016, 2015 and 2014, respectively.

                  The income tax benefit from stock option exercises and RSUs was $134 million, $109 million, and $89 million for the years ended December 31, 2016, 2015, and 2014, respectively.

          Stock-BasedShare-Based Compensation Expense

                  The following table sets forth the total stock-basedshare-based compensation expense included in our consolidated statements of operations for the years ended December 31, 2016, 2015, 2014, and 20132014 (amounts in millions):

           
           For the Years Ended
          December 31,
           
           
           2015 2014 2013 

          Cost of sales—online

           $ $1 $ 

          Cost of sales—software royalties and amortization

            15  17  17 

          Product development

            25  22  33 

          Sales and marketing

            9  8  7 

          General and administrative

            43  56  53 

          Stock-based compensation expense before income taxes

            92  104  110 

          Income tax benefit

            (27) (38) (40)

          Total stock-based compensation expense, net of income tax benefit

           $65 $66 $70 

                  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, 2012

           $19 

          Stock-based compensation expense capitalized and deferred during period

            34 

          Amortization of capitalized and deferred stock-based compensation expense

            (31)

          Balance at December 31, 2013

           $22 

          Stock-based compensation expense capitalized and deferred during period

            27 

          Amortization of capitalized and deferred stock-based compensation expense

            (23)

          Balance at December 31, 2014

           $26 

          Stock-based compensation expense capitalized and deferred during period

            36 

          Amortization of capitalized and deferred stock-based compensation expense

            (34)

          Balance at December 31, 2015

           $28 
           
           For the Years Ended
          December 31,
           
           
           2016 2015 2014 

          Cost of revenues—product sales: Software royalties, amortization, and intellectual property licenses

           $20 $12 $15 

          Cost of revenues—subscription, licensing, and other revenues: Game Operations and Distribution Costs

            2    1 

          Cost of revenues—subscription, licensing, and other revenues: Software royalties, amortization, and intellectual property licenses

            2  3  2 

          Product development

            47  25  22 

          Sales and marketing

            15  9  8 

          General and administrative

            73  43  56 

          Share-based compensation expense before income taxes

            159  92  104 

          Income tax benefit

            (42) (27) (38)

          Total share-based compensation expense, net of income tax benefit

           $117 $65 $66 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          14. Share-Based Payments (Continued)

                  The following table summarizes share-based compensation included in our consolidated balance sheets as a component of "Software development" (amounts in millions):

           
           Software
          Development
           

          Balance at December 31, 2013

           $22 

          Share-based compensation expense capitalized and deferred during period

            27 

          Amortization of capitalized and deferred share-based compensation expense

            (23)

          Balance at December 31, 2014

           $26 

          Share-based compensation expense capitalized and deferred during period

            36 

          Amortization of capitalized and deferred share-based compensation expense

            (34)

          Balance at December 31, 2015

           $28 

          Share-based compensation expense capitalized and deferred during period

            25 

          Amortization of capitalized and deferred share-based compensation expense

            (37)

          Balance at December 31, 2016

           $16 

          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,
           

           2015 2014 2013  2016 2015 2014 

          Income before income tax expense:

                        

          Domestic

           $355 $325 $626  $228 $355 $325 

          Foreign

           766 656 693  878 766 656 

           $1,121 $981 $1,319  $1,106 $1,121 $981 

          Income tax expense (benefit):

                        

          Current:

                        

          Federal

           $169 $146 $110  $(15)$169 $146 

          State

           31 12 7  16 31 12 

          Foreign

           40 38 31  150 40 38 

          Total current

           240 196 148  151 240 196 

          Deferred:

                        

          Federal

           1 26 134  40 1 26 

          State

           (21) (18) (12) (13) (21) (18)

          Foreign

           9 (58) 39  (38) 9 (58)

          Total deferred

           (11) (50) 161  (11) (11) (50)

          Income tax expense

           $229 $146 $309  $140 $229 $146 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          15. Income Taxes (Continued)

                  For the year ended December 31, 2016, 2015, 2014, and 2013,2014, income tax benefits attributable to equity-based compensation transactions exceeded the amounts recorded based on grant date fair value. Accordingly,During the third quarter of 2016, we early adopted an accounting standard which simplifies the accounting for share-based payments. The standard, among other things, requires all excess tax benefits and tax deficiencies be recorded as an income tax expense or benefit in the statement of operations (see Note 22). As a result, $81 million was recognized as a reduction to income tax expense in 2016. Conversely, in 2015 and 2014, $65 million and $30 million, and $11 millionrespectively, were credited to shareholder's equity, respectively, in these years.shareholders' equity.

                  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) at the effective tax rate for each of the years are as follows (amounts in millions):


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

           2015 2014 2013  2016 2015 2014 

          Federal income tax provision at statutory rate

           $392 35%$343 35%$462 35% $387 35%$392 35%$343 35%

          State taxes, net of federal benefit

           5  5  6   9 1 5  5  

          Research and development credits

           (26) (2) (24) (2) (49) (4) (36) (3) (26) (2) (24) (2)

          Foreign rate differential

           (228) (20) (245) (25) (174) (13) (239) (22) (228) (20) (245) (25)

          Change in tax reserves

           136 12 128 13 89 7  210 19 136 12 128 13 

          Net operating loss tax attribute assumed from the Purchase Transaction

           (63) (6) (52) (5) (16) (1) (114) (10) (63) (6) (52) (5)

          Excess tax benefit related to share-based payments

           (81) (7)     

          Other

           13 1 (9) (1) (9) (1) 4  13 1 (9) (1)

          Income tax expense

           $229 20%$146 15%$309 23% $140 13%$229 20%$146 15%

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          15. Income Taxes (Continued)

                  The Company's tax rate is affected by the tax rates in the jurisdictions in which the Company operates, the relative amount of income earned by jurisdiction, and the jurisdictions with a statutory tax rate less than the U.S. rate of 35%.

                  For the year ended December, 2015, 2014 andIn 2013, the Company's income before income tax expense was $1,121 million, $981 million, and $1,319 million, respectively, and our income tax expense was $229 million (or a 20% effective tax rate), $146 million (or a 15% effective tax rate), and $309 million (or a 23% effective tax rate), respectively. Overall, our effective tax rate differs from the U.S. statutory tax rate of 35%, primarily due to earnings taxed at relatively lower rates in foreign jurisdictions, recognition of the California research and development ("R&D") credits, and recognition of the retroactive reinstatement of the federal R&D tax credit, partially offset by changes in the Company's liability for uncertain tax positions.

                  In connection with the Purchase Transaction, we assumed certain tax attributes, of New VH, which generally consistconsisting of New VH's net operating loss ("NOL") carryforwards of approximately $760 million, which represent a potential future tax benefit of approximately $266 million. The utilization of such NOL carryforwards will be subject to certain annual limitations and will begin to expire in 2021. The Company also obtained indemnification from Vivendi against losses attributable to the disallowance of claimed utilization of such NOL carryforwards of up to $200 million in unrealized tax benefits in the aggregate, limited to taxable years ending on or prior to December 31, 2016. No benefit for these tax attributes or indemnification was recorded upon the close of the Purchase Transaction. For the year ended December 31, 2015 and 2014, we utilized $180 million and $148 million, respectively, of the NOL, which resulted in benefits of $63 million and $52 million, respectively. The benefits for the year ended December 31, 2015, were reduced by $5 million for return to provision adjustments recorded. As of December 31, 2015,2016, we had utilized approximately $657 million of the original NOL and 2014, a corresponding reserve of $58 million and $52 million, respectively, were established. As of December 31, 2015,had recorded an indemnification asset of $125$200 million has been recorded in "Other Assets", and, correspondingly,assets." Correspondingly, the same amount has beenwas recorded as a reduction to the consideration paid for the shares repurchased in "Treasury Stock" (see Note 1stock." In each of the Notes to Consolidated Financial Statements for details aboutyears ended December 31, 2016 and 2015, we utilized $326 million and $180 million of the share repurchase).NOL and recognized a corresponding reserve of $114 million and $63 million in each of those years ended, respectively.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          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,
           

           2015 2014  2016 2015 

          Deferred tax assets:

                    

          Allowance for sales returns and price protection

           $66 $74  $66 $66 

          Inventory reserve

           11 9  9 11 

          Accrued expenses

           40 38  26 40 

          Deferred revenue

           288 291  238 288 

          Tax credit carryforwards

           58 50  71 58 

          Net operating loss carryforwards

           10 10  10 10 

          Stock-based compensation

           54 69 

          Transaction costs

           9 9 

          Share-based compensation

           63 54 

          Acquired intangibles

           115  

          Other

           19 13  29 28 

          Deferred tax assets

           555 563  627 555 

          Valuation allowance

                

          Deferred tax assets, net of valuation allowance

           555 563  627 555 

          Deferred tax liabilities:

                    

          Intangibles

           (166) (169)

          Acquired intangibles

           (226) (166)

          Prepaid royalties

           (30) (22) (62) (30)

          Capitalized software development expenses

           (81) (84) (94) (81)

          State taxes

           (7) (34) (1) (7)

          Other

           (6)   (5) (6)

          Deferred tax liabilities

           (290) (309) (388) (290)

          Net deferred tax assets

           $265 $254  $239 $265 

                  As of December 31, 2015,2016, we havehad gross tax credit carryforwards of $40$240 million and $119$137 million for federal and state purposes, respectively, which begin to expire in fiscal 2025. The tax credit carryforwards are presented in "Deferred tax assets" net of unrealized tax benefits that would apply upon the realization of uncertain tax positions. In addition, we had state NOL carryforwards of $9 million which begin to expire in fiscal 2027. Through our foreign operations, we havehad approximately $36$6 million in NOL carryforwards at December 31, 2015,2016, attributed mainly to losses in France and Ireland, the majority of which can be carried forward indefinitely.

                  We evaluate our deferred tax assets, including net operating losses and tax credits, 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. Realization of the U.S. deferred tax assets is dependent upon the continued generation of sufficient taxable income. In making such judgments, significant weight is given to evidence that can be objectively verified. Although realization 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. At December 31, 2015 and 2014, 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)

          that the net carrying value of the U.S. deferred tax assets will be realized. At December 31, 2016 and 2015, there are no valuation allowances on deferred tax assets.

                  Cumulative undistributed earnings of foreign subsidiaries for which no deferred taxes have been provided approximated $4,084$5,127 million at December 31, 2015.2016. Deferred income taxes on these earnings have not been provided as these amounts are considered to be permanent in duration. Determination of the unrecognized deferred tax liability on unremitted foreign earnings is not practicable because of the complexity of the hypothetical calculation. In the event of a distribution of these earnings to the U.S. in the form of a dividend, we may be subject to both foreign withholding taxes and U.S. income taxes net of allowable foreign tax credits.

                  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 from 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 tax year 2008 remains open to examination by the major taxing authorities. In addition, Vivendi Games' tax return for the 2008 tax year is before the appeals function of the IRS and is under examination by several state taxing authorities.

