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Table of Contents
FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA

Table of Contents


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

FORM 10-K


(Mark one)

ý


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

For the Fiscal Year Ended December 31, 2017

OR

o


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

For the transition period from                                    to                               

UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
FORM 10-K
ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934
For the Fiscal Year Ended December 31, 2022
OR
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

atvi-20221231_g1.jpg
ACTIVISION BLIZZARD, INC.
(Exact name of registrant as specified in its charter)

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

3100 Ocean Park2701 Olympic Boulevard Building B
Santa Monica,CA
90404
(Address of principal executive offices)

90405
(Zip Code)

Registrant's

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

code)

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

Title of each ClassclassTrading Symbol(s)Name of Each Exchangeeach exchange on Which Registeredwhich registered
Common Stock, par value $.000001$0.000001 per shareATVIThe 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 oNo ý

Indicate by check mark whether the registrantregistrant:  (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, a smaller reporting company, or an emerging growth company. See the definitions of "large“large accelerated filer," "accelerated filer," "smallerfiler”, “accelerated filer”, “smaller reporting company,"company”, and "emerging“emerging growth company"company” in Rule 12b-2 of the Exchange Act.

Large Accelerated FilerýAccelerated FileroNon-accelerated Filero
(Do not check if a
smaller
Smaller reporting company)companySmaller Reporting Companyo

Emerging Growth Company o

growth company

If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. o

Indicate by check mark whether the registrant has filed a report on and attestation to its management's assessment of the effectiveness of its internal control over financial reporting under Section 404(b) of the Sarbanes-Oxley Act (15 U.S.C. 7262(b)) by the registered public accounting firm that prepared or issued its audit report.
If securities are registered pursuant to Section 12(b) of the Act, indicate by check mark whether the financial statements of the registrant included in the filing reflect the correction of an error to previously issued financial statements.
Indicate by check mark whether any of those error corrections are restatements that required a recovery analysis of incentive-based compensation received by any of the registrant’s executive officers during the relevant recovery period pursuant to §240.10D-1(b).
Indicate by check mark whether the registrant is a shell company (as defined in Rule 12b-2 of the Exchange Act).  Yes o No ý

The aggregate market value of the registrant'sregistrant’s Common Stock held by non-affiliates on June 30, 20172022 (based on the closing sale price as reported on the Nasdaq) was $42,587,342,045.

$60,436,471,136.

The number of shares of the registrant'sregistrant’s Common Stock outstanding at February 20, 201816, 2023 was 758,631,663.

784,274,126.

Documents Incorporated by Reference

Portions of the registrant's definitiveregistrant’s Proxy Statement to be filed withfor the Securities and Exchange Commission with respect to the 20182023 Annual Meeting of Shareholders which is expected to be held on June 26, 2018,Stockholders are incorporated herein by reference into Part III of this Annual Report.

Form 10-K to the extent stated herein. The 2023 Proxy Statement will be filed with the U.S. Securities and Exchange Commission within 120 days of the registrant’s fiscal year ended December 31, 2022.



ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

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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 related to our proposed transaction with Microsoft Corporation, releases of products or services;services, restructuring activities, and employee retention and recruitment; (3) statements of future financial or operating performance, including the impact of tax items thereon; and (4) statements of assumptions underlying such statements. Activision Blizzard, Inc. generally uses words such as "outlook," "forecast," "will," "could," "should," "would," "to“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” “plan,” “aims,” “believes,” “may,” “might,” “expects,” “intends,” “seeks,” “anticipates,” “estimate,” “future,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to," "subject” “subject to," "upcoming"” “upcoming,” and the negative version of these words and other similar words and expressions to help identify forward-looking statements. Forward-looking statements are subject to business and economic risks, reflect management'smanagement’s current expectations, estimates, and projections about our business, and are inherently uncertain and difficult to predict.

The company cautions


We caution that a number of important factors, many of which are beyond our control, could cause Activision Blizzard, Inc.'sour actual future results and other future circumstances to differ materially from those expressed in any forward-looking statements. Some of the risk factors that could cause our actual results to differ from those stated in the forward-looking statements can be found in "Risk Factors"Risk Factors included in Part I, Item 1A of this Annual Report on Form 10-K. The forward-looking statements contained herein are based uponon information available to usActivision Blizzard, Inc. as of the date of this Annual Report on Form 10-Kfiling, and we assume no obligation to update any such forward-looking statements. Although theseActual events or results may differ from those expressed in forward-looking statements. As such, you should not rely on forward-looking statements are believed to be true when made, theyas predictions of future events. We have based the forward-looking statements contained in this Annual Report on Form 10-K primarily on our current expectations and projections about future events and trends that we believe may ultimately prove to be incorrect.affect our business, financial condition, operating results, prospects, strategy, and financial needs. 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’s names, abbreviations thereof, logos, and product and service designators are all either the registered or unregistered trademarks or trade names of Activision Blizzard.Blizzard, Inc. All other product or service names are the property of their respective owners. All dollar amounts referred to in, or contemplated by, this Annual Report on Form 10-K refer to United States ("U.S.") dollars, unless otherwise explicitly stated to the contrary.

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Item 1. BUSINESS


Overview


Activision Blizzard, Inc. is a leading global developer and publisher of interactive entertainment content and services. We develop and distribute content and services on video game consoles, personal computers ("PC"(“PCs”), and mobile devices. We also operate esports events and leagues and create film and television content based onoffer digital advertising within some of our games.content. The terms "Activision“Activision Blizzard," the "Company," "we," "us,"“Company,” “we,” “us,” and "our"“our” are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries.

For a discussion of the history of the formation of our Company, including our year and form of incorporation, refer to Part I, Item 1 “Business” of our Annual Report on Form 10-K for the year ended December 31, 2019.


Merger Agreement

On January 18, 2022, we entered into an Agreement and Plan of Merger (the “Merger Agreement”) with Microsoft Corporation (“Microsoft”) and Anchorage Merger Sub Inc. (“Merger Sub”), a wholly owned subsidiary of Microsoft. Subject to the terms and conditions of the Merger Agreement, Microsoft agreed to acquire the Company for $95.00 per issued and outstanding share of our common stock, par value $0.000001 per share (the “Shares”), in an all-cash transaction. On April 28, 2022, the Company’s stockholders adopted the Merger Agreement at a special meeting of stockholders. Pursuant to the Merger Agreement, following consummation of the merger of Merger Sub with and into the Company (the “Merger”), the Company will be a wholly-owned subsidiary of Microsoft. As a result of the Merger, we will cease to be a publicly traded company. We have agreed to various customary covenants and agreements, including, among others, agreements to conduct our business in the ordinary course during the period between the execution of the Merger Agreement and the effective time of the Merger (the “Effective Time”). We do not believe these restrictions will prevent us from meeting our debt service obligations, ongoing costs of operations, working capital needs or capital expenditure requirements.

If the Merger Agreement is terminated under certain specified circumstances, we or Microsoft will be required to pay a termination fee. We will be required to pay Microsoft a termination fee of approximately $2.27 billion under specified circumstances, including termination of the Merger Agreement due to our material breach of representations, warranties, covenants or agreements in the Merger Agreement. Microsoft will be required to pay us a reverse termination fee under specified circumstances, including termination of the Merger Agreement due to a permanent injunction arising from Antitrust Laws (as defined in the Merger Agreement) when we are not then in material breach of any provision of the Merger Agreement and if certain other conditions are met, in an amount equal to (1) $2.5 billion if the termination notice is provided prior to April 18, 2023, or (2) $3.0 billion if the termination notice is provided at any time after April 18, 2023.

The consummation of the Merger remains subject to customary closing conditions, including receipt of certain regulatory approvals. On December 8, 2022, the United States Federal Trade Commission (the “FTC”) issued an administrative complaint against the Company and Microsoft alleging that the Company and Microsoft executed the Merger Agreement in violation of Section 5 of the FTC Act, as amended, 15 U.S.C. § 45, which, if consummated, would violate Section 7 of the Clayton Act, as amended, 15 U.S.C. § 18 and Section 5 of the FTC Act, as amended, 15 U.S.C. § 45. The Company was originally incorporatedfiled an answer to the FTC’s administrative complaint on December 22, 2022, and thereafter filed an amended answer on January 4, 2023. The administrative trial is currently scheduled to take place before an FTC administrative law judge starting August 2, 2023.

The two parties are continuing to engage with regulators reviewing the proposed transaction and are working toward closing in CaliforniaMicrosoft’s fiscal year ending June 30, 2023, subject to obtaining required regulatory approvals and satisfaction or waiver of other customary closing conditions.

For additional information related to the Merger Agreement, please refer to the DefinitiveProxy Statement on Schedule 14A filed with the U.S. Securities and Exchange Commission (the SEC)on March 21, 2022, as supplemented by the Current Report on Form 8-K filed with the SEC on April 15, 2022, and other relevant materials in 1979 and was reincorporated in Delaware in December 1992. In connection with the 2008 business combination (the "Business Combination") byproposed transaction with Microsoft that we will file with the SEC and amongthat will contain important information about the Company (then known as Activision, Inc.), Vivendi S.A. ("Vivendi"), and Vivendi Games, Inc. ("Vivendi Games"), an indirect wholly-owned subsidiary of Vivendi, we were renamed the Merger.

China License Agreements

Activision Blizzard had licensing agreements with NetEase, Inc.

        The common stock (“NetEase”) covering the publication of several Blizzard Entertainment, Inc. titles in Mainland China. These agreements, which contributed approximately 3% of Activision Blizzard is traded on The Nasdaq Stock Market under the ticker symbol "ATVI."

Blizzard’s consolidated net revenues in both 2021 and 2022, expired in January 2023.


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The King Acquisition

        On February 23, 2016 (the "King Closing Date"), we acquired King Digital Entertainment, a leading interactive mobile entertainment company ("King"), by purchasing all of its outstanding shares (the "King Acquisition"). We made this acquisition because we believed that


Activision Blizzard is committed to finding alternative ways to serve the addition of King's highly complementary mobile business positioned us as a global leadercommunity in interactive entertainment across mobile, console, and PC platforms, and aligned us for future growth. The aggregate purchase price of approximately $5.8 billion was funded with $3.6 billion of existing cash and $2.2 billion of cash from new debt issuedMainland China affected by the Company. King's resultsexpiry of operations since the King Closing Datethese agreements. The co-development and publishing of Diablo® Immortal™ is covered by a separate agreement with NetEase, which remains in place. In addition, Call of Duty®: Mobile is governed by agreements with another third party that are included in our consolidated financial statements.

unaffected.


Our Strategy and Vision


Our objective is to continue to beconnect and engage the world through epic entertainment. We are a worldwide leader in the development, publishing, and distribution of high-quality interactive entertainment content and services, as well as related media, that deliverdelivering engaging entertainment experiences to our network of connected players on a year-round basis. In pursuit of thisour objective, we focus on three strategic pillars: expanding audience reach; driving deepdeepening consumer engagement; and providing more opportunities forincreasing player investment.


Expanding audience reach.Building on our strong established franchises and creating new franchises through compelling new content is at the core of our business. We endeavor to expand our network and reach as many consumers as possible either through: (1) the purchase ofby offering our content on multiple platforms, particularly mobile, the largest and services; (2) engagement in ourfastest growing platform, and delivering compelling experiences across multiple business models (e.g., premium, free-to-play, games, which allow consumers to play games with no up-front cost but provide for player investment through sales of downloadable content or via microtransactions; or (3) engagement in other types of media based on our franchises, such as esports and film and television content.

subscription-based).


Driving deep consumer engagement.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 as well as related media, to provide a depth of content that keepsoffers consumers engagedthe opportunity to engage for a long period of time following a game's release,game’s release. In addition, our games are designed to provide players the ability to connect with each other socially within our communities, thus delivering more value to our players and providing additional growth opportunities for our franchises.