          Activision Blizzard's tax years 20082009 through 20142015 remain open to examination by the major taxing jurisdictions to which we are subject. The IRS is currently examining the Company's federal tax returns for the 20082009 through 2011 tax years. During the second quarter of 2015, the Company transitioned the review of its transfer pricing methodology from the advanced pricing agreement review process to the IRS examination team. Their review could result in a different allocation of profits and losses under the Company's transfer pricing agreements. Such allocation could have a positive or negative impact on our provision for the period in which such a determination is reached and the relevant periods thereafter. The Company also has several state and non-U.S. audits pending. In addition, as part of purchase price accounting for the King Acquisition, the Company assumed $74 million of uncertain tax positions primarily related to the transfer pricing on King tax years occurring prior to the King Acquisition. The Company is currently in negotiations with the relevant jurisdictions and taxing authorities with respect to King's transfer pricing, which could result in a different allocation of profits and losses between the relevant jurisdictions.

                  Vivendi Games' results for the period from 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 from 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. IRS Appeals proceedings concerning Vivendi Games' tax return for the 2008 tax year were concluded during July 2016 but that year remains open to examination by other major taxing authorities. The resolution of the 2008 IRS Appeals process did not have a material impact on the Company's consolidated financial statements.

                  Certain of our subsidiaries are under examination or investigation or may be subject to examination or investigation by tax authorities in various jurisdictions, including France. These proceedings may lead to adjustments or proposed adjustments to our taxes or provisions for uncertain tax positions. Such proceedings may have a material adverse effect on the Company's consolidated financial position, liquidity or results of operations in the period or periods in which the matters are resolved or in which appropriate tax provisions are taken into account in our financial statements. If we were to receive a materially adverse assessment from a taxing jurisdiction, we would plan to vigorously contest it and consider all of our options, including the pursuit of judicial remedies.

                  As of December 31, 2015,2016, we had approximately $552$846 million of gross unrecognized tax benefits, of which $529$812 million would affect our effective tax rate, if recognized. A reconciliation of total gross unrecognized tax benefits for the years ended December 31, 2015, 2014, and 2013 is as follows (amounts in millions):

           
           For the Years Ended
          December 31,
           
           
           2015 2014 2013 

          Unrecognized tax benefits balance at January 1

           $419 $294 $207 

          Gross increase for tax positions of prior-years

            8  2  1 

          Gross decrease for tax positions of prior-years

            (11)    

          Gross increase for tax positions of current year

            136  125  91 

          Settlement with taxing authorities

              (2)  

          Lapse of statute of limitations

                (5)

          Unrecognized tax benefits balance at December 31

           $552 $419 $294 

                  We recognize interest and penalties related to uncertain tax positions in "Income tax expense". As of December 31, 2015 and 2014, we had approximately $41 million and $18 million, respectively, of accrued interest and penalties related to uncertain tax positions. For the year ended December 31, 2015, 2014, and 2013, we recorded $10 million, $5 million, and $2 million, respectively, of interest expense related to uncertain tax positions.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          15. Income Taxes (Continued)

                  Based on the current status with the IRS, there is insufficient information to identify any significant changes in unrecognized tax benefits for the years ended December 31, 2016, 2015, and 2014 is as follows (amounts in the next twelve months. However, the Company maymillions):

           
           For the Years Ended
          December 31,
           
           
           2016 2015 2014 

          Unrecognized tax benefits balance at January 1

           $552 $419 $294 

          Gross increase for tax positions of prior-years

            89  8  2 

          Gross decrease for tax positions of prior-years

            (17) (11)  

          Gross increase for tax positions of current year

            240  136  125 

          Settlement with taxing authorities

            (18)   (2)

          Lapse of statute of limitations

                 

          Unrecognized tax benefits balance at December 31

           $846 $552 $419 

                  We recognize a benefit of up to approximately $18 millioninterest and penalties related to uncertain tax positions in "Income tax expense". As of December 31, 2016 and 2015, we had approximately $71 million and $41 million, respectively, of accrued interest and penalties related to uncertain tax positions. For the settlementyear ended December 31, 2016, 2015, and 2014, we recorded $17 million, $10 million, and $5 million, respectively, of interest expense related to uncertain tax audits and/or the expiration of statutes of limitations in the next twelve months.positions.

                  Although theThe final resolution of the Company's global tax disputes audits, or any particular issue withis uncertain. There is significant judgment required in the applicable taxing authority is uncertain, basedanalysis of disputes, including the probability determination and estimation of the potential exposure. Based on current information, in the opinion of the Company's management, the ultimate resolution of these matters willis not expected to have a material adverse effect on the Company's consolidated financial position, liquidity or results of operations. However, any settlement or resolutionoperations, except as noted above.


          Table of the Company's global tax disputes, audits, or any particular issue with the applicable taxing authority could have a material favorable or unfavorable effect on our business and results of operations in the period in which the matters are ultimately resolved.Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          16. Computation of Basic/Diluted Earnings Per Common Share

                  The following table sets forth the computation of basic and diluted earnings per common share (amounts in millions, except per share data):


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

           2015 2014 2013  2016 2015 2014 

          Numerator:

                        

          Consolidated net income

           $892 $835 $1,010  $966 $892 $835 

          Less: Distributed earnings to unvested stock-based awards that participate in earnings

           (4) (4) (5)

          Less: Undistributed earnings allocated to unvested stock-based awards that participate in earnings

           (7) (14) (18)

          Less: Distributed earnings to unvested share-based awards that participate in earnings

           (2) (4) (4)

          Less: Undistributed earnings allocated to unvested share-based awards that participate in earnings

           (2) (7) (14)

          Numerator for basic and diluted earnings per common share—income available to common shareholders

           $881 $817 $987  $962 $881 $817 

          Denominator:

                  
           
           
           
           
           
           

          Denominator for basic earnings per common share—weighted-average common shares outstanding

           728 716 1,024  740 728 716 

          Effect of potential dilutive common shares under the treasury stock method: Employee stock options

           11 10 11 

          Effect of potential dilutive common shares under the treasury stock method:

           
           
           
           
           
           
           

          Employee stock options and awards

           14 11 10 

          Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive effect of employee stock options

           739 726 1,035 

          Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive common shares under the treasury stock method

           754 739 726 

          Basic earnings per common share

           $1.21 $1.14 $0.96  $1.30 $1.21 $1.14 

          Diluted earnings per common share

           $1.19 $1.13 $0.95  $1.28 $1.19 $1.13 

                  Certain of our unvested restricted stock rights (including certain restricted stock units restricted stock awards, and performance shares) met the definition of participating securities as they participate in earnings based on their rights to dividends or dividend equivalents. Therefore, 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, 2016, 2015, and 2014, on a weighted-average basis, we had outstanding unvested restricted stock rights with respect to 3 million, 8 million, and 15 million shares of common stock, respectively, that are participating in earnings, respectively.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          16. Computation of Basic/Diluted Earnings Per Common Share (Continued)earnings.

                  Certain of our employee-related restricted stock rights and stock options are contingently issuable upon the satisfaction of pre-defined performance measures. These shares are included in the weighted-average dilutive common shares only if the performance measures are met as of the end of the reporting period. Approximately 8 million, 3 million, shares are not included in the computation of diluted earnings per share for the year ended December 31, 2015 as their respective performance measures have not been met. Approximatelyand 4 million shares are not included in the computation of diluted earnings per share for the yearyears ended December 31, 20142016, 2015, and 2016, respectively, as their respective performance measures have not been met.

                  Potential common shares are not included in the denominator of the diluted earnings per common share calculation when the inclusion of such shares would be anti-dilutive, such as in a period in which a net loss is recorded. Therefore, options to acquire 5 million, 1 million, 2 million, and 52 million shares of common stock were not included in the calculation of diluted earnings per common share for the years ended December 31, 2016, 2015, 2014, and 2013,2014, respectively, as the effect of their inclusion would be anti-dilutive.


                  See Note 1Table of the Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements for details of the Purchase Transaction which reduced outstanding shares in 2014 as compared to 2013.(Continued)

          17. Capital Transactions

          Stock Purchase Agreement

                  On October 11, 2013, as described in Note 1 of the Notes to Consolidated Financial Statements, we completed the Purchase Transaction, repurchasing approximately 429 million shares of our common stock for a cash payment of $5.83 billion, pursuant to the terms of the Stock Purchase Agreement (refer to Note 11 of the Notes to Consolidated Financial Statements for financing details of the Purchase Transaction). The repurchased shares were recorded in "Treasury Stock" in our consolidated balance sheet.

          Repurchase Programs

                  On February 2, 2017, our Board of Directors authorized a new stock repurchase program under which we are authorized to repurchase up to $1 billion of our common stock during the two-year period from February 13, 2017 through February 12, 2019.

                  On February 3, 2015, our Board of Directors authorized a stock repurchase program under which we maywere authorized to repurchase up to $750 million of our common stock during the two-year period from February 9, 2015 through February 8, 2017. During the year ended December 31, 2015, thereThere were no repurchases pursuant to this stock repurchase program.

          DividendDividends

                  On February 2, 2017, our Board of Directors approved a cash dividend of $0.30 per common share. Such dividend is payable on May 10, 2017, to shareholders of record at the close of business on March 30, 2017.

                  On February 2, 2016, our Board of Directors declared a cash dividend of $0.26 per common share,share. Such dividend was payable on May 11, 2016, to shareholders of record at the close of business on March 30, 2016. On May 11, 2016, we made an aggregate cash dividend payment of $192 million to such shareholders, and on May 27, 2016, we made related dividend equivalent payments of $3 million to certain holders of restricted stock rights.

                  On February 3, 2015, our Board of Directors declared a cash dividend of $0.23 per common share,share. Such dividend was payable on May 13, 2015, to shareholders of record at the close of business on March 30, 2015. On May 13, 2015, we made an aggregate cash dividend payment of $167 million to such shareholders, and on May 29, 2015, we made related dividend equivalent payments of $3 million to certain holders of restricted stock rights.

                  On February 6, 2014, our Board of Directors declared a cash dividend of $0.20 per common share,share. Such dividend was payable on May 14, 2014, to shareholders of record at the close of business on March 19, 2014. On


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          17. Capital Transactions (Continued)

          May 14, 2014, we made an aggregate cash dividend payment of $143 million to such shareholders, and on May 30, 2014, we made related dividend equivalent payments of $4 million to the holders of restricted stock rights.

                  On February 7, 2013, our Board of Directors declared a cash dividend of $0.19 per common share, payable on May 15, 2013, to shareholders of record at the close of business on March 20, 2013. On May 15, 2013, we made an aggregate cash dividend payment of $212 million to such shareholders, and on May 31, 2013, we made related dividend equivalent payments of $4 million to the holders of restricted stock rights.