        Providing more opportunities forgames.


Increasing player investment.    Increasingly,The connected, online nature of our consumers are connected to our games online through consoles, PCs, and mobile devices. This allowsnetwork enables us to offer additional digitalcontent and player investment opportunities directly to our consumers on a year-round basis. 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).in-game content. These digital revenue streams tend to be more recurring and have relatively 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 forgenerate revenue through offering 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.

games.


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

        As part of the continued implementation of our esports strategy, we instituted changes to our internal organization and reporting structure such that the Major League Gaming ("MLG") business now operates as a division of Blizzard Entertainment, Inc. ("Blizzard"). As such, commencing with the



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second quarter of 2017, MLG, which was previously a separate operating segment, is now a component of the Blizzard operating segment. MLG is responsible for the operations of the Overwatch League™, along with other esports events, and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.

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

(i)    Activision Publishing, Inc.

        Activision Publishing, Inc. ("Activision"),each of which is a leading global developer and publisher of interactive software products and entertainment content particularly for the console platform.and services based primarily on our internally-developed intellectual properties.


(i) Activision primarilyPublishing, Inc.

Activision Publishing, Inc. (“Activision”) delivers content through retailboth premium and digital channels, includingfree-to-play offerings and primarily generates revenue from full-game and in-game sales, as well as by licensing software to third-party or related-party companies that distribute Activision products. Activision develops, markets, and sells products based on our internally developed intellectual properties, as well as some licensed properties. We have also established a long-term alliance with Bungie to publish its game universe, Destiny.

        Activision'sActivision’s key product franchises include: Call of Duty®, a first-person shooterofferings include titles and content for the console and PC platforms, and Destiny, an online universe of first-person action gameplay (which we call a "shared-world shooter") for the console and PC platforms. Call of Duty, Activision's leading franchise, has beena first-person action franchise. Activision also includes the number one console franchise globally for eightactivities of the last nine years, based on data from The NPD Group, GfK Chart-Track, and GSD, and our internal estimates.

Call of Duty League™, a global professional esports league.


(ii) Blizzard Entertainment, Inc.


Blizzard is a leading global developer and publisher of interactive software products and entertainment content, particularly for the PC platform. Blizzard primarilyEntertainment, Inc. (“Blizzard”) delivers content through retailboth premium and digital channels, including subscriptions,free-to-play offerings and primarily generates revenue from full-game and in-game sales, as well assubscriptions, and by licensing software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online gaming service, Blizzard Battle.net®platform, Battle.net®, which facilitates digital distribution of Blizzard content along with Activision'sDestiny 2 PCand selected Activision content, online social connectivity, and the creation of user-generated content. As noted above, Blizzard also includes the activities of our MLG business, which is responsible for the operations of the Overwatch League, along with other esports events, and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.

        Blizzard'sBlizzard’s key product franchises include:offerings include titles and content for: the Warcraft® franchise, which includes World of Warcraft®Warcraft®, a subscription-based massive multi-player online role-playing game, ("MMORPG") for PC; StarCraft®, a real-time strategy PC franchise; Diablo®, an action role-playing franchise for the PC and console platforms; Hearthstone®Hearthstone®, an online collectible card franchise forgame based in the PCWarcraftuniverse; Diablo® in the action role-playing genre; and mobile platforms; HeroesOverwatch® in the team-based first-person action genre. Blizzard also includes the activities of the Storm®Overwatch League™, a free-to-play team brawler for PC; and Overwatch®, a team-based first-person shooter for the PC and console platforms. Worldglobal professional esports league.


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(iii) King Digital Entertainment


King is a leading global developerDigital Entertainment (“King”) delivers content through free-to-play offerings and publisher of interactive entertainment contentprimarily generates revenue from in-game sales and services, particularlyin-game advertising on mobile platforms, such as Google Inc.'s ("Google") Android and Apple Inc.'s ("Apple") iOS. King also distributes its content and services on the PC platform, primarily via Facebook, Inc. ("Facebook"). King's games are free to play, however, players can acquire in-game items, either with virtual currency the players purchase or directly using real currency.


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        King'splatforms. King’s key product franchises, all of which areofferings include titles and content for the mobile and PC platforms, include: Candy Crush™, which features "match three" games; Farm Heroes™, which also features "match three" games; and Bubble Witch™, which features "bubble shooter" games. King had two of the top 10 highest-grossing titles in the U.S. mobile app stores for the last 17 quarters in a row, according to App Annie Intelligence and internal estimates for the Apple App Store and the Google Play Store combined.

“match three” franchise.


Other


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

    the Activision Blizzard Studios ("Studios") business, which is devoted to creating original film and television content based onincluding our library of globally recognized intellectual properties, and which, in October 2017, released the second season of the animated TV seriesSkylanders™ Academy on Netflix; and

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


Products


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


premium full-games, which typically provide access to main game content primarilyafter purchase;

free-to-play offerings, which allow players to download the game and engage with the associated content for console or PC;

free;

downloadable content, which provides players with additional in-game content for purchase to purchase following the purchase of a full game;

enhance gameplay (i.e., microtransactions which typically provide relatively small pieces of additional in-game content or enhancements to gameplay, generally at relatively low price points; and

downloadable content) available within both our premium full-games and free-to-play offerings;

subscriptions for players in our World of Warcraft franchise that provide for continualongoing access to the game content.

content; and


advertising services for third-party companies to reach and engage with our players, primarily within our free-to-play offerings.

Providing additional content and experiences within franchises has increased opportunities for player investment outside of premium full-game purchasespurchases. This has allowed us to shift from our historical seasonality to a more consistently recurring and year-round revenue model. In addition, if executed properly, it allows us to increase player engagement as it provides more frequentwith our games and incremental content for our players.

content.


Product Development and Support


We focus on developing enduring franchiseswholly-owned intellectual properties backed by well-designed, high-quality games with regular content updates. We aim to build interactive entertainment content with the potential for broad reach, sustainable engagement, and year-round player investment. It is our experience that enduring franchisesestablished intellectual properties 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 provenestablished franchises enhances predictability of revenues and the probability of high unit volume sales and operating profits. We intend to continue development of content based on our owned franchisesintellectual properties in the future.


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our development teams, a trend that we expect to continue, but at more moderated levels.


We develop and produce our titles using a model in which a group of creative, technical, and production professionals, including designers, producers, programmers, artists, and sound engineers, in coordination with our marketing, finance, analytics, sales, and other professionals, hasindividual game studios have primary responsibility for the entire development and production process, including the supervision and coordination of internal and, where appropriate, external resources. We believe this model allows us to deploy the best resources for a given task, including by supplementing our internal expertise with top-quality external resources on an as-needed basis.


While most of theour content for our franchises is developed by our internal studios, we periodicallyalso engage independent third-party developers to create content on our behalf. From time to time, we also acquire the license rights to publish and/or distribute software products that are, or will be, independently created by third-party developers. Since 2010, Activision has been in a long-term exclusive relationship with Bungie, the developer

6

We provide various forms of product support.support to our game studios when developing a product. 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 in an effort 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.

online.


Marketing, Sales, and Distribution


Many of our products 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 includeinclude: activities on Facebook, Twitter, Twitch, YouTube andonline social networks; other online social networks, other online advertising, otheradvertising; public relations activity,activities; print and broadcast advertising,advertising; coordinated in-store and industry promotions (including merchandising and point of purchase displays),; participation in cooperative advertising programs,programs; direct response vehicles,vehicles; and product sampling through demonstration software distributed through the Internet or the digital online services provided by our partners.sampling. From time to time, we also receive marketing support from hardware manufacturers, producers of consumer products related to a game, and retailers in connection with their own promotional efforts, as well as co-marketing from promotional partners.


Our physical products are available for sale in outlets around the world. These products are sold primarily on a direct basis to 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) or through third-party distribution and licensing arrangements.

        Most of our products and content are alsogenerally 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 platform partners, including Microsoft Corporation ("Microsoft"Apple Inc. (“Apple”), Facebook, Inc. (“Facebook”), Google Inc. (“Google”), Microsoft, Sony Interactive Entertainment Inc. ("Sony"), Apple, Google, Nintendo Co., Ltd. ("Nintendo"(“Sony”), and Facebook.Valve Corporation (“Valve”). Blizzard utilizes its proprietary online gaming service, Blizzardplatform, Battle.net, to distribute most of Blizzard'sBlizzard’s content and selected Activision content directly to PC consumers.


In addition to serving as a distribution platform, Blizzard Battle.net offers players communications features, social networking, player matching, and digital content delivery and is designed to allow people


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to connect regardless of which of our games on Blizzard Battle.net they are playing. It attracts millions of active players, making it one of


Our physical products are available for sale in outlets around the largest online game-related services in the world.

These products are sold primarily on a direct basis to mass-market retailers, consumer electronics stores, discount warehouses, game specialty stores, and other stores, or through third-party distribution and licensing arrangements.


Manufacturing


We prepare master program copies for our products on each release platform. With respect to products for consoles, such as for Microsoft Sony, and Nintendo consoles,Sony, 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 NintendoSony generally specify or control the manufacturing and assembly of finished products and license their hardware technologies to us for whichus. In return, we pay an applicable royalty per unit once the manufacturer fills the product order, even if the units do not ultimately sell. We 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 TopOur Franchises


Customers


While the Company does sell directly to end consumers in certain instances, such as sales through Blizzard's proprietary online gaming service platform, Blizzard Battle.net, in other instances our customers may becontent is distributed to end consumers via platform providers, such as Apple, Facebook, Google, Microsoft, Sony, Microsoft, Google, and Apple,Valve, or retailers, such as Wal-MartBest Buy, GameStop, Target, and GameStop, who act as distributorsWalmart.

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Customers and platform providers exceeding 10% or more of our content to end consumers. For the year ended December 31, 2017, we had three customers—Apple, Sony,consolidated net revenues and Google—who accounted for 16%, 14%, and 10%, respectively, of net revenues. For the year ended December 31, 2016, we had two customers—Sony and Apple—who each accounted for 13% of net revenues. For the year ended December 31, 2015, we had two customers—Sony and Microsoft—who accounted for 12% and 10%, respectively, of net revenues.

        We had three customers—Sony, Microsoft, and Apple—who accounted for 17%, 14%, and 10%, respectively, of consolidated gross receivables at December 31, 2017. We had three customers—Sony, Microsoft, and Wal-Mart—who accountedwere approximately as follows:


For the Years Ended December 31,
202220212020
Net Revenues:
Apple Inc.20 %17 %15 %
Google Inc.18 %17 %14 %
Sony Interactive Entertainment Inc.13 %15 %17 %
Microsoft Corporation**11 %
At December 31,
20222021
Gross Receivables:
Sony Interactive Entertainment Inc.22 %22 %
Microsoft Corporation20 %20 %
Google Inc.10 %*

*    Did not account for 17%, 10%, and 10%, respectively, or more of our consolidated net revenues or consolidated gross receivables at December 31, 2016.

Topfor the noted periods.


Our Franchises


For the years ended December 31, 20172022, 2021, and 2016,2020, our top fourthree franchises—Call of Duty, Candy Crush, World of Warcraft, and Overwatch—Candy Crush—collectively accounted for 66%79%, 82%, and 69%79%, respectively, of our net revenues. No other games or content outside of these franchises comprised 10% or more of our net revenues respectively. 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.

in those periods.


Competition


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


The interactive entertainment industry is intensely competitive, and new interactive entertainment software products and platforms are regularly introduced. 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;price of content; marketing support; and quality of customer service.