          18. Supplemental Cash Flow Information

                  Supplemental cash flow information is as follows (amounts in millions):


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

           2015 2014 2013  2016 2015 2014 

          Supplemental cash flow information:

                        

          Cash paid for income taxes, net of refunds

           $20 $34 $138  $121 $20 $34 

          Cash paid for interest

           193 201 19  209 193 201 

                  For the year ended December 31, 2016, we had non-cash purchase price consideration of $89 million related to vested and unvested stock options and awards that were assumed and replaced with Activision Blizzard equity or deferred cash awards in the King Acquisition. Refer to Note 21 for further discussion.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          19. Commitments and Contingencies

          Letters of Credit

                  As described in Note 11, of the Notes to Consolidated Financial Statements, a portion of our Revolver can be used to issue letters of credit of up to $50 million, subject to the availability of the Revolver. At December 31, 2015,2016, we did not have any letters of credit issued or outstanding under the Revolver.

                  We maintain two irrevocable standby letters of credit, which are required by one of our inventory manufacturers so that we can qualify for certain payment terms on our inventory purchases. Our standby letters of credit were for $8 million and 3 million euros ($3 million) at December 31, 2015, and $10 million and 1 million euros ($1 million) at December 31, 2014. For the standby letter of credit denominated in U.S. dollars, under the terms of the arrangements, we are required to maintain a compensating balance on deposit with a bank, 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. Both letters of credit were undrawn at December 31, 2015 and 2014.

          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, as such, are


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          19. Commitments and Contingencies (Continued)

          recoupable against future royalties earned by the developer or intellectual property holder based on sales 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 game(s) which is (are) 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, 20152016 are scheduled to be paid as follows (amounts in millions):


           Contractual Obligations(1)  Contractual Obligations(1) 

           Facility and
          Equipment
          Leases
           Developer and
          Intellectual
          Properties
           Marketing Total  Facility and
          Equipment
          Leases
           Developer and
          Intellectual
          Properties
           Marketing Long-Term
          Debt
          Obligations(2)
           Total 

          For the years ending December 31,

                              

          2016

           $35 $190 $28 $253 

          2017

           32 5 53 90  $65 $196 $53 $145 $459 

          2018

           30  15 45  59 160 15 145 379 

          2019

           27   27  52 1  247 300 

          2020

           19   19  44   393 437 

          2021

           32   3,101 3,133 

          Thereafter

           35 2  37  92   1,815 1,907 

          Total

           $178 $197 $96 $471  $344 $357 $68 $5,846 $6,615 

          (1)
          We have omitted uncertain income tax liabilities from this table due to the inherent uncertainty regarding the timing of the potential issue resolution.resolution of the underlying matters. 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 issuesmatters for certain jurisdictions are not currently under audit. At December 31, 2015,2016, we had $471$587 million of net unrecognized tax benefits of which $453 million was included in "Other liabilities" and $18 million was included in "Accrued expenses and other liabilities" in our consolidated balance sheet.

          (2)
          Long-term debt obligations represent our obligations related to the contractual principal repayments and interest payments under the 2016 TLA, 2023 Notes, and the New Notes as of December 31, 2016. There was no outstanding balance under our Revolver as of December 31, 2016. The 2023 Notes and the New Notes are subject to fixed interest rates and we have calculated the interest obligation based on the applicable rates and payment dates. The 2016 TLA bears a variable interest rate and interest is payable on a monthly basis. We have calculated the expected interest obligation based on the outstanding principal balance and interest rate applicable at December 31, 2016. Refer to Note 11 for additional information on our debt obligations.

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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          19. Commitments and Contingencies (Continued)

          Legal Proceedings

                  We are subject to various legal proceedings and claims. SEC regulations govern disclosure of legal proceedings in periodic reports and FASB ASC Topic 450 governs the disclosure of loss contingencies and accrual of loss contingencies in respect of litigation and other claims. We record an accrual for a potential loss when it is probable that a loss will occur and the amount of the loss can be reasonably estimated. When the reasonable estimate of the potential loss is within a range of amounts, the minimum of the range of potential loss is accrued, unless a higher amount within the range is a better estimate than any other amount within the range. Moreover, even if an accrual is not required, we provide additional disclosure related to litigation and other claims when it is reasonably possible (i.e., more than remote) that the outcomes of such litigation and other claims include potential material adverse impacts on us.

                  The outcomes of legal proceedings and other claims are subject to significant uncertainties, many of which are outside of our control. There is significant judgment required in the analysis of these matters, including the probability determination and whether a potential exposure can be reasonably estimated. In making these determinations, we, in consultation with outside counsel, examine the


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          19. Commitments and Contingencies (Continued)

          relevant facts and circumstances on a quarterly basis assuming, as applicable, a combination of settlement and litigated outcomes and strategies. Moreover, legal matters are inherently unpredictable and the timing of development of factors on which reasonable judgments and estimates can be based can be slow. As such, there can be no assurance that the final outcome of any legal matter will not materially and adversely affect our business, financial condition, results of operations, profitability, cash flows or liquidity.

          Purchase Transaction Matters

                  In prior periods, the Company reported on litigation related to the Purchase Transaction. During the period ended June 30, 2015, the cases were resolved and dismissed with prejudice. As part of the resolution of the claims, we received a settlement payment of $202 million in July 2015 from Vivendi, ASAC, and our insurers. We recorded the settlement within "Shareholders' equity" in our consolidated balance sheet as of December 31, 2015.

          Other Matters

                  In addition, we are party to routine claims, suits, investigations, audits, and other proceedings arising from the ordinary course of business, including with respect to intellectual property rights, contractual claims, labor and employment matters, regulatory matters, tax matters, unclaimed property matters, compliance matters, and collection matters. In the opinion of management, after consultation with legal counsel, such routine claims and lawsuits are not significant and we do not expect them to have a material adverse effect on our business, financial condition, results of operations, or liquidity.

          Purchase Transaction Matters

                  In prior periods, the Company reported on litigation related to the Purchase Transaction. During the period ended June 30, 2015, the cases were resolved and dismissed with prejudice. As part of the resolution of the claims, we received a settlement payment of $202 million in July 2015 from Vivendi, ASAC LP, and our insurers. We recorded the settlement within "Shareholders' equity" in our consolidated balance sheet as of December 31, 2015.

          20. Related Party Transactions

          Transactions with Vivendi and Its Affiliates

                  As part of the Business Combination in 2008, we entered into various transactions and agreements, including cash management services agreements, a tax sharing agreement and an investor agreement, with Vivendi and its subsidiaries. In connection with the consummation of the Purchase Transaction, we terminated the cash management arrangements with Vivendi and amended our investor agreement with Vivendi. We are also party to a number of agreements with subsidiaries and other affiliates of Vivendi, including music licensing and distribution arrangements and promotional arrangements, none of which were impacted by the Purchase Transaction. None of these services, transactions, and agreements with Vivendi and its affiliates were material, either individually or in the aggregate, to the consolidated financial statements as a whole. As discussed in Note 1 of the Notes to Consolidated Financial Statements, on

                  On May 28, 2014, Vivendi sold 41 million shares, reducing its ownership interest below 10%, and iswas no longer considered a related party.party as of December 31, 2015. Subsequent to December 31, 2015, Vivendi sold theirits remaining shares of our common stock.

          Transactions with ASAC's Affiliates

                  Pursuant to the Stock Purchase Agreement, the Company and each of Mr. Kotick, the Company's Chief Executive Officer, and Mr. Kelly, the Company's Chairman of the board of directors, entered into a waiver and acknowledgement letters (together, the "Waivers"), which provide, among other things, (i) thatIn connection with the Purchase Transaction, Private Sale, any public offerings by Vivendi and restructurings by Vivendi and its subsidiaries contemplated by the Stock Purchase Agreement and other


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          20. Related Party Transactions (Continued)

          transaction documents, shall not (or shall be deemed not to) constitute a "change in control" (or similar term) under their respective employment arrangements, including their employment agreements with the Company, the Company's 2008 Incentive Plan or any award agreements in respect of awards granted thereunder, or any Other Benefit Plans and Arrangements (as defined in the Waivers), (ii) (A) that the shares of our common stock acquired by ASAC and held or controlled by the ASAC Investors (as defined in the Waivers) in connection with the Transactions (as defined in the Waivers) will not be included in or count toward, (B) that the ASAC Investors will not be deemed to be a group for purposes of, and (C) any changes in the composition in the Board of Directors of the Company, in connection with or during the one-year period following the consummation of the Transactions will not contribute towards, a determination that a "change in control" or similar term has occurred with respect to Messrs. Kotick and Kelly's employment arrangements with the Company, and (iii) for the waiver by Messrs. Kotick and Kelly of their rights to change in control payments or benefits under their employment agreements with the Company, the Company's 2008 Incentive Plan or any award agreements in respect of awards granted thereunder, and any Other Benefit Plans and Arrangements (in each case, with respect to all current and future grants, awards, benefits or entitlements) in connection with or as a consequence of the Transactions.

                  Also pursuant to the Stock Purchase Agreement, on October 11, 2013, we, ASAC LP and, for the limited purposes set forth therein, Messrs. Kotick and Kelly entered into the Stockholders Agreement.a stockholders agreement (the "Stockholders Agreement"). The Stockholders Agreement contains various agreements among the parties regarding voting rights, transfer rights, and a standstill agreement, among other things. In connection with the settlement of the litigation related to the Purchase Transaction, the parties to the Stockholders Agreement amended that agreement on May 28, 2015.

                  As of December 31, 2015, ASAC LP, held approximately 172 million shares, or approximately 23% of the outstanding shares of our common stock at that time. Robert A. Kotick, our Chief Executive Officer, and Brian G. Kelly, Chairman of our Board of Directors, are the managers of ASAC II GP. On June 8, 2016, ASAC GP distributed the approximately 141 million shares allocable to the limited partners of ASAC LP to those limited partners. On July 7, 2016, ASAC LP distributed approximately


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          20. Related Party Transactions (Continued)

          18 million of its remaining approximately 31 million shares to ASAC GP. On August 15, 2016, ASAC GP sold approximately 4 million shares of our common stock and distributed 14 million shares pro rata to its members, consisting of trusts for the benefit of Messrs. Kotick and Kelly, which shares were ultimately sold on that day for financial and estate-planning purposes. On August 19, 2016, ASAC LP distributed its remaining shares of common stock to ASAC GP, leaving ASAC LP without any shares and ASAC GP with approximately 13 million shares of our common stock, which represented approximately 2% of the outstanding shares of our common stock as of December 31, 2016. On February 10, 2017, ASAC GP distributed its remaining shares. We did not receive any proceeds from any of the distributions or sales of the shares.

          21. Acquisitions

          King Digital Entertainment

                  On February 23, 2016, we completed the King Acquisition, purchasing all of its outstanding shares. As a result, King became a wholly owned subsidiary of Activision Blizzard. King is a leading global developer and publisher of interactive entertainment content and services, particularly on mobile platforms, such as Android and iOS, and on online and social platforms, such as Facebook and the king.com websites. King's results of operations since the King Closing Date are included in our consolidated financial statements.

                  We made this acquisition because we believe that the addition of King's highly-complementary mobile business positions the Company as a global leader in interactive entertainment across console, PC, and mobile platforms, as well as positioning us for future growth.

                  The aggregate purchase price of the King Acquisition was approximately $5.8 billion, which was paid on the King Closing Date and funded primarily with $3.6 billion of existing cash and $2.2 billion of cash from new debt issued by the Company. The total aggregate purchase price for King was comprised of (amounts in millions):

          Cash consideration for outstanding King common stock and vested equity options and awards(1)

           $5,730 

          Fair value of King's existing vested and unvested stock options and awards assumed(2)

            98 

          Total purchase price

           $5,828 

          (1)
          Represents the cash consideration paid based on $18.00 per share to common stock holders of King and the fair value of King's existing vested options and awards that were cash settled at the King Closing Date for the portion of the fair value related to pre-combination services. No future services are required.

          (2)
          Represents the fair value of King's existing vested and unvested stock options and awards that were assumed and replaced with Activision Blizzard equity or deferred cash awards. The purchase price includes the portion of fair value related to pre-combination services. The fair value of the options and awards assumed was determined using binomial-lattice and Monte Carlo models with the following assumptions: (a) volatility of 36%, (b) time-varying risk-free interest rates based on the U.S. Treasury yield curves, (c) an expected

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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          21. Acquisitions (Continued)

            life ranging from approximately 0.1 years to 7.6 years, and (d) an expected dividend yield of 0.9%. See additional discussion under Share-Based Compensation below.

                  We identified and recorded assets acquired and liabilities assumed at their estimated fair values at the King Closing Date, and allocated the remaining value of approximately $2.7 billion to goodwill. During the year ended December 31, 2016, we recorded certain immaterial measurement period adjustments to our preliminary purchase price allocation based on additional analysis of facts and circumstances that existed as of the King Closing Date.

                  The final purchase price allocation is as follows (in millions):


          February 23,
          2016
          Estimated
          useful lives

          Tangible assets and liabilities assumed:

          Cash and cash equivalents

          $1,151

          Accounts receivable

          162

          Other current assets

          72

          Property and equipment

          572 - 7 years

          Deferred income tax assets, net

          27

          Other assets

          47

          Accounts payable

          (9)

          Accrued expense and other liabilities

          (272)

          Other liabilities

          (110)

          Deferred income tax liabilities, net

          (52)

          Intangible assets

          Internally-developed franchises

          8453 - 5 years

          Customer base

          6092 years

          Developed software

          5803 - 4 years

          Trade name

          467 years

          Goodwill

          2,675

          Total purchase price

          $5,828

                  During the year ended December 31, 2016, the Company incurred $38 million of expenses related to the King Acquisition, which are included within "General and administrative" in the consolidated statements of operations. In connection with the debt financing that occurred on the King Closing Date, we incurred $38 million of issuance costs that were capitalized and recorded within "Long-term debt, net" on our consolidated balance sheet. The amortization of these capitalized costs was not material to our consolidated statement of operations for the year ended December 31, 2016.

            Share-Based Compensation

                  In connection with the King Acquisition, a majority of the outstanding King options and awards that were unvested as of the King Closing Date were converted into equivalent options and awards with respect to shares of the Company's common stock, using an equity award exchange ratio calculated in accordance with the transaction agreement. As a result, replacement equity options and awards of 10 million and 3 million, respectively, were issued. The portion of the fair value related to


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          21. Acquisitions (Continued)

          pre-combination services of $76 million was included in the purchase price, while the remaining fair value will be recognized over the remaining service periods. As of December 31, 2016, the future expense for the converted King options and awards was approximately $40 million, which will be recognized over a weighted average service period of approximately 1.6 years.

                  The remaining portion of outstanding unvested awards that were assumed were replaced with deferred cash awards. The cash proceeds were placed in an escrow-like account with the cash releases to occur based on the awards' original vesting schedule upon future service being rendered. The cash associated with these awards is recorded in "Other current assets" and "Other assets" in our consolidated balance sheet. The portion of the fair value related to pre-combination services of $22 million was included in the purchase price while the remaining fair value of approximately $9 million will be recognized over the remaining service periods. A portion of the cash proceeds placed in an escrow-like account were released to award holders over the course of 2016, but the amount was not material.

            Identifiable Intangible Assets Acquired and Goodwill

                  The fair values of the identifiable intangible assets acquired from King were estimated using an income approach, with the exception of the customer base, which was estimated using a cost approach. The fair value of the intangibles using the income approach was determined with the following key assumptions: (a) a weighted average cost of capital of 13%, (b) long-term revenue decay rates ranging from 0% to 65%, and (c) royalty rates ranging from 0.5% to 8%. The fair value of the intangibles using the cost approach was based on amounts that would be required to replace the asset (i.e., replacement cost).

                  The Internally-developed franchises, Customer base, Developed software, and Trade name intangible assets will be amortized to "Cost of revenues—subscription, licensing, and other revenues—software royalties, amortization, and intellectual property licenses," "Sales and marketing," "Cost of revenues—subscription, licensing, and other revenues—software royalties, amortization, and intellectual property licenses," and "General and administrative," respectively. The intangible assets will be amortized over their estimated useful lives in proportion to the economic benefits received.

                  The $2.7 billion of goodwill recognized is primarily attributable to the benefits the Company expects to derive from accelerated expansion as an interactive entertainment provider in the mobile sector, future franchises, and technology, as well as the management team's proven ability to create future games and franchises. Approximately $620 million of the goodwill is expected to be deductible for tax purposes in the U.S.

            Contingent Liabilities Assumed

                  As a result of the King Acquisition, we assumed contingent liabilities related to contingent consideration associated with King's previous acquisitions of Nonstop Games Oy and Z2Live, Inc. The remaining contingent consideration for Non Stop Games Oy is linked to amounts generated from games launched by Nonstop Games Oy over a specified period. The range of the potential undiscounted amount of all future payments that the Company could be required to make under the contingent consideration arrangement is from $0 to $84 million. The remaining contingent consideration for Z2Live, Inc. is linked to amounts generated from specific games launched by Z2Live, Inc. within a defined period. The potential range of undiscounted future payments that the


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          21. Acquisitions (Continued)

          Company could be required to make under the contingent consideration arrangement is from $0 to $75 million. The fair value of the contingent consideration arrangement at the King Closing date and as of December 31, 2016, for Nonstop Games Oy and Z2Live, Inc. was immaterial.

            King Net Revenue and Earnings

                  The amount of net revenue and earnings attributable to King in the Company's consolidated statement of operations during the year ended December 31, 2016, are included in the table below. The amounts presented represent the net revenues and earnings after adjustments for purchase price accounting, inclusive of amortization of intangible assets, share-based payments, and deferral of revenues and related cost of revenues.

          (in millions)
           For the Year
          Ended
          December 31, 2016
           

          Net revenues

           $1,523 

          Net loss

           $(230)

            Pro Forma Financial Information

                  The unaudited financial information in the table below summarizes the combined results of operations of the Company and King, on a pro forma basis, as though the acquisition had occurred on January 1, 2015. The unaudited pro forma financial information presented includes the effects of adjustments related to amortization charges from acquired intangible assets, employee compensation from replacement equity awards issued in the King Acquisition and the profit sharing bonus plan established as part of the King Acquisition, and interest expense from the new debt incurred in connection with the King Acquisition, among other adjustments. We also adjusted for Activision Blizzard and King non-recurring acquisition-related costs of approximately $74 million incurred for the year ended December 31, 2016. The unaudited pro forma financial information for the year ended December 31, 2015 were adjusted to include these charges.

                  The unaudited pro forma financial information as presented below is for informational purposes only and is not necessarily indicative of the results of operations that would have been achieved if the King Acquisition, and any borrowings undertaken to finance the King Acquisition, had taken place at the beginning of the earliest period presented, nor does it intend to be a projection of future results.

           
           For the Year
          Ended
          December 31,
           
          (in millions)
           2016 2015 

          Net revenues

           $6,888 $6,677 

          Net income

           $1,005 $639 

          Basic earnings per common share

           $1.35 $0.87 

          Diluted earnings per common share

           $1.32 $0.85 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          22. Recently Issued Accounting Pronouncements

          Revenue recognition

                  In May 2014, the FASB issued newRecently adopted accounting guidance related to revenue recognition. This new standard will replace all current U.S. GAAP guidance on this topic and eliminate all industry-specific guidance. The new revenue recognition standard provides a unified model to determine when and how revenue is recognized. The core principle is that a company should recognize revenue upon the transfer of promised goods or services to customers in an amount that reflects the consideration for which the entity expects to be entitled in exchange for those goods or services. This guidance will be effective beginning January 1, 2018 and can be applied either retrospectively to each period presented or as a cumulative-effect adjustment as of the date of adoption. We are evaluating the adoption method as well as the impact of this new accounting guidance on our financial statements.pronouncements

          Stock-basedShare-based compensation

                  In June 2014, the FASB issued new guidance related to stockshare-based compensation. The new standard requires that a performance target that affects vesting, and that could be achieved after the requisite service period, be treated as a performance condition. As such, the performance target should not be reflected in estimating the grant date fair value of the award. This update further clarifies that compensation cost should be recognized in the period in which it becomes probable that the performance target will be achieved and should represent the compensation cost attributable to the periods for which the requisite service has already been rendered. TheWe adopted this new standard is effective for


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          21. Recently Issued Accounting Pronouncements (Continued)

          fiscal years beginning after December 15, 2015 and can be applied either prospectively or retrospectively to all awards outstanding as of the beginningJanuary 1, 2016, and applied it prospectively. The adoption of the earliest annual period presented as an adjustment to opening retained earnings. Early adoption is permitted. We are evaluating thethis guidance did not have a material impact if any, of adopting this new accounting guidance on our consolidated financial statements.

          Consolidations

                  In February 2015, the FASB issued new guidance related to consolidations. The new standard amends certain requirements for determining whether a variable interest entity must be consolidated. TheWe adopted this new standard is effective for fiscal years beginning after December 15, 2015. Earlyas of January 1, 2016. The adoption is permitted. We are evaluating theof this guidance did not have a material impact if any, of adopting this new accounting guidance on our consolidated financial statements.

          Debt Issuance Costs

                  In April 2015, the FASB issued new guidance related to the presentation of debt issuance costs in financial statements. The new standard requires an entity to present such costs in the balance sheet as a direct deduction from the related debt liability rather than as an asset. Amortization of the costs will continue to be reported as interest expense. It is effectiveWe adopted this change in accounting principle as of January 1, 2016, and applied it retrospectively for annual reporting periods beginning after December 15, 2015. The new guidance will be applied retrospectively to each prior period presented. The adoption of this guidance willdid not have a material impact on our consolidated financial statements.