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        We compete with other publishers of 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, Sony, and Nintendo, compete directly with us in the development of software titles for their respective platforms. A numberplatforms, while at the same time acting as key distribution channels and payment gateways for our products and services through their digital storefronts. Apple and Google are similarly positioned on mobile devices.

As our teams have contributed to transforming gaming into social experiences, enabling players to find purpose and meaning through games, we believe connecting these communities together is the next step in our industry. This can be seen by established and emerging competitors seeing opportunity for virtual worlds filled with professionally produced content, user generated content and rich social connections. As investments in cloud computing, artificial intelligence and machine learning, data analytics, and user interface and experience capabilities are becoming more competitive, we believe that our proposed Merger with Microsoft will better enable our ambitions in this dynamic and highly competitive environment.

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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 that we use to develop and run our 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 a majority of our products based on wholly-owned intellectual properties, such as Call of Duty, World of Warcraft, and Candy Crush, among others.Crush. In other cases, we obtain intellectual property through licenses and service agreements, such as for our Destiny franchise.agreements. Further, our products that play on consoles and mobile platforms include technology that is owned by the platform provider and is licensed non-exclusively to us for use in the relevant product. We also license technology from providers other than console manufacturersproviders 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 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, including monitoring online channels for distribution of pirated copies and participating in various enforcement initiatives, education programs, and legislative activity around the world. For our PC products, we use technological protection measures to prevent piracy and the use of unauthorized copies of our products. For other platforms, the platform providers typically incorporate technological protections and other security measures in their platforms to prevent the use of unlicensed products on those platforms.


Our People

Our continued success is directly related to our ability to attract, recruit, enable, retain, and develop diverse and exceptional talent. In this section, we provide information about our employees, our initiatives to provide opportunities to further develop careers and enhance the experience of our employees, our commitment to excellence, diversity, equity and inclusion, and related employment matters.

Overview: As of December 31, 2022, Activision Blizzard had approximately 13,000 full-time and part-time non-temporary employees, with approximately 72% in North America, approximately 22% in the Europe, Middle East, and Africa (“EMEA”) region, and approximately 6% in the Asia Pacific region. Of these employees, approximately 69% either work directly on, or support, our game and technology development.

Diversity, Equity, and Inclusion (“DE&I”): We believe that a diverse, inclusive culture committed to excellence and measured by performance enables us to capitalize on the strengths of our workforce to exceed players’ and fans’ expectations and meet our business objectives. We remain committed to building and sustaining a welcoming, inclusive culture through DE&I practices and programs throughout the employee experience.

Our Corporate Governance Principles and Policies demonstrate our commitment to diversity at the Board of Directors level, providing that the initial list from which any new independent director nominee is chosen includes qualified female and racially/ethnically diverse candidates. Similarly, when we recruit new senior leadership we expect candidate slates at the vice president level and above to be diverse, and aim to recruit diverse candidates across the Company. During 2022, we increased the percentage of women on our Board of Directors from 20% to 33%. Further, as of December 31, 2022, 22% of our Board of Directors are members of underrepresented communities.

In 2021, in connection with our announcement by our CEO, Mr. Kotick, of Transformational Goals for our organization, we committed to increase the percentage of women and non-binary employees by 50% by October 2026. Further, our required training programs underscore our commitment to maintaining a respectful workplace culture. For example, every employee is required to take our online “Way2Play” Training, which covers a wide range of ethics and compliance topics, including workplace respect. In 2022, we required all U.S. employees to be trained on our new Workplace Integrity Policy, to help ensure a culture free of harassment, discrimination, and retaliation. This training will be expanded to non-U.S. based employees in 2023. This policy, along with mandatory live training, aims to ensure that all employees understand their responsibilities with respect to conduct that can detract from a welcoming, respectful workplace committed to excellence. We also offer leadership and management development opportunities on the topics of unconscious bias and inclusive leadership, and train our recruiting workforce in diverse sourcing strategies.

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Our overall goal in hiring is to provide an objective and equitable process that helps us recruit the very best talent we can find and we utilize an array of resources and tools aimed at ensuring women, underrepresented ethnic groups (“UEGs”), and other diverse employees are appropriately represented in our workforce. We believe a diverse workforce allows us to better serve our players in almost 200 countries and creates a more inspiring culture that fosters creativity and innovation.

We continually invest in tools and systems that allow us to better track representation of women and UEG candidates at the applicant, interview, and hiring stages of our recruiting processes, helping to reinforce our goal of having diverse candidate slates for open positions. As of November 30, 2022, approximately 26% of our global employee population identifies as women or non-binary, up from approximately 24% in November 2021. Representation for UEGs in the U.S. was approximately 38% as of November 30, 2022, up from approximately 36% in November 2021.

We have invested in additional initiatives–from expanding opportunities in the gaming and technology space for underrepresented communities to mentorship and sponsorship programs for our current teammates and future leaders. In 2021, in connection with our Transformational Goals (described further below under the heading “Actions to Enhance Our Workplace Experience”), we committed to invest $250 million over the following ten years in initiatives that foster expanded opportunities in gaming and technology for underrepresented communities. Additionally, our work to support the Call of Duty Endowment in 2022 resulted in 15,987 veteran job placements and more than $1 billion in positive economic impact for the veteran community.

Compensation and Benefits: The main objective of our compensation program is to provide compensation that attracts, retains, motivates, and rewards employees who operate with excellence in a highly competitive and technologically challenging environment. We seek to do this by linking compensation (including annual changes in compensation) to overall Company and business unit/franchise performance, as well as each individual’s contribution to the results achieved. The emphasis on overall Company performance is intended to align our employees’ incentives with the interests of our shareholders. We continue to make efforts across our global organization to promote equal pay practices, as demonstrated by the disclosure of our Global Pay Equity Review for 2021 results in our most recent annual Environmental, Social, Governance (“ESG”) report. Further, we have announced improved benefits such as increased holiday, wellness, and vacation time off.

We always endeavor to offer benefits that enable our employees and their families to live healthier and more secure lives. Examples include: 401(k) with matching Company contributions; a comprehensive well-being program; paid leave programs; medical insurance; prescription drug benefits; dental insurance; vision insurance; accidental death and dismemberment insurance; critical illness insurance; life insurance; disability insurance; health savings accounts; flexible spending accounts; and benefits to support current and hopeful parents. We frequently upgrade our benefit portfolio by seeking out pioneer partners that give our employees unique and supportive benefit experiences. A more comprehensive list of our benefits can be found at https://benefitsforeveryworld.com (this corporate website, and the contents thereof, is not incorporated by reference into this Annual Report on Form 10-K nor deemed filed with the SEC).

In 2021, the Company reviewed our compensation and incentive programs and implemented changes to our compensation to enhance employee equity ownership and align our equity compensation practices more closely with industry peers. As a result of this review, the Company made changes to our bonus and equity programs so that all eligible employees received all or a portion of certain incentives in the form of Company equity for 2021. Similarly, for 2022 the Company is expecting to deliver certain of its annual performance plans in the form of Company equity to further align the interests of our employees with the interests of our shareholders.

Developing Careers and Growing Leaders: Recognizing that ours is a rapidly changing industry with a requirement for constant innovation, developing our talent base is vital to our continued success. Our talent processes are focused on career and leadership development opportunities through promotion and internal mobility, performance management, and strategic talent assessment and succession planning. In order to ensure a continuing commitment to excellence and a recognition that performance is a prerequisite to sustained success, we try to ensure our employees have a clear understanding of their strengths and development opportunities. We believe this transparency in communication fosters a collaborative and productive relationship between employees and their managers. Our performance management process begins with the establishment of goals, followed by encouraged regular check-ins on progress and performance so that employees have an understanding of their strengths, areas for improvement, and how they are contributing to the success of the Company. We assess employee contributions to our Company results and culture so that we can recognize and reward their contributions. Additionally, on an annual basis, we conduct an organizational health and performance review process with our senior leadership and segment, business, franchise, and function leaders, focusing on our high-performing and high-potential talent, diversity and inclusion, and the performance and succession for our most critical roles.
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Engaging Employees: Employees across the Company have the opportunity to join and contribute to one of our nine Employee Network Groups (“ENGs”). These groups enrich our employees’ experiences, our culture, and our business by driving inclusion, cultural awareness, professional development, networking, and community involvement. Employee engagement also plays a critical role in how we identify and improve the way we work. We capture and act on the voice of our employees through multiple means, including pulse surveys, listening sessions and Upward Feedback, an annual process through which employees share constructive actionable feedback to their managers through an anonymous survey, enabling awareness regarding managers’ inclusive behaviors and commitment to living our values. Through this process we encourage our employees to provide honest, candid feedback about their experiences working for the Company. This process enables us to provide an enriching, rewarding experience for our employees. In 2022, we had 90% of eligible managers receive feedback and overall positive ratings increased across the Company, and within each business unit, as compared to the prior year.

Actions to Enhance Our Workplace Experience: The Company regularly introduces new initiatives to enhance our culture and ensure a welcoming, inclusive, diverse workplace committed to excellence. Continuing to provide a model workplace in our industry remains a priority for the Company.

On October 28, 2021, Mr. Kotick announced transformational workplace excellence goals and practices (collectively, the “Transformational Goals”). As part of our workplace excellence goals, we accomplished the following in 2022:

In furtherance of our goal to increase the percentage of women and non-binary individuals by 50% over the next five years – We have made meaningful progress. As of November 30, 2022, approximately 26% of our global employee population identifies as women or non-binary, up from approximately 24% in November 2021, and up from approximately 23% at the time the goal was announced.

Investing $250 million over the next ten years to accelerate opportunities for diverse talent – As part of this commitment, in 2022 we launched Level-Up U, a three-month training program for engineers seeking to launch their careers in the gaming industry. For the inaugural class of Level-Up U engineers, over 100 offers to program applicants were accepted, with a 73% rate of overall diversity, including 45% women and non-binary individuals and 40% from UEGs.

In furtherance of our zero tolerance policies with respect to certain types of workplace conduct – We significantly expanded our Ethics and Compliance resources to increase our ability to conduct faster investigations and ensure greater consistency across investigations of all types across the Company. In 2022, we added 26 Ethics and Compliance professionals and we have quadrupled the size of the Ethics and Compliance team since July 2021.

Increasing visibility on pay equity – Since the announcement of this commitment, we have shared the results of our U.S. Pay Equity Review 2020 and Global Pay Equity Review for 2021, which highlight that, after accounting for factors that impact pay like role, location, tenure, and job classification, in the U.S., women at the Company on average earned slightly more than men at the Company for comparable work in 2020 (women received approximately one dollar and one cent for every dollar received by men), and globally, women and those who do not identify as men at the Company on average earned one dollar for every dollar received by men at the Company for comparable work in 2021. We also included a median pay analysis in our 2021 ESG Report and published our EEO-1 Report.

In connection with the announcement of the Transformational Goals, in October 2021, Mr. Kotick requested that his compensation be reduced to the lowest amount permitted to be paid to exempt employees under California law. Consistent with this request, Mr. Kotick’s base salary for 2022 was $62,500 and he did not receive any equity awards or bonus payments.

Our Board of Directors’ Workplace Responsibility Committee, formed in November 2021, has been engaged in overseeing the Company’s progress in successfully implementing its workplace excellence policies, procedures, and commitments. The Workplace Responsibility Committee requires management to develop key performance indicators and/or other means to measure progress and ensure accountability, with executive management providing frequent progress reports to the Workplace Responsibility Committee, which regularly briefs the full Board of Directors. Any changes to Mr. Kotick’s annual and long-term compensation will only occur after a determination by the Workplace Responsibility Committee of appropriate progress toward the achievement of our workplace excellence objectives.