          Internal-Use Software

                  In April 2015, the FASB issued new guidance related to internal-use software. The new standard relates to a customer's accounting for fees paid in cloud computing arrangements. The amendment provides guidance for customers to determine whether such arrangements include software licenses. If a cloud arrangement includes a software license, then the customer should account for the software license element of the arrangement consistent with the acquisition of other software licenses and account for the non-software element as a service contract.licenses. If a cloud computing arrangement does not include a software license, the customer should account for the arrangement as a service contract. We adopted this standard as of January 1, 2016, and applied it prospectively. The adoption of this guidance did not have a material impact on our consolidated financial statements.

          Business Combinations

                  In September 2015, the FASB issued new guidance related to business combinations. The new standard requires that the cumulative impact of a measurement period adjustment, including the impact on prior periods, on provisional amounts recorded at the acquisition date as a result of the business combination be recognized in the reporting period the adjustment is identified. The standard also


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          22. Recently Issued Accounting Pronouncements (Continued)

          requires separate presentation on the face of the income statement, or disclosure in the notes, of the portion of the amount recorded in current period earnings by line item. Prior to the issuance of the standard, such adjustments to provisional amounts were recognized retrospectively. We adopted this new standard as of January 1, 2016, and applied it prospectively. No measurement period adjustments impacting earnings occurred as of and for the year ended December 31, 2016.

          Share-Based Payments

                  In March 2016, the FASB issued new guidance to simplify accounting for share-based payments. The new standard, amongst other things:

            requires that all excess tax benefits and tax deficiencies be recorded as an income tax expense or benefit in the consolidated statement of operations and that the tax effects of exercised or vested awards be treated as discrete items in the reporting period in which they occur;

            requires excess tax benefits from share-based payments to be reported as operating activities on the statement of cash flows; and

            permits an accounting policy election to either estimate the number of awards that are expected to vest using an estimated forfeiture rate, as currently required, or account for forfeitures when they occur.

                  We elected to early adopt this new standard in the third quarter of 2016, which requires us to reflect any adjustments as of January 1, 2016. As part of the adoption, we made certain elections, including the following:

            to apply the presentation requirements for our consolidated statement of cash flows related to excess tax benefits retrospectively to all periods presented; and

            to continue to estimate the number of awards that are expected to vest using an estimated forfeiture rate.

                  As a result of the adoption, we recognized excess tax benefits of $81 million as a reduction to income tax expense in our consolidated statement of operations for the year ended December 31, 2016. Further, given our retrospective application of the presentation requirements for our consolidated statement of cash flows related to excess tax benefits, our net cash provided by operating activities and net cash used in financing activities increased by $67 million and $39 million for the years ended December 31, 2015, and December 31, 2014, respectively. The other provisions of the standard did not have a material impact on our consolidated financial statements.

          Statement of Cash Flows

                  In August 2016, the FASB issued new guidance related to the classification of certain cash items in the statement of cash flows. The new standard requires, among other things, that cash payments for debt prepayment or debt extinguishment costs should be classified as cash outflows for financing activities, as opposed to operating activities as is required under existing guidance. We elected to early adopt this standard in the third quarter of 2016 and applied it retrospectively. As a result of the adoption of this standard, our cash flows from financing activities for the year ended December 31, 2016 included the $63 million premium payment from the October 19, 2016 redemption of our Original


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          22. Recently Issued Accounting Pronouncements (Continued)

          2021 Notes. The adoption of this standard did not have a material impact on our consolidated statements of cash flows upon adoption for the years ended December 31, 2015 and 2014.

          Recent accounting pronouncements not yet adopted

          Revenue recognition

                  In May 2014, the FASB issued new accounting guidance related to revenue recognition. The new standard will replace all current U.S. GAAP guidance on this topic and eliminate all industry-specific guidance, providing a unified model to determine when and how revenue is recognized. The core principle is that a company should recognize revenue upon the transfer of promised goods or services to customers in an amount that reflects the consideration the company expects to be entitled to in exchange for those goods or services. This guidance will be effective for fiscal years and interim periods within those years beginning after December 15, 2015. Early adoption is permitted.2017, and can be applied either retrospectively to each period presented or as a cumulative-effect adjustment as of the date of adoption. We are evaluating the adoption method as well as the impact if any, of adopting this new accounting guidance on our financial statements and related disclosures. As previously disclosed, we believe the adoption of the new revenue recognition standard may have a significant impact on the accounting for our sales of our games with significant online functionality for which we do not have VSOE for unspecified future updates and ongoing online services provided. Under the current accounting standards, VSOE for undelivered elements is required. This requirement will be eliminated under the new standard. Accordingly, we may be required to recognize as revenue a portion of the sales price upon delivery of the software, as compared to the current requirement of recognizing the entire sales price ratably over an estimated offering period. This potential difference may have a material impact on our consolidated financial statements upon adoption of this new guidance. As accounting implementation guidance and clarifications regarding this matter is still evolving, we continue to evaluate the impact this guidance will have on our consolidated financial statements and related disclosures.

          Leases

                  In February 2016, the FASB issued new guidance related to the accounting for leases. The new standard will replace all current U.S. GAAP guidance on this topic. The new standard, among other things, requires a lessee to classify a lease as either an operating or financing lease and lessees will need to recognize a lease liability and a right-of-use asset for their leases. The liability will be equal to the present value of lease payments. The asset will be based on the liability, subject to adjustment for initial direct costs, lease incentives received and any prepaid lease payments. Operating leases will result in straight-line expense, while finance leases will result in a front-loaded expense pattern. Classification will be based on criteria that are largely similar to those applied in current lease accounting. The standard is effective for fiscal years, and interim periods within those fiscal years, beginning after December 15, 2018. Early adoption is permitted. The new standard must be adopted using a modified retrospective transition and will require application of the new guidance at the beginning of the earliest comparative period presented. We are evaluating the impact of this new accounting guidance on our consolidated financial statements.


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          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          22. Recently Issued Accounting Pronouncements (Continued)

          Inventory

                  In July 2015, the FASB issued new guidance related to the measurement of inventory which requires inventory within the scope of the guidance to be measured at the lower of cost and net realizable value. Net realizable value is defined as the estimated selling prices in the ordinary course of business, less reasonably predictable costs of completion, disposal, and transportation. The new standard is effective for fiscal years beginning after December 15, 2016 and should be applied prospectively. Early adoption is permitted. The impact this new standard is not expected to have a material impact on our consolidated financial statements.

          Financial Instruments

                  In January 2016, the FASB issued new guidance related to the recognition and measurement of financial assets and financial liabilities. The new standard, amongst other things, generally requires companies to measure investments in other entities, except those accounted for under the equity method, at fair value and recognize any changes in fair value in net income. The new standard also simplifies the impairment assessment of equity investments without readily determinable fair values. The new standard is effective for fiscal years beginning after December 15, 2017, and the guidance should be applied by means of a cumulative-effect adjustment to the balance sheet as of the beginning of the fiscal year of adoption. The amendments related to equity investments without readily determinable fair values (including disclosure requirements) should be applied prospectively to equity investments that exist as of the date of adoption. We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          21. Recently Issued Accounting Pronouncements (Continued)

          Business CombinationsStatement of Cash Flows—Restricted Cash

                  In September 2015,November 2016, the FASB issued ASU No. 2015-16,Simplifying the Accounting for Measurement-Period Adjustments, providing new guidance related to business combinations.the classification of restricted cash in the statement of cash flows. The new standard requires that a statement of cash flows explain any change during the cumulative impact of a measurement period adjustment, includingin total cash, cash equivalents, and restricted cash. Therefore, restricted cash will be included with cash and cash equivalents when reconciling the impact on prior periods, made to provisionalbeginning-of-period and end-of-period total amounts recorded at the acquisition date as a result of the business combination, be recognized in the reporting period the adjustment is identified. The standard also requires separate presentationshown on the facestatement of the income statement, or disclosure in the notes, of the portion of the amount recorded in current period earnings by line item. Prior to the issuance of the standard, such adjustments to provisional amounts were recognized retrospectively.cash flows. The new standard is effective for fiscal years beginning after December 15, 20152018 and should be applied prospectively to measurement period adjustments that occur after the effective date. Early adoption is permitted. The adoption of this new accounting guidance could have a material impact on our financial statements in future periods upon occurrence of a measurement period adjustment.

          Deferred Taxes

                  In November 2015, the FASB issued ASU No. 2015-17,Balance Sheet Classification of Deferred Taxes, providing new guidance to simplify the presentation of deferred taxes. The new standard requires that deferred tax assets and liabilities, along with any related valuation allowance, be classified as non-current on the balance sheet. The issuance of the new standard eliminates the requirement to perform the jurisdiction analysis based on the classifications of the underlying assets and liabilities, and as a result, each jurisdiction will only have one net non-current deferred tax asset or liability. The new standard is effective for fiscal years beginning after December 15, 2016 and can be applied either prospectively or retrospectively. Early adoption is permitted.

                  AsWe are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements. We expect there would be a significant impact to the consolidated statements of cash flows for the years ended December 31, 2015 we early adopted ASU No. 2015-17 and applied retrospectively to all periods presented. As2016, as those years include, as an investing activity, the $3.6 billion movement in restricted cash as a result we reclassified $368 million of deferred tax assets from current "Deferred income taxes, net" resulting in non-current net deferred tax assets and liabilities of $264 million and $10 million, respectively, in our Consolidated Balance Sheet as oftransferring cash into escrow at December 31, 2014. The adoption2015 to facilitate the King Acquisition and the subsequent release of that cash in 2016 in connection with the King Acquisition. Under this new guidance didstandard, the restricted cash balance would be included in the beginning and ending total cash, cash equivalents, and restricted cash balances and hence would not impact our compliance with debt covenant requirements.be included as an investing activity in the statement of cash flows.

          22. Quarterly Financial Information (Unaudited)Goodwill

                  In January 2017, the FASB issued new guidance which eliminates Step 2 from the goodwill impairment test. Instead, if any entity forgoes a Step 0 test, an entity will be required to perform its annual or interim goodwill impairment test by comparing the fair value of a reporting unit, as

           
           For the Quarters Ended 
           
           December 31,
          2015
           September 30,
          2015
           June 30,
          2015
           March 31,
          2015
           
           
           (Amounts in millions, except per share data)
           

          Net revenues

           $1,353 $990 $1,044 $1,278 

          Cost of sales

            538  337  297  413 

          Operating income

            250  196  332  542 

          Net income

            159  127  212  394 

          Basic earnings per share

            0.22  0.17  0.29  0.54 

          Diluted earnings per share

            0.21  0.17  0.29  0.53 

          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          22. Quarterly Financial Information (Unaudited)Recently Issued Accounting Pronouncements (Continued)


           
           For the Quarters Ended 
           
           December 31,
          2014
           September 30,
          2014
           June 30,
          2014
           March 31,
          2014
           
           
           (Amounts in millions, except per share data)
           

          Net revenues

           $1,575 $753 $970 $1,111 

          Cost of sales

            631  253  300  342 

          Operating income

            438  8  310  427 

          Net income (loss)

            361  (23) 204  293 

          Basic earnings (loss) per share

            0.49  (0.03) 0.28  0.40 

          Diluted earnings (loss) per share

            0.49  (0.03) 0.28  0.40 

          23. Acquisitions

          Major League Gaming

                  On December 22, 2015, we acquireddetermined in Step 1 from the businessgoodwill impairment test, with its carrying amount and recognize an impairment charge, if any, for the amount by which the carrying amount exceeds the reporting unit's fair value, not to exceed the total amount of Major League Gaming, Inc. for an aggregate purchase price of $46 million in cash. MLG is a leader in creating and streaming premium live gaming events, organizing professional competitions and running competitive gaming leagues. MLG's business will operate under our Media Networks operating segment.