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Unionization: Our employees in the U.S. are not covered by collective bargaining agreements. However, in May 2022, a small group of quality assurance workers at our Raven Software studio in Wisconsin voted in favor of forming a union with the Communication Workers of America (the “CWA”). In December 2022, a small group of quality assurance workers for Blizzard in New York also voted in favor of forming a union with the CWA. On December 27, 2022, the Proletariat studio in Boston, which was recently acquired by Blizzard, announced the formation of a union and the CWA filed a petition for union representation with the U.S. National Labor Relations Board (the “NLRB”). The NLRB announced that the mail ballot election would be scheduled to begin January 24, 2023; however, the CWA withdrew its petition on January 24, 2023. We deeply respect the rights of all employees to make their own decisions about whether or not to join a union and exercise all other National Labor Relations Act rights. Across the Company, we believe that a direct relationship between managers and team members allows us to quickly respond and deliver the strongest results and the greatest opportunities and incentives for employees. As discussed in Part I, Item 1A under “Risk Factors” of this Annual Report on Form 10-K, while the Merger Agreement is in effect, we are also subject to certain interim covenants with respect to various matters (including, among other things, with respect to collective bargaining agreements and employee benefit plans) concerning the operation of our business during the pendency of the Merger.

Workplace legal matters and related risks: For information regarding legal actions against the Company regarding workplace concerns and related matters, see Part I, Item 1A “Risk Factors” and Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K.

Sustainability

We have a responsibility to operate sustainably. We have established and disclosed Scopes 1, 2 and estimated Scope 3 emissions and are developing a roadmap to reach net zero greenhouse gas emissions by 2050 in accordance with the Science Based Targets Initiative Corporate Net-Zero Standard. Our rapid conversion towards a fully digital business is enabling us to set and achieve important sustainability goals. As a result of our focus and progress thus far, we have reduced packaging waste by 70% as compared to our baseline year of 2019, surpassing our original ambitious goal of a 50% reduction by 2024.

Long Term Total Shareholder Return

The below total shareholder returns (“TSR”) information is provided to illustrate the comparison of the Company’s long term TSR to the identified peers and index. Other performance measures are included in Part II, Item 5 under “Stock Performance Graph” of this Annual Report on Form 10-K and will be included in our definitive Proxy Statement for our 2023 Annual Meeting of Shareholders.

Over the 10 years ended December 31, 2022, the Company delivered an average annual TSR of 23%, ahead of the peer group median of 18% and significantly ahead of the S&P 500 at 10%. Over the 20 years ended December 31, 2022, the Company’s average annual TSR was 21%, ahead of the peer group median of 11% and significantly ahead of the S&P 500 at 8%.

The peer group for purposes of this long term TSR data is the Company’s peer group as identified in its definitive Proxy Statement for our 2022 Annual Meeting, which meeting was held in June 2022, and has been updated to reflect any changes in corporate structure of the peers. The peer group consists of Adobe Inc., eBay Inc., Electronic Arts Inc., Fox Corporation., Intuit Inc., Liberty Media Corporation, Live Nation Entertainment, Inc., Netflix Inc., Paramount Global, PayPal Holdings, Inc., salesforce.com, Inc., ServiceNow, Inc., Sirius XM Holdings Inc., The Walt Disney Company, and Warner Bros. Discovery, Inc.


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Information about our Executive Officers


Our executive officers and their biographical summaries are provided below:


Name
AgePosition

Name

AgePosition
Robert A. Kotick

5954Chief Executive Officer of Activision Blizzard

Collister Johnson

Daniel Alegre
5441President and Chief Operating Officer of Activision Blizzard

Dennis Durkin

Armin Zerza
5347Chief Corporate Officer of Activision Blizzard

Spencer Neumann

48Chief Financial Officer of Activision Blizzard

Eric Hirshberg

Grant Dixton
4949President and Chief Executive Officer of Activision

Michael Morhaime

50President and Chief Executive Officer of Blizzard

Brian Stolz

42Chief People Officer of Activision Blizzard

Christopher Walther

51Chief Legal Officer of Activision Blizzard

Riccardo Zacconi

Brian Bulatao
5850Chief ExecutiveAdministrative Officer of KingActivision Blizzard


Robert A. Kotick, Chief Executive Officer of Activision Blizzard


Robert A. Kotick, who serves as our Chief Executive Officer, has been a director of Activision Blizzard since February 1991, following his purchase of a significant interest in the Company, which was then on the verge of insolvency. Mr. Kotick was our Chairman and Chief Executive Officer from February 1991 until July 2008, when


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he became our President and Chief Executive Officer in connection with the Business Combination. Mr KotickOfficer. He served as our President from July 2008 until June 2017, when Mr. Johnson began serving as our President and Chief Operating Officer. Mr. Kotick remains the Chief Executive Officer of Activision Blizzard.2017. Mr. Kotick is also a member of the board of directors of The Coca-Cola Company, a multinational beverage corporation, and the boards of trustees for The Center for Early Education and the Harvard-Westlake School. He is also vice chairmanthe Vice Chairman of the boardBoard and chairmanChairman of the committeeCommittee of trusteesTrustees of the Los Angeles County Museum of Art. In addition, Mr. Kotick is the founderco-founder and co-chairmanco-Chairman of the Call of Duty Endowment, a nonprofit, public benefit corporation that seeks to help organizations that provide job placement and training services for veterans.

Collister Johnson,


Daniel Alegre, President and Chief Operating Officer of Activision Blizzard

        Collister "Coddy" Johnson


Daniel Alegre has served as our President and Chief Operating Officer since June 2017. Prior to that, he served as the chief operating officer and co-founder of Altschool, a public benefit, education technology company, from April 2016 until May 2017. Prior to joining Altschool, he held a number of positions of increasing responsibility at the Company from 2008 to 2016, serving as the chief financial officer and head of operations of Activision, one of our principal operating units, chief operating officer of Activision studios, and senior vice president and chief of staff to our Chief Executive Officer. Mr. Johnson holds a B.A. degree in ethics, politics and economics from Yale University and an M.B.A. degree from Stanford University.

Dennis Durkin, Chief Corporate Officer of Activision Blizzard

        Dennis Durkin became our Chief Corporate Officer in June 2017. Prior to this, Mr. Durkin served as our Chief Financial Officer since joining the Company in March 2012.2020. Prior to joining the Company, Mr. DurkinAlegre held a number of leadership positions of increasing responsibility at Microsoft Corporation,Google, a computing hardwaretechnology company specializing in internet-related services and software manufacturer, most recentlyproducts, from 2004 to 2020, including serving as President of Global Retail and Shopping, where he led the corporate vice presidentinitiatives to embed e-commerce across all Google product areas and chief operating and financial officer of Microsoft Corporation's interactive entertainment business, which includedto help diversify beyond advertising into the Xbox consoleretail transactions business. Prior to that, Mr. Alegre was President of the Google’s Global and Strategic Partnerships organization, working across all of Google’s core business lines to create and foster key strategic relationships with some of the world’s largest partners. Mr. Alegre was also instrumental in Google’s international expansion, serving as President of Google’s Asia-Pacific and Japan businesses living in China, Singapore, and Tokyo and as Vice President of the Latin America business, overseeing a massive expansion in both regions. Prior to joining Microsoft Corporation's interactive entertainment businessGoogle, Mr. Alegre was Vice President at Bertelsmann Media, running a division of BMG Music in 2006,Latin America as well as Partnerships of the Bertelsmann eCommerce Group in New York City. 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. DurkinAlegre holds a B.A. degree in government from Dartmouth Collegethe Woodrow Wilson School of Public and anInternational Affairs at Princeton University, as well as dual M.B.A. degreeand J.D. degrees from Harvard University.

Spencer Neumann,Business School and Harvard Law School. On December 13, 2022, Mr. Alegre notified the Company that he plans to leave for another opportunity upon completion of the current term of his employment under his employment agreement with the Company, which expires on March 31, 2023.


Armin Zerza, Chief Financial Officer of Activision Blizzard

        Spencer Neumann


Armin Zerza has served as our Chief Financial Officer since May 2017.April 2021. Prior to joiningthat, he served as the Company,Company’s Chief Commercial Officer from 2019 to 2021, as the Chief Operating Officer of Blizzard from 2017 to 2019, and as Chief Financial Officer of Blizzard from 2015 to 2017. Mr. NeumannZerza joined Activision Blizzard in August 2015 with more than 20 years of senior leadership experience at Procter & Gamble, serving in North America, Europe, Asia, and Latin America. Mr. Zerza has held a number of positionssenior roles across multi-billion-dollar businesses at Procter & Gamble, including as Director of increasing responsibility at The Walt Disney Company, most recently serving as the chief financial officerProcter & Gamble’s global M&A team and executive vice president of Global Guest Experience of Walt Disney Parks and Resorts, from 2012 until May 2017. From 2005 to 2012, Mr.��Neumann worked at the private equity firms of Providence Equity Partners and Summit Partners. Prior to that, Mr. Neumann held several other roles with Disney, which he initially joined in 1992, including executive vice presidentCFO of the ABC Television Network from 2001 to 2004European Baby Care and chief financial officer of the Walt Disney Internet Group from 1999 to 2001. He isLatin America divisions. Mr. Zerza also served as a board member of the national board of directors of Make-A-Wish America.Italy Procter & Gamble-Fater and Spain Procter & Gamble-Arbora & Ausonia joint ventures. Mr. NeumannZerza holds a B.A. degree in economics from Harvard University and an M.B.A. degree from HarvardVienna University.

Eric Hirshberg, President and Chief Executive Officer of Activision

        Eric Hirshberg became the President and Chief Executive Officer of Activision in September 2010. Prior to joining us, Mr. Hirshberg served in positions of increasing responsibility with Deutsch LA, a marketing and advertising agency, most recently serving as its co-chief executive officer and its chief



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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 July 2008 in connection with the Business Combination. Mr. Morhaime co-founded Blizzard in February 1991, and transitioned to the role of Blizzard's President in April 1998. Mr. Morhaime served on the executive committee of Vivendi Games from January 1999, when Blizzard became a subsidiary of Vivendi Games, until the consummation of the Business Combination, when Blizzard became a subsidiary of the Company. Mr. Morhaime holds a B.S. degree in electrical engineering from the University of California at Los Angeles.

Brian Stolz, Chief People Officer of Activision Blizzard

        Brian 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 chief human capital officer. Prior to joining Valeant, Mr. Stolz held positions as a principal at ghSMART, a leadership consulting and advisory firm, and as an associate principal at McKinsey & Co., a strategy consulting firm. Mr. Stolz holds a B.S. degree in finance from Georgetown University and an M.B.A. degree from Harvard University.

Christopher Walther,


Grant Dixton, Chief Legal Officer of Activision Blizzard

        Christopher Walther became


Grant Dixton has served as our Chief Legal Officer in November 2009 and served as our Secretary from February 2010 until February 2011. Priorsince June 2021. From 2006 to joining us,2021, Mr. WaltherDixton held a number of positions of increasing responsibility within the legal department of The Procter & GambleBoeing Company, from 1992 to 2009, including serving as the general counsel for Centralan aerospace company and Eastern Europe, Middle Eastleading manufacturer in space and Africa, general counsel for Northeast Asia and,security systems, most recently as general counsel for Western Europe.Senior Vice President, General Counsel, and Corporate Secretary, in addition to serving as a member of the company’s Executive Council. Prior to joining The Boeing Company, Mr. Walther also led ProcterDixton served in the White House as Associate Counsel to the President. Earlier in his career, Mr. Dixton practiced law at Kirkland & Gamble's corporate and securities and mergers and acquisitions practices. Before joining Procter & Gamble, Mr. WaltherEllis in Washington, D.C. He served as a law clerk for Senior Judge Harry W. Wellfordthe Honorable Anthony M. Kennedy at the Supreme Court of the United States Sixth Circuitand for the Honorable J. Michael Luttig at the United States Court of Appeals. Since 2012,Appeals for the Fourth Circuit. 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. WaltherDixton holds a B.A.an A.B. degree in history and Spanish from Centre CollegeHarvard University and a J.D. degree from the University of Kentucky College of Law.