                  We identified and recorded the assets acquired at their estimated fair values at the date of acquisition, andgoodwill allocated the remaining value of $12 million to goodwill. The goodwill recorded is expected to be tax deductible for tax purposes. The primary intangible asset acquired relates to the developed technology.reporting unit. The values assigned tonew standard is effective for fiscal years beginning after December 15, 2019 and should be applied prospectively. Early adoption is permitted. We are evaluating the acquired assets were preliminary estimatesimpact, if any, of fair value available as of the date ofadopting this Annual Report on Form 10-K, and may be adjusted as further information becomes available during the measurement period of up to 12 months from the date of the acquisition. The primary areas of the preliminary purchase price allocation that are not yet finalized due to information that may become available subsequently include any changes in these fair values which could potentially result in adjustments to goodwill. The individual tangible and intangible assets acquired in the acquisition were immaterial to the Company's consolidated financial statements. We did not assume any significant liabilities as part of the acquisition.

                  The following net assets were recognized resulting from the acquisitions:

           
           December 22,
          2015
           

          Net tangible assets

           $1 

          Definite-lived intangible assets

            33 

          Goodwill

            12 

          Total net assets recognized

           $46 

                  Pro forma financial information has not been presented as the acquisition did not have a material impactnew accounting guidance on our consolidated financial statementsstatements.

          23. Quarterly Financial Information (Unaudited)

           
           For the Quarters Ended 
           
           December 31,
          2016
           September 30,
          2016
           June 30,
          2016
           March 31,
          2016
           
           
           (Amounts in millions, except per share data)
           

          Net revenues

           $2,014 $1,568 $1,570 $1,455 

          Cost of revenues

            776  529  598  491 

          Operating income

            425  294  232  461 

          Net income(1)

            254  199  151  363 

          Basic earnings per share(1)

            0.34  0.27  0.20  0.49 

          Diluted earnings per share(1)

            0.33  0.26  0.20  0.48 

          (1)
          During the third quarter of 2016, we early adopted an accounting standard which simplifies the accounting for 2015.


          Tableshare-based payments. The standard, among other things, requires all excess tax benefits and tax deficiencies to be recorded as an income tax expense or benefit in the consolidated statement of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          24. Subsequent Events

          operations (see Note 22). The King Acquisition

                  On November 2, 2015, we and King entered into a Transaction Agreement under the terms of which we would acquire King and King would become a wholly-owned subsidiaryadoption of the Company. On February 23,standard impacted our previously reported results for the quarters ended June 30, 2016 we completed the King Acquisition under the termsand March 31, 2016. As a result of the Transaction Agreement. We transferred $5.9 billion in consideration to the existing King shareholdersadoption of this standard, our net income, basic earnings per share, and share-based award holders.

                  The Company made this acquisition because it believes that the addition of King's highly-complementary mobile business will position the Company as a global leader in interactive entertainment across mobile, consolediluted earnings per share increased by $24 million, $0.03, and PC platforms, and positions the company for future growth. The combined company has a world-class interactive entertainment portfolio of top-performing franchises.

                  As the closing of the King Acquisition occurred subsequent to December 31, 2015, our financial results as of and$0.03, respectively, for the yearquarter ended December 31, 2015 do not contain the results of King.

                  The purchase price, including replacement share awards, is made up of the net assets acquired, including tangible assets, trademark, franchises, developed technology, other intangibles, and goodwill. A portion of the goodwill associated with this purchase is expected to be deductible for U.S. income tax purposes. Due to the timing of the close of the King Acquisition, we did not have sufficient time to complete the valuation of the acquired assets and assumed liabilities, and therefore, the purchase price allocation and amount of goodwill and the tax deduction cannot be determined at this time. Additionally, supplemental pro forma information has not been provided for King as due to the timing of the closing of the King Acquisition, compilation of such data is impracticable.

          Credit Facilities

                  Tranche A Term Loan    In connection with the closing of the King Acquisition, the Company was provided with incremental term loans, in the form of Tranche A Term Loans, in an aggregate principal amount of approximately $2.3 billion, of which the proceeds were used to fund the King Acquisition.

                  The Tranche A Term Loans are scheduled to mature on October 11, 2020 and bear interest, at the Company's option, at either (a) a base rate equal to the highest of (i) the federal funds rate, plus 0.5%, (ii) the prime commercial lending rate of Bank of America, N.A. and (iii) the LIBOR for an interest period of one month beginning on such day plus 1.00%, or (b) LIBOR, in each case, plus an applicable interest margin. LIBOR is subject to a floor of 0% and the base rate is subject to an effective floor of 1.00%. The applicable interest margin for Tranche A Term Loans ranges from 1.50% to 2.25% for LIBOR borrowings and from 0.50% to 1.25% for base rate borrowings and is determined by reference to a pricing grid based on the Company's Consolidated Total Net Debt Ratio (as defined in the Credit Agreement).

                  The Tranche A Term Loans require quarterly principal payments of 0.625% of the stated principal amount of the Tranche A Term Loans, with increases to 1.250% starting on June 30, 20192016, and 3.125% starting on June 30, 2020, with$27 million, $0.04, and $0.03, respectively, for the remaining balance payable on the Tranche A Term Loans' scheduled maturity date of October 11, 2020. Voluntary prepayments of the Tranche A Term Loans are permitted at any time, in minimum principal amounts, without premium or penalty.


          Table of Contents


          ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

          Notes to Consolidated Financial Statements (Continued)

          24. Subsequent Events (Continued)

                  The Tranche A Term Loans are subject to a financial maintenance covenant requiring the Company to maintain a maximum Consolidated Total Net Debt Ratio (as defined in the Credit Agreement) of 4.00 to 1.00, which will decrease to 3.50 to 1.00 (I) after the sixth full fiscal quarter after the Tranche A Term Loans are made or (II) if the Collateral Suspension occurs prior to the date falling 18 months after the Tranche A Term Loans are made, on the later of (x) the last day of the fourth full fiscal quarter after the Tranche A Term Loans are made and (y) the last day of the fiscal quarter in which the Collateral Suspension occurs.

                  The Tranche A Term Loans are secured by the same collateral and guaranteed by the same guarantors that secure and guarantee the existing Term Loans. The other terms of the Tranche A Term Loans are also generally the same as the terms of the existing Term Loan.

                  Revolving Credit Facility    As part of the Amendments, upon the closing of the King Acquisition, the Company's existing revolving credit facility under the Credit Agreement (as in effect prior to the closing of the King Acquisition) in an aggregate principal amount of $250 million was replaced with a new revolving credit facility under the Credit Agreement in the same aggregate principal amount (the "2015 Revolving Credit Facility").

                  Borrowings under the 2015 Revolving Credit Facility may be borrowed, repaid and re-borrowed by the Company and are available for working capital and other general corporate purposes. Up to $50 million of the 2015 Revolving Credit Facility may be used for letters of credit.

                  The 2015 Revolving Credit Facility is scheduled to mature on October 11, 2020. Borrowings under the 2015 Revolving Credit Facility bear interest, at the Company's option, under the same terms as the Tranche A Term Loans. Additionally, the 2015 Revolving Credit Facility is subject to the same financial maintenance covenant and is secured by the same collateral and guaranteed by the same guarantors that secure and guarantee the Tranche A Term Loans. The other terms of the 2015 Revolving Credit Facility are generally the same as the terms of the Revolver.

          Debt Repayments

                  On February 2, 2016, the Board of Directors authorized repayments of up to $1.5 billion of our outstanding debt duringended March 31, 2016. On February 25, 2016, we made a voluntary principal repayment of $500 million on our Term Loan, reducing the aggregate term loans outstanding under the Credit Agreement, which includes the $2.3 billion of Tranche A Term Loans, to $3.7 billion. Since this repayment was not a contractual requirement and was not authorized by the Board of Directors until February 2016, we did not reflect the repayment as a "Current portion of long-term debt" in our consolidated balance sheet as of December 31, 2015.

           
           For the Quarters Ended 
           
           December 31,
          2015
           September 30,
          2015
           June 30,
          2015
           March 31,
          2015
           
           
           (Amounts in millions, except per share data)
           

          Net revenues

           $1,353 $990 $1,044 $1,278 

          Cost of revenues

            538  337  297  413 

          Operating income

            250  196  332  542 

          Net income

            159  127  212  394 

          Basic earnings per share

            0.22  0.17  0.29  0.54 

          Diluted earnings per share

            0.21  0.17  0.29  0.53 

          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
            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, 2016

                   

          Allowances for sales returns and price protection and other allowances

           $339 $119 $(201)$257 

          Allowance for doubtful accounts

           4 2 (2) 4 

          At December 31, 2015

                            

          Allowances for sales returns and price protection and other allowances

           $379 $114 $(154)$339  $379 $114 $(154)$339 

          Allowance for doubtful accounts

           4 1 (1) 4  4 1 (1) 4 

          At December 31, 2014

                            

          Allowances for sales returns and price protection and other allowances

           $376 $212 $(209)$379  $376 $212 $(209)$379 

          Allowance for doubtful accounts

           5 2 (3) 4  5 2 (3) 4 

          At December 31, 2013

                   

          Allowances for sales returns and price protection and other allowances

           $323 $174 $(121)$376 

          Allowance for doubtful accounts

           9 1 (5) 5 

          (A)
          Includes increases and reversals of allowances for sales returns, price protection, and doubtful accounts due to normal reserving terms.

          (B)
          Includes actual write-offs and utilization of allowances for sales returns, price protection and uncollectible accounts receivable, net of recoveries, and foreign currency translation and other adjustments.

          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
           2.1 Transaction Agreement, dated November 2, 2015, by and among King Digital Entertainment plc, ABS Partners C.V. and Activision Blizzard, Inc. (incorporated by reference to Exhibit 2.1 of the Company's Form 8-K, filed November 3, 2015).

           

          2.2

           

          Appendix I to the Rule 2.5 Announcement (Conditions Appendix) (incorporated by reference to Exhibit 2.2 of the Company's Form 8-K, filed November 3, 2015).

           

          2.3


          Expenses Reimbursement Agreement, dated November 2, 2015, by and between King Digital Entertainment plc and Activision Blizzard, Inc. (incorporated by reference to Exhibit 2.3 of the Company's Form 8-K, filed November 3, 2015).


          2.4


          Form of Voting Undertaking executed by certain shareholders of King Digital Entertainment plc (incorporated by reference to Exhibit 2.4 of the Company's Form 8-K, filed November 3, 2015).


          3.1

           

          Third Amended and Restated Certificate of Incorporation of Activision Blizzard, Inc., dated June 5, 2014 (incorporated by reference to Exhibit 3.1 of the Company's Form 8-K, filed June 6, 2014).

           

          3.2

           

          Third Amended and Restated Bylaws of the Company,Activision Blizzard, Inc., adopted as of February 2, 2016 (incorporated by reference to Exhibit 3.1 of the Company's Form 8-K, filed February 8, 2016).

           

          4.1

           

          Indenture, dated as of September 19, 2013, among Activision Blizzard, Inc., the guarantors named therein and Wells Fargo Bank, National Association, as trustee (incorporated by reference to exhibit 10.1Exhibit 4.1 of the Company's Form 8-K, filed September 19, 2013).


          4.2


          Indenture, dated as of September 19, 2016, among Activision Blizzard, Inc., the guarantors named therein and Wells Fargo Bank, National Association, as trustee (incorporated by reference to Exhibit 4.1 of the Company's Form 8-K, filed September 19, 2016).

           

          10.1*

           

          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).

           

          10.2*

           

          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).

           

          10.3*

           

          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).

           

          10.4*

           

          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).

           

          10.5*

           

          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).

          Table of Contents



          10.6*


          Exhibit Number
          Exhibit
          10.6*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).

          Table of Contents

          Exhibit NumberExhibit

           

          10.7*

           

          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).

           

          10.8*

           

          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).

           

          10.9*

           

          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).

           

          10.10*

           

          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).

           

          10.11*

           

          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).

           

          10.12*

           

          Activision Blizzard, Inc. Amended and Restated 2008 Incentive Plan, as amended and restated (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K filed June 12, 2012).

           

          10.13*

           

          Activision Blizzard, Inc. 2014 Incentive Plan (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K filed June 6, 2014).

           

          10.14*

           

          Activision Blizzard, Inc. KDE Equity Incentive Plan, amended as of November 1, 2016.


          10.15*


          Form of Stock Option Certificate for grants to persons other than non-employee directors 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).

           

          10.15*10.16*

           

          Form of Stock Option Agreement for grants to persons other than non-employee directors 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).


          10.16*


          Form of Executive Stock Option Agreement for grants to Robert A. Kotick or Brian G. Kelly pursuant to the Activision, Inc. 2003 Incentive Plan (effective as of July 26, 2005) (incorporated by reference to Exhibit 10.40 of the Company's Form 10-K for the year ended March 31, 2005).

           

          10.17*

           

          Form of Non-Executive Stock Option Agreement for grants to persons other than Robert A. Kotick or Brian G. Kelly and non-employee directors pursuant to the Activision, Inc. 2003 Incentive Plan (effective as of July 26, 2005) (incorporated by reference to Exhibit 10.41 of the Company's Form 10-K for the year ended March 31, 2005).

           

          10.18*

           

          Form of Non-Employee Director Stock Option Agreement for grants to non-employee directors pursuant to the Activision, Inc. 2003 Incentive Plan (effective as of June 13, 2007) (incorporated by reference to Exhibit 10.17 of the Company's Form 10-K for the year ended March 31, 2007).

          Table of Contents

          Exhibit NumberExhibit
          10.19*Form of Notice of Share Option Award for grants to non-employee directors pursuant to the Activision, Inc. 2003 Incentive Plan (effective as of June 13, 2007) (incorporated by reference to Exhibit 10.19 of the Company's Form 10-K for the year ended March 31, 2007).


          10.20*


          Form of Notice of Share Option Award for grants to persons other than non-employee directors pursuant to the Activision, Inc. 2003 Incentive Plan (effective as of June 13, 2007) (incorporated by reference to Exhibit 10.18 of the Company's Form 10-K for the year ended March 31, 2007).

           

          10.21*10.19*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than non-employee directors 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).

           

          10.22*10.20*

           

          Form of Notice of Restricted Share Award for grants to persons other than non-employee directors 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).

          Table of Contents



          10.23*


          Exhibit NumberExhibit
          10.21*Form of Notice of Stock Option Award for grants to non-employee directors 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).

           

          10.24*10.22*

           

          Form of Notice of Stock Option Award for grants to persons other than non-employee directors 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).

           

          10.25*


          Form of 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 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).


          10.26*


          Form of Notice of Restricted Share Unit Award for grants to independent directors upon their re-election to the board (other than in connection with 10 years of continuous service) 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).


          10.27*10.23*

           

          Form of Notice of Restricted Share Unit Award for grants to officers 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).

           

          10.28*10.24*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than officers or directors 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).

           

          10.29*10.25*

           

          Form of Notice of Restricted Share Award for grants to persons other than non-employee directors 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).

          Table of Contents



          10.26*


          Exhibit Number
          Exhibit
          10.30*Form of Notice of Stock Option Award for grants to unaffiliated directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.44 of the Company's Form 10-K for the year ended December 31, 2008).

           

          10.31*10.27*

           

          Form of Notice of Stock Option Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.45 of the Company's Form 10-K for the year ended December 31, 2008).

           

          10.32*


          Form of 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 pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.46 of the Company's Form 10-K for the year ended December 31, 2008).


          10.33*


          Form of Notice of Restricted Share Unit Award for grants to affiliated non-employee directors and to unaffiliated directors upon their re-election to the board (other than in connection with 10 years of continuous service) pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.47 of the Company's Form 10-K for the year ended December 31, 2008).


          10.34*10.28*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.49 of the Company's Form 10-K for the year ended December 31, 2008).

           

          10.35*10.29*

           

          Form of Notice of Restricted Share Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.50 of the Company's Form 10-K for the year ended December 31, 2008).

           

          10.36*10.30*

           

          Form of Notice of Restricted Share Unit Award for grants under the Company's 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.12 of the Company's Form 10-Q for the quarter ended March 31, 2012).

           

          10.37*10.31*

           

          Form of Notice of Performance Share Award for grants under the Company's 2008 Incentive Plan (incorporated by reference to Exhibit 10.13 of the Company's Form 10-Q for the quarter ended March 31, 2012).

           

          10.38*10.32*

           

          Form of Notice of Stock Option Award for grants to unaffiliated directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of March 6, 2013) (incorporated by reference to Exhibit 10.5 of the Company's Form 8-K filed May 8,10-Q for the quarter ended March 31, 2013).

          Table of Contents



          10.39*


          Exhibit NumberExhibit
          10.33*Form of Notice of Stock Option Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of March 6, 2013) (incorporated by reference to Exhibit 10.6 of the Company's Form 8-K filed May 8,Form10-Q for the quarter ended March 31, 2013).

           

          10.40*10.34*

           

          Form of 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 pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of March 6, 2013) (incorporated by reference to Exhibit 10.7 of the Company's Form 8-K filed May 8, 2013).

          Table of Contents

          Exhibit NumberExhibit
          10.41*Form of Notice of Restricted Share Unit Award for grants to affiliated non-employee directors and to unaffiliated directors upon their re-election to the board (other than in connection with 10 years of continuous service) pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of November 12, 2008) (incorporated by reference to Exhibit 10.8 of the Company's Form 8-K filed May 8,10-Q for the quarter ended March 31, 2013).

           

          10.42*10.35*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of March 6, 2013) (incorporated by reference to Exhibit 10.9 of the Company's Form 8-K filed May 8,10-Q for the quarter ended March 31, 2013).

           

          10.43*10.36*

           

          Form of Notice of Restricted Share Award for grants to persons other than directors pursuant to the Activision Blizzard, Inc. 2008 Incentive Plan (effective as of March 6, 2013) (incorporated by reference to Exhibit 10.10 of the Company's Form 8-K filed May 8,10-Q for the quarter ended March 31, 2013).

           

          10.44*10.37*

           

          Form of Notice of Stock Option Award for grants pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of June 5, 2013) (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended June 30, 2014).

           

          10.45*10.38*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than non-affiliated directors pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of June 5, 2014) (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended June 30, 2014).

           

          10.46*


          Form of Notice of Restricted Share Unit Award for grants to non-affiliated directors pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of June 5, 2014) (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended June 30, 2014).


          10.47*10.39*

           

          Form of Notice of Performance-Vesting Restricted Share Unit Award for grants pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of June 5, 2014) (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended June 30, 2014).

           

          10.48*10.40*

           

          Form of Notice of Restricted Share Award for grants pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of June 5, 2014) (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended June 30, 2014).

           

          10.49*10.41*

           

          Form of Notice of Restricted Share Unit Award for grants to persons other than non-affiliated directors pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of July 29, 2014) (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended September 30, 2014).

           

          10.50*10.42*

           

          Form of Notice of Restricted Share Unit Award for grants to non-affiliated directors pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of July 29, 2014) (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2014).

           

          10.51*10.43*

           

          Form of Notice of Performance-Vesting Restricted Share Unit Award for grants pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of July 29, 2014) (incorporated by reference to Exhibit 10.3 of the Company's Form 10-Q for the quarter ended September 30, 2014).

          Table of Contents

          Exhibit Number Exhibit
           10.52*10.44* Form of Notice of Stock Option Award for grants to U.S. employees pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of November 1, 2016).


          10.45*


          Form of Notice of Stock Option Award for grants to non-U.S. employees pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of November 1, 2016).


          10.46*


          Form of Notice of Performance-Vesting Restricted Share Unit Award for grants to non-U.S. employees pursuant to the Activision Blizzard, Inc. 2014 Incentive Plan (effective as of November 1, 2016).


          10.47*


          Amended and Restated CEO Recognition Program (incorporated by reference to Exhibit 10.6 of the Company's Form 10-Q for the quarter ended June 30, 2014).

           

          10.53*10.48*

           

          2015Activision Blizzard, Inc. Corporate Annual Incentive Plan (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended September 30, 2015).

           

          10.54*10.49*

           

          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).

           

          10.55*10.50*

           

          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).

           

          10.56*10.51*

           

          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).

           

          10.57*10.52*

           

          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).

           

          10.58*


          Letter Agreement, dated as of March 12, 2012, between the Company and Thomas Tippl (incorporated by reference to Exhibit 99.1 of the Company's Form 8-K, filed March 16, 2012).


          10.59*10.53*

           

          Amendment, dated as of December 5, 2013, to Employment Agreement between Thomas Tippl and Activision Blizzard, Inc. (incorporated by reference to Exhibit 10.57 of the Company's Form 10-K for the year ended December 31, 2013).

           

          10.60*


          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).