Riccardo Zacconi,Harvard Law School.


Brian Bulatao, Chief ExecutiveAdministrative 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


Brian Bulatao has served as its chief executive officerChief Administrative Officer of Activision Blizzard 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.March 2021. Prior to joining Benchmark Capital, he was managing directorthe Company, Mr. Bulatao served as the Under Secretary of State for Spray Network, an online messaging portalManagement from 2018to 2021, directly responsible for the budget, security, IT infrastructure, consular affairs and global talent management of the U.S. State Department’s 70,000 plus workforce based in Hamburg, Germany, from 1999 until its sale in 2000.190 countries around the world. Prior to 1999,that, Mr. ZacconiBulatao served as Chief Operating Officer at the Central Intelligence Agency from 2017 to 2018, where he also led diversity and inclusion initiatives. Before joining the CIA, Mr. Bulatao held a number of leadership positions in variousprivate equity and investment companies, having served as Senior Advisor at Highlander Partners from 2016 to 2017 and consulting positionsManaging Director at Pallas Capital Partners from 2015 to 2017, helping companies grow organically and through acquisitions and creating transformational value through strategic positioning. Prior to that, Mr. Bulatao held executive and CEO roles at The Nefab Group, co-founded Thayer Aerospace with fellow West Point graduates, and served as a consultant with McKinsey & Company. Mr. Bulatao is a retired Infantry Captain and a distinguished graduate of increasing responsibility with The Boston Consulting Group and LEK Consulting, both of which are management consulting firms.the US Army Ranger School. Mr. ZacconiBulatao holds a B.A.BS degree in economicsEngineering Management from LUISS University in Italy.


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Employees

        At December 31, 2017, we had approximately 9,800 total full-timethe United States Military Academy at West Point and part-time employees. At December 31, 2017, approximately 175 of our full-time employees were subject to fixed-term employment agreements with us.

        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.

an MBA degree from Harvard Business School.


Additional Financial Information


See“Critical Accounting Policies and Estimates” under Item 7 "Management's“Management’s Discussion and Analysis of Financial Condition and Results of Operations" and Note 13 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K for certain additional information regarding operating segments and geographic areas. See the Critical Accounting Policies section under Item 7 "Management's Discussion and Analysis of Financial Condition and Results of Operations"Operations” for a discussion of our practices with regard to several working capital items, such as rights of return.items. See the "Management's“Management’s Overview of Business Trends"Trends” under Item 7 "Management's“Management’s Discussion and Analysis of Financial Condition and Results of Operations"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.


Available Information


Our website, located at https://www.activisionblizzard.com, allows free-of-charge access to our annual reports on Form 10-K, quarterly reports on Form 10-Q, current reports on Form 8-K, proxy statements and amendments to those documents filed with or furnished to the SEC pursuant to Section 13(a) or 15(d) of the Securities Exchange Act of 1934, as amended (the "Exchange Act"“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 SecuritiesSEC.

The SEC maintains a website at www.sec.gov that contains reports, proxy and Exchange Commission ("SEC").

        Our SEC filings are also availableinformation statements, and other information regarding issuers that file electronically with the SEC.


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Activision Blizzard Disclosure Channels to Disseminate Information

We disclose information to the public overconcerning Activision Blizzard, Activision Blizzard’s products, content and services, and other items through a variety of disclosure channels in order to achieve broad, non-exclusionary distribution of information to the Internet atpublic. Some of the SEC's website atinformation distributed through these disclosure channels may be considered material information. Investors and others are encouraged to review the information we make public in the locations below.* This list may be updated from time to time.

For information concerning Activision Blizzard and its products, content and services, please visit: https://www.sec.gov. Additionally,www.activisionblizzard.com.

For information provided to the public may readinvestment community, including news releases, events and copy any materials we filepresentations, and filings with the SEC, atplease visit: https://investor.activision.com.

For the SEC's Public Reference Room at 100 F Street, N.E., Washington, D.C. 20549. Informationlatest information from Activision Blizzard, including press releases and the Activision Blizzard blog, please visit: https://www.activisionblizzard.com/newsroom.

For additional information, please follow Activision Blizzard’s and Lulu Cheng Meservey’s (Activision Blizzard’s Executive Vice President, Corporate Affairs and Chief Communications Officer) Twitter accounts: https://twitter.com/atvi_ab and https://twitter.com/lulumeservey. Except with respect to communications regarding Activision Blizzard, Ms. Meservey’s social media communications from https://twitter.com/lulumeservey are personal communications of Ms. Meservey and are not communications on behalf of Activision Blizzard.

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* These corporate websites and social media channels, and the operation ofcontents thereof, are not incorporated by reference into this Annual Report on Form 10-K nor deemed filed with the Public Reference Room may be obtained by calling the SEC at 1-800-SEC-0330.

SEC.


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Item 1A. RISK FACTORS


Risk Factors Summary

Below is a summary of the principal risks associated with an investment in the Company. This summary should not be relied upon as an exhaustive list of the material risks facing our business.

the Merger, the pendency of the Merger Agreement, or our failure to complete the Merger (including due to failure of receipt of all required regulatory approvals);
uncertainty about current and future economic conditions and other adverse changes in general political conditions in any of the major countries in which we do business;
decline in demand for our products and services if general economic conditions decline;
fluctuations in currency exchange rates;
our ability to deliver popular, high-quality content in a timely manner;
negative impacts on our business resulting from concerns regarding our workplace, including associated legal proceedings;
our ability to attract, retain, and motivate skilled personnel;
future impacts from COVID-19;
the level of demand for our games and products;
our ability to meet customer expectations with respect to our brands, games, services, and/or business practices;
competition;
our reliance on a relatively small number of franchises for a significant portion of our revenues and profits;
negative impacts from the results of collective bargaining, legal proceedings related to unionization or campaigns by unions directed at our workforce;
our ability to adapt to rapid technological change and allocate our resources accordingly;
the increasing importance of digital sales and the risks of that business model;
our ability to effectively manage the scope and complexity of our business;
our reliance on third-party platforms, which are also our competitors, for the distribution of products;
our dependence on the success and availability of video game consoles manufactured by third parties and our ability to develop commercially successful products for these consoles;
the increasing importance of free‑to‑play games and the risks of that business model;
the risks and uncertainties of conducting business outside the U.S., including the need for regulatory approval to operate, the relatively weaker protection for our intellectual property rights, and the impact of cultural differences on consumer preferences;
insolvencyorbusinessfailureofanyofourbusinesspartners;
the importance of retail sales to our business and the risks of that business model;
any difficulties in integrating acquired businesses or realizing the anticipated benefits of strategic transactions;
seasonality in the sale of our products;
fluctuation in our recurring business;
the risk of distributors, retailers, development, and licensing partners or other third parties being unable to honor their commitments or otherwise putting our brand at risk;
our reliance on tools and technologies owned by third parties;
our use of open source software;
risks associated with undisclosed content or features in our games;
impact of objectionable consumer- or other third-party‑created content on our operating results or reputation;
outages, disruptions, or degradations in our services, products, and/or technological infrastructure;
cybersecurity‑related attacks, significant data breaches, fraudulent activity, or disruption of our information technology systems or networks;
significant disruption during our live events;
catastrophic events;
climate change;
provisions in our corporate documents and Delaware state law that could delay or prevent a change of control;
other legal proceedings;
increasing regulation in key territories over our business, products, and distribution;
changes in government regulation relating to the Internet;
our compliance with evolving data privacy laws and regulations;
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scrutiny regarding the appropriateness of the content in our games and our ability to receive target ratings for certain titles;
changes in tax rates and/or tax laws and exposure to additional tax liabilities; and
changes in financial accounting standards or the application of existing or future standards as our business evolves.

The following are detailed descriptions of our Risk Factors summarized above.

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 SEC, could cause our actual results to differ materially from those stated in forward-forward‑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, income, revenue, profitability, cash flows, liquidity, or stock price.


Risks Related to the Merger

While the Merger Agreement is in effect, we are subject to certain interim covenants.

On January 18, 2022, we entered into the Merger Agreement with Microsoft and Merger Sub, a wholly owned subsidiary of Microsoft, pursuant to which Microsoft agreed to acquire the Company in an all-cash transaction for $95.00 per share of our issued and outstanding common stock.

The Merger Agreement generally requires us to operate our business in the ordinary course, subject to certain exceptions, including as required by applicable law, pending consummation of the Merger, and subjects us to customary interim operating covenants that restrict us, without Microsoft’s approval (such approval not to be unreasonably conditioned, withheld, or delayed), from taking certain specified actions until the Merger is completed or the Merger Agreement is terminated in accordance with its terms. These restrictions could prevent us from pursuing certain business opportunities that may arise prior to the consummation of the Merger and may affect our ability to execute our business strategies and attain financial and other goals and may impact our financial condition, results of operations and cash flows.

The announcement and pendency of the Merger may result in disruptions to our business, and the Merger could divert management's attention, disrupt our relationships with third parties and employees, and result in negative publicity or legal proceedings, any of which could negatively impact our operating results and ongoing business.

In connection with the pending Merger, our current and prospective employees may experience uncertainty about their future roles with us following the Merger, which may materially adversely affect our ability to attract and retain key personnel and other employees while the Merger is pending. Key employees may depart because of issues relating to the uncertainty and difficulty of integration or a desire not to remain with us following the Merger, and may depart prior to the consummation of the Merger. Accordingly, no assurance can be given that we will be able to attract and retain key employees to the same extent that we have been able to in the past.

The proposed Merger has caused disruptions to our business or business relationships with our existing and potential customers, suppliers, vendors, landlords, and other business partners, and this could have an adverse impact on our results of operations. Parties with which we have business relationships may experience uncertainty as to the future of such relationships and may delay or defer certain business decisions, seek alternative relationships with third parties, or seek to negotiate changes to or alter their present business relationships with us. Parties with whom we otherwise may have sought to establish business relationships may seek alternative relationships with third parties.

The pursuit of the proposed Merger has placed an increased burden on management and internal resources, which may have a negative impact on our ongoing business. It also diverts management’s time and attention from the day-to-day operation of our remaining businesses and the execution of our other strategic initiatives. This could adversely affect our financial results. In addition, we have incurred and will continue to incur other significant costs, expenses, and fees for professional services and other transaction costs in connection with the proposed Merger, and many of these fees and costs are payable regardless of whether or not the pending Merger is consummated.

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Any of the foregoing, individually or in combination, could materially and adversely affect our business, our financial condition and our results of operations and prospects.

The Merger may not be completed within the expected timeframe, or at all, for a variety of reasons, including the possibility that the Merger Agreement is terminated, and the failure to complete the Merger could adversely affect our business, results of operations, financial condition, and the market price of our common stock.

There can be no assurance that the Merger will be completed in the expected timeframe, or at all. The Merger Agreement contains a number of customary closing conditions that must be satisfied or waived prior to the completion of the Merger, including, among others, (1) the absence of any court order or law prohibiting (or seeking to prohibit) the consummation of the Merger, (2) the termination or expiration of any applicable waiting period or periods under the Hart-Scott-Rodino Antitrust Improvements Act of 1976 (as amended) and specified approvals under certain other antitrust and foreign investment laws, subject to certain limitations, (3) compliance by us and Microsoft in all material respects with our respective obligations under the Merger Agreement, and (4) subject to specified exceptions and qualifications for materiality, the accuracy of representations and warranties made by us and Microsoft, respectively, as of the signing date and the closing date.

The Merger Agreement contains customary mutual termination rights for us and Microsoft, which could prevent the consummation of the pending Merger, including a right for either party to terminate the Merger Agreement in certain cases if the Merger was not completed by January 18, 2023 (the “Initial Termination Date”), subject to automatic extension in certain cases. The Initial Termination Date was automatically extended to April 18, 2023 (since the Merger was not completed by the Initial Termination Date and the regulatory closing conditions were the only conditions remaining outstanding as of the Initial Termination Date), and such date is subject to further automatic extension to July 18, 2023, if the regulatory closing conditions are the only conditions that remain outstanding as of 11:59 p.m., Pacific time, on April 18, 2023.

The Merger Agreement also contains customary termination rights for the benefit of each party, including if the other party breaches its representations, warranties, or covenants under the Merger Agreement in a way that would result in a failure of the other party’s condition to closing being satisfied (subject to certain procedures and cure periods). Additionally, the Merger Agreement provides termination rights, if certain conditions are met, including (1) for Microsoft, if our Board of Directors changes its recommendation in favor of the Merger, and (2) for us, if our Board of Directors had authorized entry into a definitive agreement with respect to a Superior Proposal (as defined in the Merger Agreement) prior to us receiving stockholder approval of the Merger (which has now been received).

If the Merger is not completed within the expected timeframe or at all, we may be subject to a number of material risks, including:

the market price of our common stock may decline to the extent that current market prices reflect a market assumption that the Merger will be completed;
if the Merger Agreement is terminated under certain specified circumstances, we or Microsoft will be required to pay a termination fee, including that we will be required to pay Microsoft a termination fee of approximately $2.27 billion under specified circumstances, and Microsoft will be required to pay us a reverse termination fee ranging from $2.5 billion to $3.0 billion under specified circumstances;
some costs related to the Merger must be paid whether or not the Merger is completed, and we have incurred, and will continue to incur, significant costs, expenses and fees for professional services and other transaction costs in connection with the proposed transaction with Microsoft, as well as the diversion of management and resources towards the Merger, for which we will have received little or no benefit if completion of the Merger does not occur; and
we may experience negative publicity and/or reactions from our investors, employees, customers, partners, suppliers, vendors, landlords, and other business partners.

Stockholder litigation could prevent or delay the closing of the pending Merger or otherwise negatively impact our business, operating results and financial condition.

We may incur additional costs in connection with the defense or settlement of stockholder litigation in connection with the pending Merger. Such litigation may adversely affect our ability to complete the pending Merger. We could incur significant costs in connection with such litigation, including costs associated with the indemnification obligations to our directors and officers. Such litigation may be distracting to management and may require us to incur additional, significant costs. Such litigation could result in the Merger being delayed and/or enjoined by a court of competent jurisdiction, which could
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prevent the Merger from becoming effective. See Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K for a description of complaints filed.

Completion of the proposed transaction with Microsoft is subject to the closing conditions contained in the Merger Agreement, including certain regulatory approvals, which may not be received, may take longer than expected or may impose conditions that are not presently anticipated or that cannot be met, and if these closing conditions are not satisfied or waived, the proposed transaction will not be completed.

Various consents, clearances, approvals, authorizations and declarations of non-objection, or expiration of waiting periods (or extensions thereof), from certain regulatory and governmental authorities in the U.S., the European Union, the United Kingdom and certain other jurisdictions are included in the Merger Agreement as conditions to completing the proposed transaction with Microsoft. On December 8, 2022, the FTC issued an administrative complaint against the Company and Microsoft alleging that the Company and Microsoft executed the Merger Agreement in violation of Section 5 of the FTC Act, as amended, 15 U.S.C. § 45, which, if consummated, would violate Section 7 of the Clayton Act, as amended, 15 U.S.C. § 18 and Section 5 of the FTC Act, as amended, 15 U.S.C. § 45. For more information regarding the FTC complaint regarding the pending Merger, see Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K. In addition, the proposed transaction with Microsoft may be reviewed under antitrust statutes or foreign direct investment regimes of other governmental authorities, including U.S. state laws.

In deciding whether to grant the required regulatory approvals, consents or clearances, the relevant governmental entities may consider the effect of the proposed transaction with Microsoft on competition within their relevant jurisdictions. Regulatory and governmental entities may impose conditions on their respective approvals, in which case lengthy negotiations may ensue among such regulatory or governmental entities, Microsoft and us. Such conditions, any such negotiations and the process of obtaining such regulatory approvals, consents or clearances could have the effect of delaying or preventing consummation of the proposed transaction with Microsoft.

Subject to the terms of the Merger Agreement, we have agreed to use our reasonable best efforts to take all actions and to do, or cause to be done, all things necessary, proper or advisable pursuant to applicable laws or otherwise to consummate the proposed transaction with Microsoft in the most expeditious manner practicable. Nonetheless, certain conditions to the completion of the pending Merger are not within our or Microsoft’s control, and we cannot predict when or if these conditions will be satisfied (or waived, as applicable). There can be no assurance that all required approvals will be obtained or that all closing conditions will otherwise be satisfied (or waived, if applicable), and, if all required approvals are obtained and all closing conditions are satisfied (or waived, if applicable), we can provide no assurance as to the terms, conditions and timing of such approvals or that the pending Merger will be completed in a timely manner or at all. Even if regulatory approvals are obtained, it is possible conditions will be imposed that could result in a material delay in, or the abandonment of, the pending Merger or otherwise have an adverse effect on us.

If the Merger is not completed by April 18, 2023 (subject to further automatic extension to July 18, 2023 if the regulatory closing conditions are the only conditions that remain outstanding as of April 18, 2023), either party may have the right to terminate the Merger Agreement following such date (if applicable, as extended).

Economic Risks

Weakness and uncertainty about current and future economic conditions and other adverse changes in general political conditions in any of the major countries in which we do business could adversely affect our business, results of operations, and financial condition.

We are subject to the risks arising from adverse changes in economic and political conditions, both domestically and globally, including trends toward protectionism and nationalism, other unfavorable changes in economic conditions, such as inflation, rising interest rates, foreign currency volatility, increasing unemployment, slower growth or a recession, and other events beyond our control, such as economic sanctions, natural disasters, pandemics, including the COVID-19 pandemic, epidemics, political instability, armed conflicts and wars, including the Russia-Ukraine war. Worsening economic conditions have had and may continue to have an adverse impact on the financial health of many of our consumers and business partners. Uncertainty about the effects of current and future economic and political conditions on us, our consumers, suppliers and business partners can make it more difficult for us to forecast operating results. If economic growth in countries where we do business slows, this could result in reductions in sales of our products and services, more extended sales cycles, and slower adoption of new products and enhancements. Deterioration in economic conditions in any of the countries in which we do business could also cause slower or impaired collections on accounts receivable, which may adversely impact our business.
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Prolonged or more severe economic weakness and uncertainty, including from inflation, increasing interest rates, and foreign currency volatility, could also cause our expenses to vary materially from our expectations. Any financial turmoil affecting the banking system and financial markets or any significant financial services institution failures could negatively impact our treasury operations, as the financial condition of such parties may deteriorate rapidly and without notice.

Any of these events would likely harm our business, results of operations, and financial condition.

If general economic conditions decline, demand for our products and services could decline because purchases of our products and services rely on discretionary spending.

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, including increases in unemployment, interest rates, inflation, and general economic uncertainty. 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 negatively impact our business.

Fluctuations in currency exchange rates could 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, which could fluctuate against the U.S. dollar. Since we have significant international sales but incur the majority of our costs in the U.S., 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 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.

Business and Industry Risks

If we do not consistently deliver popular, high-qualityhigh‑quality content in a timely manner, or if consumers prefer competing products, our business may be negatively impacted.


Consumer preferences for games are usually cyclical and difficult to predict, and evenpredict. Even the most successful content remainsgames can lose consumer audiences over time, and remaining popular for only limited periods of time, unlessis increasingly dependent on the games being refreshed with new content or otherwise enhanced.other enhancements. In order to remain competitive and maximize the chances that consumers select our products as opposed to the various entertainment options available to them and with which we compete, we must continuously develop new products or new content for, or other enhancements to, our existing products. These products or enhancements may not be well-receivedwell‑received by consumers, even if well-reviewedwell‑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 same 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 well-received games, if our marketing fails to resonate with our consumers, if consumers lose interest in a genre of games we produce, if the use 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 high-quality product, or our development of a product that is otherwise not well-received, could potentially result in additional expenditures to respond to consumer demands, harm our reputation, and increase the likelihood that our future products will not be well-received. The increased importance of downloadable content to our business amplifies these risks, as downloadable content for poorly-received games 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.


Additionally, 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, and such negative reactions may not be foreseeable or within our control to manage effectively. For example, we are subject to legal proceedings regarding workplace concerns, as described in Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K, and could become subject to additional, similar legal proceedings in the future. These legal proceedings have negatively impacted our public reputation and, as a result, at various points in time since the institution of these legal proceedings some consumers have elected not to continue subscribing to one of our games, and it is possible that existing and potential players may decide not to play our games in the future. Some sponsors, partners, and advertisers have previously elected not to be associated with our brand due to this impact on our reputation, and others may so elect in the future. As another example, if we fail to create fun, fair, and safe playing environments, consumers may engage less with our games. All of this may negatively impact, and in the case of those legal proceedings is negatively impacting, our business.

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Our products and services are complex software programs. We have quality controls in place to detect defects, “bugs,” or other errors in our products and services before they are released. Nonetheless, these quality controls are subject to human error, overriding, and resource or technical constraints. As such, these quality controls and preventative measures may not be effective, and at times have not been successful, in detecting all defects, bugs, or errors in our products and services before they have been released into the marketplace. Our games with online features are frequently updated, increasing the risk that a game may contain errors. These issues can lead consumers to stop playing the game and/or be less likely to return to the game as often in the future, which may negatively impact our business. If our games or services, such as our proprietary online gaming service,platform, 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 consistently satisfy. Our games

Negative reactions to our products and services may not be foreseeable. We also may not effectively manage or respond to these negative perceptions for reasons within or outside of our control. We expect to continue to expend resources to address concerns with online features are also frequently updated, increasing the risk that a gameour products and services. Negative perceptions could arise despite our efforts, though, and may contain significant "bugs." Ifresult in loss of engagement with our products and services, increased scrutiny from government bodies and consumer groups, and/or litigation, 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 maycould negatively impact our business.

        Further,


In addition, delays in product releases or disruptions following the commercial release of one or more new products have negatively impacted, and could in the future negatively impact, our business on our revenues and reputation and could cause our results of operations to be materially different from expectations. Our ability to meet development schedules depends on numerous factors, some of which are outside of our control, including our ability to attract and retain qualified personnel, the time-intensive nature of creative processes, the coordination of large and often dispersed development teams, the complexity of our products and the platforms for which they are developed, and third-party approvals. 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.


Table Any negative impact which occurs during key selling periods, particularly in the fourth quarter of Contents

the year, could be especially pronounced.


Additionally, the amount of lead time and cost involved in the development of high-qualityhigh‑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-frontup‑front development and marketing costs associated with those products.


We have experienced adverse effects related to concerns raised about our workplace and may continue to experience additional adverse effects.

As described below under “We are subject to legal proceedings regarding workplace concerns that have negatively affected our reputation” and in Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K, we have been, and in some cases continue to be, subject to legal proceedings regarding workplace concerns. The outcome of matters that have not been resolved remains uncertain, though such matters could be decided unfavorably to the Company and could have a material adverse effect on our business, reputation, financial condition, results of operations, income, revenue, profitability, cash flows, liquidity, or stock price.