          10.61*


          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).


          10.62*


          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).


          10.63*


          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).


          10.64*10.54*

           

          Notice of Restricted Share Unit Award, dated as of February 10, 2014, to Thomas Tippl (incorporated by reference to Exhibit 10.68 of the Company's Form 10-K for the year ended December 31, 2013).

           

          10.65*10.55*

           

          Employment Agreement, dated June 30, 2012, between Brian G. Kelly and the Company (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended June 30, 2012).

           

          10.66*10.56*

           

          LetterTransition Agreement, dated as of March 14, 2012,November 22, 2016, between the Company and Brian G. Kelly (incorporated by reference to Exhibit 10.10 of the Company's Form 10-Q for the quarter ended March 31, 2012).

          Table of Contents

          Exhibit NumberExhibit
          10.67*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).


          10.68*


          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).Kelly.

           

          10.69*10.57*

           

          Notice of Stock Option Award, dated as of August 6, 2015 to Brian G. Kelly (incorporated by reference to Exhibit 10.2 of the Company's Form 10-Q for the quarter ended September 30, 2015).

           

          10.70*10.58*

           

          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).

          Table of Contents



          10.71*


          Exhibit NumberExhibit
          10.59*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).

           

          10.72*10.60*

           

          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).

           

          10.73*10.61*

           

          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).

           

          10.74*10.62*

           

          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).

           

          10.75*10.63*

           

          Amendment, dated as of October 26, 2010, to Employment Agreement between Michael Morhaime and the Company (incorporated by reference to Exhibit 10.86 of the Company's Form 10-K for the year ended December 31, 2010).

           

          10.76*


          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).


          10.77*


          Notice of Stock Option Award, dated as of November 8, 2010, to Michael Morhaime (incorporated by reference to Exhibit 10.90 of the Company's Form 10-K for the year ended December 31, 2010).


          10.78*


          Notice of Restricted Share Unit Award, dated as of November 8, 2010, to Michael Morhaime (incorporated by reference to Exhibit 10.91 of the Company's Form 10-K for the year ended December 31, 2010).


          10.79*


          Notice of Stock Option Award, dated as of November 10, 2011, to Michael Morhaime (incorporated by reference to Exhibit 10.94 of the Company's Form 10-K for the year ended December 31, 2011).


          10.80*


          Notice of Stock Option Award, dated as of November 9, 2012, to Michael Morhaime (incorporated by reference to Exhibit 10.108 of the Company's Form 10-K for the year ended December 31, 2012).

          Table of Contents

          Exhibit NumberExhibit
          10.81*Notice of Stock Option Award, dated as of November 15, 2013, to Michael Morhaime (incorporated by reference to Exhibit 10.107 of the Company's Form 10-K for the year ended December 31, 2013).


          10.82*


          Notice of Restricted Share Unit Award, dated as of November 15, 2013, to Michael Morhaime (incorporated by reference to Exhibit 10.108 of the Company's Form 10-K for the year ended December 31, 2013).


          10.83*10.64*

           

          Notice of Stock Option Award, dated as of November 14 2014, to Michael Morhaime (incorporated by reference to Exhibit 10.66 of the Company's Form 10-K for the year ended December 31, 2014).

           

          10.84*10.65*

           

          Notice of Restricted Share Unit Award, dated as of November 14 2014, to Michael Morhaime (incorporated by reference to Exhibit 10.67 of the Company's Form 10-K for the year ended December 31, 2014).

           

          10.85*10.66*

           

          Notice of Stock Option Award, dated as of November 13, 2015, to Michael Morhaime.Morhaime (incorporated by reference to Exhibit 10.85 of the Company's Form 10-K for the year ended December 31, 2015).

           

          10.86*10.67*

           

          Notice of Restricted Share Unit Award, dated as of November 13, 2015, to Michael Morhaime (incorporated by reference to Exhibit 10.86 of the Company's Form 10-K for the year ended December 31, 2015).


          10.68*


          Notice of Stock Option Award, dated as of November 7, 2016, to Michael Morhaime.

           

          10.87*10.69*


          Notice of Restricted Share Unit Award, dated as of November 07, 2016, to Michael Morhaime.


          10.70*

           

          Employment Agreement, dated as of January 9, 2012,July 6, 2010, between Humam SakhniniEric Hirshberg and the CompanyActivision Publishing, Inc. (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the quarter ended March 31, 2013)2011).

           

          10.88*10.71*

           

          Amendment, dated as of October 30, 2014,15, 2015, to Employment Agreement between Humam SakhniniEric Hirshberg and the CompanyActivision Publishing, Inc. (incorporated by reference to Exhibit 10.110.3 of the Company's Form 10-Q for the quarter ended March 31, 2015)2016).

           

          10.89*10.72*

           

          Notice of Stock Option Award,Assignment of Hirshberg Employment Agreement to Activision Blizzard, Inc. dated as of March 6, 2012, to Humam SakhniniDecember 22, 2011 (incorporated by reference to Exhibit 10.210.97 of the Company's Form 10-Q10-K for the quarteryear ended MarchDecember 31, 2013)2011).

           

          10.90*10.73*

           

          Notice of Stock Option Award, dated as of November 14, 2014,13, 2015, to Humam SakhniniEric Hirshberg (incorporated by reference to Exhibit 10.210.4 of the Company's Form 10-Q for the quarter ended March 31, 2015)2016).

          Table of Contents



          10.91*


          Exhibit NumberExhibit
          10.74*Employment Agreement, dated February 29, 2012, between Dennis Durkin and the Company (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended March 31, 2012).

           

          10.92*10.75*

           

          Notice of Stock Option Award, dated as of March 6, 2012, to Dennis Durkin (incorporated by reference to Exhibit 10.6 of the Company's Form 10-Q for the quarter ended March 31, 2012).

           

          10.93*10.76*

           

          Notice of Restricted Share Unit Award, dated as of March 6, 2012, to Dennis Durkin (incorporated by reference to Exhibit 10.8 of the Company's Form 10-Q for the quarter ended March 31, 2012).

           

          10.94*10.77*

           

          Employment Agreement, dated March 15, 2012,November 22, 2016, between Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.1110.1 of the Company's Form 10-Q for the quarter ended March 31, 2012)8-K, filed November 25, 2016).

           

          10.95*10.78*

           

          Stock Option Agreement,Notice of Performance Share Unit Award, dated MayNovember 22, 2000, between2016, to Robert A. Kotick and the Company (incorporated by reference to Exhibit 10.210.1 of the Company's Form 10-Q for the quarter ended September 30, 2000)8-K, filed November 25, 2016).

          Table of Contents

          Exhibit NumberExhibit
          10.96*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).

           

          10.9710.79

           

          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).

           

          10.9810.80

           

          ASAC Stockholders Agreement, dated as of October 11, 2013, among the Company, ASAC and, for the limited purposes set forth in the ASAC Stockholders Agreement, Mr. Kotick and Mr. Kelly (incorporated by reference to Exhibit 10.4 of the Company's Form 8-K, filed October 18, 2013).

           

          10.9910.81

           

          Amendment, dated May 28, 2015, to the ASAC Stockholders Agreement among the Company, ASAC and, for the limited purposes set forth therein, Mr. Kotick and Mr. Kelly (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K filed June 2, 2015).

           

          10.10010.82

           

          Credit Agreement, dated as of October 11, 2013, among the Company, as borrower, certain subsidiaries of the Company, as guarantors, a group of lenders, Bank of America, N.A., as administrative agent and collateral agent for the lenders, J.P. Morgan Securities LLC, as syndication agent, Bank of America Merrill Lynch and J.P. Morgan Securities LLC, as joint lead arrangers and joint bookrunners, and Goldman Sachs & Co., HSBC Securities (USA) Inc., Mistubishi UFJ Securities (USA), Inc., Mizuho Securities USA Inc., RBC Capital Markets, SunTrust Bank and U.S. Bank National Association, as co-documentation agents (incorporated by reference to Exhibit 4.210.1 of the Company's Form 8-K, filed October 18, 2013).

           

          10.10110.83

           

          First Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., the guarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, and the several other agents party thereto (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed November 3, 2015).

           

          10.10210.84

           

          Second Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., the guarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, and the several other agents party thereto (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed November 17, 2015).

          Table of Contents



          10.103


          Exhibit NumberExhibit
          10.85Third Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., the guarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, and the several other agents party thereto (incorporated by reference to Exhibit 10.1 of the Company's form 8-K, filed December 14, 2015).

           

          10.10410.86

           

          SecurityFourth Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., as borrower, the other grantors identified therein andguarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, forand the secured partiesseveral other agents party thereto (incorporated by reference to Exhibit 4.310.1 of the Company's Form 8-K, filed October 18, 2013)April 1, 2016).

           

          10.105*10.87


          Fifth Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., the guarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, and the several other agents party thereto (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed August 24, 2016).


          10.88


          Sixth Amendment to the Credit Agreement, dated as of October 11, 2013, by and among Activision Blizzard, Inc., the guarantors from time to time party thereto, the lenders from time to time party thereto, Bank of America, N.A., as administrative agent and collateral agent, and the several other agents party thereto (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed February 6, 2017).


          10.89


          Registration Rights Agreement, dated as of September 19, 2016, among Activision Blizzard, Inc., the guarantors named therein and the representatives of the initial purchasers of the Notes (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed September 19, 2016).


          10.90*

           

          Non-Affiliated Director Compensation Program and Stock Ownership Guidelines, as amended and restated as of July 28th, 2015 (incorporated by reference to Exhibit 10.1 of the Company's Form 10-Q for the period ended June 30, 2015).November 22, 2016.

          Table of Contents



          10.91


          Exhibit Number
          Exhibit
          10.106Stipulation of Compromise and Settlement, dated as of December 19, 2014 (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed December 29, 2014).

           

          21.1

           

          Subsidiaries of the Company.

           

          23.1

           

          Consent of Independent Registered Public Accounting Firm (PricewaterhouseCoopers LLP).


          23.2


          Consent of PricewaterhouseCoopers LLP, Independent Registered Public Accounting Firm for King Digital Entertainment plc.

           

          24.1

           

          Power of Attorney of each Executive Officer and Director signing this report (included in the signature page hereto).

           

          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 Dennis Durkin 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.

          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 Dennis Durkin pursuant to Section 906 of the Sarbanes-Oxley Act of 2002.

           

          101.INS

           

          XBRL Instance Document.

           

          101.SCH

           

          XBRL Taxonomy Extension Schema Document.

           

          101.CAL

           

          XBRL Taxonomy Calculation Linkbase Document.

           

          101.LAB

           

          XBRL Taxonomy Label Linkbase Document.

           

          101.PRE

           

          XBRL Taxonomy Presentation Linkbase Document.

           

          101.DEF

           

          XBRL Taxonomy Extension Definition Document.

          *
          Indicates a management contract or compensatory plan, contract or arrangement in which a director or executive officer of the Company participates.