We are taking actions to address the concerns of employees and other key stakeholders and the adverse consequences to our business. We have experienced, and are likely to continue to experience, adverse publicity regarding our Company and executives related to these matters. These matters have had, and may continue to have, a negative effect on the Company’s business and reputation. If we experience significantly reduced productivity, significant worker protests or strikes in regard to these matters, significant continued loss of sponsors, advertisers or players, or other negative consequences relating to these matters, our business could be materially adversely impacted. We cannot predict the duration and severity of these impacts, and we are continuing to carefully monitor all aspects of our business for such impacts and to take actions to address such concerns.

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

Our success depends significantly on our ability to identify, attract, hire, retain, motivate, and utilize the abilities of qualified personnel, which includes both our direct employees and external personnel, such as consultants, agency employees, and external developers. This particularly pertains to personnel with the specialized skills needed to create and deliver high-quality, well-received content, upon which our business is substantially dependent, as well as to ensure business continuity in areas such as risk management, information security, human resources, and compliance. Our industry is generally characterized by a high level of employee mobility, competitive compensation programs, and aggressive recruiting among competitors for employees with technical, marketing, sales, engineering, product development, creative, and/or management skills, all of which is magnified for us because of our leading position within the industry. We have observed labor shortages, increasing competition for talent, and increasing attrition. Additionally, recent litigation involving the Company relating to workplace and employee concerns, as further discussed in this Part I, Item 1A “Risk Factors” and Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K, and related media attention and/or union campaigns has had, and can be expected to have, an adverse effect on our ability to attract and retain employees and has resulted in work stoppages. If we are unable to attract additional qualified personnel or retain and utilize the services of key personnel, we can expect this would continue to adversely affect our business.

We are unable to predict future impacts from COVID-19.

COVID-19, and governmental and other actions taken in response to it, have extensively impacted global health and the economic environment. Although we have operated effectively since COVID-19 emerged, and recently there has been a return to more normal societal interactions as stay-at-home orders have largely been lifted across the globe, there remains uncertainty about, and we continue to face risks from, future impacts from COVID-19, including as new cases and variants arise and evolve. We cannot predict these future impacts, including as to: the duration and scope of any new pandemic(s); governmental, business and individual actions that may be taken in response; effects on players and their ability to pay for our content and services; disruptions or restrictions on our employees’ ability to work; and any stoppages, disruptions or increased costs associated with our development of our games and related content. Future impacts from COVID-19 could have a significant negative impact on our costs of doing business and otherwise negatively impact our results of operations. Prior trends for revenues, net income, and other financial results and operating metrics that generally improved or were unaffected during the COVID-19 pandemic may not be indicative of results for future periods, particularly as pandemic-related factors have become less significant and consumer preferences and spending has adjusted from trends that emerged during the COVID-19 pandemic.

Additionally, we continue to face risk and uncertainty around potential changes in our return to office strategy, including how those plans may be received by our employees and how those plans may impact attracting and retaining talent. At this time only a portion of our workforce has returned to working on-site.

Our professional esports leagues (i.e., the Overwatch League and the Call of Duty League) and the franchise teams that make up the leagues generate certain revenues from live in-person events. In-person events have now resumed but a resurgence of COVID-19 and any continued health and safety concerns with large public gatherings may impact the ability of the teams in our leagues to hold future live in-person events. This, in turn, could result in the loss of future entry fee payments, revenue from advertising, and other future potential league revenues or income, other benefits associated with our esports business, and/or the termination of our leagues. Any one of these things could harm our business. Additionally, a prolonged impact of COVID-19 could heighten many of the risk factors included in this Annual Report filed on Form 10-K.

If consumers prefer products from our competitors, our business may be negatively impacted.

Our competitors include very large corporations with significantly greater financial, marketing, and product development resources than we have—increasingly including technology companies entering, or expanding their investment in, interactive entertainment. 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. The proliferation of companies developing for mobile platforms creates similar risks.

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Competitors may develop content that imitates or competes with our best‑selling games, potentially reducing our sales or our ability to charge the same 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 well‑received games or new content for or enhancements to those games, if our marketing fails to resonate with our consumers, or if consumers lose interest in any of the games we produce, our revenues and profit margins could decline. 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 potentially result in additional expenditures to respond to consumer demands, harm our reputation, and increase the likelihood that our future products will not be well‑received. The increased importance of add-on content to our business amplifies these risks, as add-on content for poorly‑received games typically generates lower‑than‑expected sales. The increased demand for consistent new content releases for, and enhancements to, our products also requires a greater allocation of financial resources to 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 also responsible for a disproportionately high percentage of our profits. For example, in 2022, revenues associated with the our three franchises—Call of Duty, Candy Crush, World of Warcraft, and Overwatch franchises, Candy Crush—collectively accounted for approximately 66%79% of our net revenues—and a significantly higher percentage of our operating income—for 2017.income. 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, as has happened in the past with other popular franchises, we may have to write off the unrecovered portion of the underlying intellectual property assets, which could negatively impact our business.


We may be impacted by unionization or attempts to unionize by our workforce.

Our personnel may continue, successfully or unsuccessfully, to form one or more unions as their exclusive representative for collective bargaining. For example, at Raven Software, one of our studios, the Communications Workers of America now represents a unit of quality assurance employees. That union also prevailed in an election vote for a similar group of employees at Blizzard Albany. Finally, that union filed a petition for the employees of the Proletariat studio; however, that union withdrew its petition on January 24, 2023. Work stoppages or strikes could occur within a unionized workforce. Several of our employees have also engaged in a strike for one or more days (although not as part of a union), leading to a business impact. Further disruptions to our workforce could negatively impact our business and lead to delayed product and content releases as well as a potential impact on product quality.

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 to emergence of new technologies, such as cloud-based game streaming, and business models, such as free-to-play and subscription-based access to a portfolio of interactive content, to stay competitive. Forecasting the financial impact of these changing technologies and business models is inherently uncertain and volatile. Supporting a new technology or business model may require partnering with a new platform, business, or technology partner, which may be on terms that are less favorable to us than those for traditional technologies or business models. If we invest in the development of interactive entertainment products for distribution channels that incorporate a new technology or business model that does not achieve significant commercial success, whether because of competition or otherwise, we may not recover the often substantial up-front costs of developing and marketing those products, or recover the opportunity cost of diverting management and financial resources away from other products or opportunities. 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 otherwise elect not to pursue new business models that achieve significant commercial success, it may have adverse consequences. It may take significant time and expenditures to shift product development resources to that technology or business model, and it may be more difficult to compete against existing products incorporating that technology or 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 distribution channels, as compared to traditional retail sales, continues to increase. The increased importance of digital online channels in our industry increases our potential competition, as the minimum capital needed to produce and publish a digitally delivered game, particularly a game for a mobile platform, 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 or PC. Further, our products compete with a vast array of other interactive entertainment software products that are also available on digital distribution platforms and those competing products may be given priority by those platforms.

We may be unable to effectively manage the continued growth in the scope and complexity of our business, including our expansion into new business models that are untested and into adjacent business opportunities with large, established competitors.


We have experienced significant growth in the scope and complexity of our business, including through the acquisition of Kingacquisitions and the development of our MLG, Studiosesports, advertising, and consumer products businesses, and remain ambitious as to the future growth in the scope and complexity of our business.businesses. Our future success depends, in part, on our ability to manage this expanded business and our aspirations for continued expansion.expansion and growth. We have dedicated resources both to new business models that are largely untested, as is the case with esports, and to adjacent business opportunities in which very large competitors have an established presence, as is the case with our Studiosadvertising and consumer products businesses. We do not know to what extent our future expansions will be successful. Further, even if successful, theour aspirations for growth ofin our businesscore businesses and these adjacent businesses could create significant challenges for our management, operational, and financial resources, and could increase existing strain on, and divert focus from, our core businesses.resources. If not managed effectively, this growth could result in the over-extensionover‑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 by these new businesses or failure to adequately manage our growth in any of these ways may cause damage to our brand or otherwise negatively impact our core business. Further, any failure bythe success of these new businesses is largely contingent on the success of our underlying franchises, and as such, delays in product releases or a decline in the popularity of a franchise may damageimpact the success of the new businesses adjacent to that franchise.

Due to our reputationreliance on third‑party platforms, platform providers are frequently able to influence our products and costs.

Generally, when we develop interactive entertainment software products for hardware platforms offered by companies such as Sony and Microsoft, the physical products are replicated 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. During a console transition, like the one that occurred in 2020, as described below, these manufacturers may seek to change the terms governing our relationships with them. In addition, because our products compete with a vast array of other interactive entertainment software products that also are available on these hardware platforms, a manufacturer may give priority to those competing products. In addition, console manufacturers 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.

Sony and Microsoft are also platform providers which control the networks over which consumers purchase digital products and services for their platforms and through which we provide online game capabilities for our products. The control that these platform providers have over consumer access to our games, the fee structures and/or retail pricing for products and services for their platforms and online networks, and the terms and conditions under which we do business with them could impact the availability of our products or the volume of purchases of our products made over their networks and our profitability. The networks provided by these platform providers are the exclusive means of selling and distributing our content on these platforms. Further, increased competition for limited premium “digital shelf space” has placed the platform providers in an increasingly better position to negotiate favorable terms of sale. If the platform provider establishes terms that restrict our offerings on its platform, significantly alters the financial terms on which these products or services are offered, or does not approve the inclusion of content on its platform, our business could be negatively impacted.

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We also derive significant revenues from distribution on third‑party mobile and web platforms, such as the Apple App Store, the Google Play Store, and Facebook, which are also our direct competitors, and in some cases the exclusive means through which our content reaches gamers on those platforms, and most of the virtual currency we sell is purchased using these platform providers’ payment processing systems. These platforms also serve as significant online distribution platforms for, and/or provide other services critical for the operation of, a number of our games. If these platforms deny access to our games, modify their current discovery mechanisms, communication channels available to developers, operating systems, terms of service, or other policies (including fees), our business could be negatively impacted. Additionally, if these platform providers change how they label a game’s business model, such as free‑to‑play, change how they apply content ratings to a game, or change how the personal information of consumers is made available to developers, our business could be negatively impacted. These platform providers or their services may be unavailable or may not function as intended or may experience issues with their in‑app purchasing functionality. As has sometimes happened in the past, if any of these events occur on a prolonged, or even short‑term, basis, or other similar issues arise that impact players’ ability to access our games, access social features, or make purchases, it may result in lost revenues and otherwise negatively impact our corebusiness.

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

We derive a substantial portion of our revenues from the sale of products for play on video game consoles manufactured by third parties, such as Sony’s PS4 and PS5, Microsoft’s Xbox One and Series X, and Nintendo’s Switch. Sales of products for consoles accounted for 23% of our consolidated net revenues in 2022. The success of our console business is driven in large part by our ability to accurately predict which consoles will be successful in the marketplace and our ability to develop commercially successful products for these consoles. We also rely on the availability of an adequate supply of these video game consoles (which has been negatively impacted by supply chain issues) and the continued support for these consoles by their manufacturers, including our ability to reach consumers via the online networks operated by these console manufacturers. If increased costs are not offset by higher revenues and other cost efficiencies, our business could be negatively impacted. If the consoles for which we develop new software products or modify existing products do not attain significant consumer acceptance, we may not be able to recover our development costs, which could be significant.

Sony and Microsoft each launched next‑generation consoles in 2020. We have released titles that operate on these consoles, and we may continue to develop games for these new console systems. When next-generation consoles are announced or introduced into the market, some consumers have reduced their purchases of game console entertainment content.

software products for prior-generation consoles in anticipation of purchasing a next-generation console and products for that console. During these periods, sales of the game console entertainment software products we publish may decline until new platforms achieve wide consumer adoption. Console transitions may have a comparable impact on sales of add-on content, amplifying the impact on our revenues. This decline may not be offset by increased sales of products for the next-generation consoles. 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 console transitions, we may simultaneously incur costs both in continuing to develop, market, and operate titles for prior‑generation video game platforms, while also developing and supporting next‑generation platforms. As a result, our business and operating results may be more volatile and difficult to predict during console transitions than during other times.


The increasing importance of free-to-playfree‑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


We are moreincreasingly dependent on our ability to develop, enhance, and monetize free-to-playfree‑to‑play games, such as the games in our Candy Crush franchise, Hearthstone, Call of Duty: Warzone™, Call of Duty: Mobile, Diablo Immortal andHearthstone. Overwatch® 2. As such, we are increasingly exposed to the risks of the free-to-playfree‑to‑play business model. For example, we may invest in the development of new free-to-playfree‑to‑play interactive entertainment products that doare not achievesuccessful in building and maintaining a significant commercial success,payer base, in which case our revenues from those products likely will be lower than anticipated and we may not recover our development costs. Further, our business may be negatively impacted if: (1) we


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are unable to continue to offer free-to-play games that encourage new and existing 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; items; and/or (5) we cannot encourage significant additional consumers to purchase virtual items in(4) our free-to-play releases reduce sales of our other games.


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We are a global company and are subject to the risks and uncertainties of 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 and Asia. Uncertain economic, legal and political conditions in China, Europe and other regions where we do business, including, for example, changes in relations between Mainland China and Taiwan, the military conflict between Russia and Ukraine and the related sanctions and other penalties imposed on Russia by the United States, the European Union, the United Kingdom and other countries, subject our international operations and sales to a number of increased risks. We expect that international sales will continue to account for a significant portion of our total revenues and profits and, moreover, that sales in emerging markets in Asia and elsewhere will continue to be an 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 non-U.S. 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 profit 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 U.S. and any country in which we have significant operations or sales, or the implementation of government regulations in the U.S. or such a country, could result in the adoption or expansion of trade restrictions, including economic sanctions or absolute prohibitions, that could have a negative impact on our business. For instance, to operate in Mainland 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 Mainland China in the future could have a negative impact on our business, may be negatively impacted.

        Furthermore, as there are relatively low barrierscould delays in the approval process. Additionally, in the past, legislation has been implemented in Mainland China that has required modifications to entryour products and our business model 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 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,satisfy regulatory requirements, such as Chinese regulations that limit the number of applicationshours per week children under the age of 18 can play video games. The future implementation of similar or new laws or regulations in Mainland 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 and our business model 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. Changes in Chinese game approval procedures in 2018 have resulted in reduced rates of approval for games and unclear approval timeframes, making it uncertain as to if and when our new products will be approved for release in Mainland China.Further, the continued enforcement of regulations relating to mobile and other games with an online element in Mainland China could have a negative impact on mobile devices has been increasing dramatically,our business in Mainland China.


The laws of some countries either do not protect our products, brands, and intellectual property to the same extent as the laws of the U.S. or are inconsistently enforced. Legal protection of our rights may be ineffective in countries with weaker intellectual property enforcement mechanisms. In addition, certain third parties have registered our intellectual property rights without authorization in foreign countries. Successfully registering such intellectual property rights could limit or restrict our ability to offer products and services based on such rights in those countries. Although we take steps to enforce and police our rights, our practices and methodologies may not be effective against all eventualities.

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 to be successful. The laws of some countries may change or be interpreted in a way that we have not anticipated. If we do not correctly assess consumer preferences in the countries in which we sell our products or modify content for such preferences or changes in and/or interpretations of such laws, it could negatively impact our business.

We are also subject to risks that our operations outside the U.S. 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, as well as the 2017 U.K. Criminal Finances Act or other similar financial crime laws. While we have policies, procedures, and training for our employees, intended to secure compliance with these laws, our employees, contractors, third‑party partners, representatives, or agents may take actions 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.

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The insolvency or business failure of any of our business partners could negatively impact us.

Our sales, whether digital or retail, are concentrated in a small number of large customers, which 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. Retailers and distributors in the interactive entertainment industry have from time to time experienced significant fluctuations in their businesses and a number of them have failed. 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 has required increased marketingout to garner consumer awarenessbe insufficient. While we have insurance to protect against a customer’s bankruptcy, insolvency, or liquidation, this insurance typically contains a significant deductible and attention. This increased competitionco‑payment obligation and does not cover all instances of non‑payment. Further, a payment default or 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 and could negatively impact our business. In addition, having such a continuing industry shift to free-to-play games could resultlarge portion of our total net revenues concentrated in a deprioritization offew customers reduces 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 fornegotiating leverage with 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" costs 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.

customers.


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

        Themodel.


While the proportion of our revenues derived from digital content delivery,traditional retail sales, as compared to traditionalrevenue from digital distribution channels, continues to decline, retail sales continuesremain important 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 playedbusiness. Such sales are made primarily on a game consolepurchase order basis without long‑term agreements or PC. 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.


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Further, the providers of the platforms through which we digitally distribute content are also publishers of their own content distributed on those platforms, and, therefore, a platform provider may give priority to its own products or those of our competitors.

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 entertainmentcommitments, and leisure activities. As our business continues to expand in complexity and scope, we have increased exposure to additional competitors, including those with access to large existing user bases and control over distribution channels. 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 retailersthe increased proportion of our revenue from digital distribution channels, our retail customers and distributors have generally been reducing the levels of inventory they are willing to carry. The loss of, or other third parties electsignificant reduction in sales to, price these products at a lower price,any of Activision Blizzard’s principal retail customers or otherwise, itdistributors, including digital distributors, 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. Our industry is generally characterized by a high level of employee mobility, competitive compensation programs, 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. 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 business of one or more key developers or sign them to exclusive development arrangements and, in either case, we would not be able to continue to engage such developers' services for our products, except for any period of time for which the developer is 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 compelled us to agree to make significant advance payments on royalties to game developers. If the products subject to these arrangements do not generate sufficient revenues to recover these royalty advances, we would have to write off unrecovered portions of these payments, which could 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.

We engage in strategic transactions from time to time and may encounter difficulties in integrating acquired businesses or otherwise realizing the anticipated benefits of thethese 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: (1) 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,longer‑term, (iii) unexpected tax consequences from the acquisition, or the tax treatment of the acquired business'sbusiness’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 its employees in an efficient and effective manner, (v) any unknown liabilities or internal control deficiencies assumed as part of the acquisition, and (vi) the potential loss of key employees of the acquired businesses, and (vii) the potential discovery of ethics or compliance risks not uncovered in the due diligence process that could create reputational risk and/or require additional investments to further understand and remediate the newly-discovered risks; and (2) 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 or having negative employee sentiment or union-related issues or problems, and (iii) the potential that our partner may be unable to meet its economic or other obligations, which may require us to fulfill those obligations alone. Further, any such transaction may involve the risk that our senior management'smanagement’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.

Our debt could adversely affect our business.

        As of December 31, 2017, the Company had approximately $4.4 billion of long-term debt outstanding. Our 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 for the payment of principal and interest on our indebtedness, thereby reducing the availability of 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 floating 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, 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 competitors who are less highly leveraged.

        Agreements governing our indebtedness, including our credit agreement and the 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, under certain circumstances, our credit agreement and indentures may limit or prohibit other activities. In addition, we are required to maintain a maximum total net debt ratio calculated pursuant to a financial maintenance covenant under our 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. Under these circumstances, we might not have sufficient funds or other resources to satisfy all of our obligations, including our obligations under our credit agreement or the 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. There 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 under that facility.

        We view our revolving credit facility as 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 involved in legal proceedings that have a negative impact on our business.

        From time to time, we are involved in claims, suits, government investigations, audits and proceedings arising in 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. In addition, negative consumer sentiment about our business practices may result in inquiries or investigations from



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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 difficult to predict 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 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.

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-endcalendar year‑end holiday buying season inseason. As a result, our sales, particularly for our Activision segment, receivables, and credit risk, are higher during the fourth quarter of the calendar year. As a result, our sales have historically been highest during the second half of the year, particularly for


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our Activision segment. Receivables and credit risk are likewise higher during the second half of the year, as consumers and 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-endyear‑end holiday buying season, which could negatively impact our business.


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Our recurring business is subject to fluctuation, and we could see a decline in that portion of our business.

Our business model includes revenue we deem recurring in nature, such as revenue from subscriptions for World of Warcraft. There is no guarantee that demand for this service will remain at current levels. Consumer demand has declined and fluctuated in the past, and could do so in the future. If consumers lose interest in our services; if we fail to adapt our services to changing markets, distribution channels, and business models; if we discontinue our services; if we, or third parties we rely on, experience network disruptions or outages; if our competitors offer more attractive services; if our advertising and marketing of our service fails; or if there is a general downturn in the market, revenues generated by this service may decline, 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 businessare affiliated are unable to honor their commitments or act in ways that put our brand at risk.


In many cases, our business partners and other third-party affiliates, which may include, among others, individuals or entities affiliated with the esports leagues we operate, 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 or misuse our information or intellectual property and engage in unauthorized use of it or otherwise act in a way that places our brand at risk. Theit. Further, the failure of these third parties to provide adequate services and technologies the failure of third partiesor 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.

At the same time, if the media, consumers, or employees raise any concerns about our actions vis-à-vis third parties including consumers who play our games, this could also damage our reputation or our business. Further, should we terminate our relationship with a third-party affiliate for any reason, we may experience interruptions in our business and incur costs as we transition to a new partner.


At the same time, if the media, consumers, or employees raise any concerns about our actions vis-à-vis third parties including consumers who play our games, this could also damage our reputation or our business. Further, should we terminate our relationship with a third-party affiliate for any reason, we may experience interruptions in our business and incur costs as we transition to a new partner. For example, our licensing agreements with NetEase, Inc. covering the publication of several Blizzard titles in Mainland China recently expired. Due to regulations in Mainland China requiring us to go through a partner in order to provide our content to residents in Mainland China, there has been an interruption in our business there and this interruption can be expected to continue until there is a transition to a new partner. Additionally, with our games suspended, competitors have started to come out with similar games or similar content in existing games, which could have a negative impact on our business even after the transition to a new partner.

In developing and launching our games, we rely on tools and technologies owned by third parties.

In developing and launching our games, we often use tools and technologies owned by third parties. If entities that own tools and technologies we use are acquired by our competitors we may lose access to such resources. Further, third party tools and technologies we use have at times been and, in the future might be, “sunsetted” or modified in such a way that would require us to engineer a workaround. Such events have in the past, and may in the future, cause delays in our production schedule and may cause us to incur time and cost as we acquire or develop alternative assets.

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 sourceopen-source software in connection with certainsome of ourthe 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-engineerre‑engineer our games or products, discontinue distribution in the event re-engineeringre‑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 negatively impact our business.

Additionally, the shared nature of open source software may increase the ability of cyber-attackers to discover and exploit vulnerabilities, which may increase the likelihood of a data breach, ransomware, network interruption, or other type of cyber-attack against us or against third parties who may use open source software, such as our platform partners or key vendors, any of which could negatively impact our business.


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Our games may include undisclosed content or features. If our retailers refuse to sell such titles, or consumers refuse to purchase such titles, due to what they perceive to be objectionable undisclosed content, it could have a negative impact on our business.

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 Entertainment Software Rating Board (the “ESRB”) ratings process, in a few cases, publishers have failed to disclose pertinent 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 stores, refusing to sell them, and demanding that their publishers accept them as product returns. Likewise, some 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 results of operations or reputation may be harmed as a result of objectionable consumer- or other third-party‑created content.

Certain of our games and esports broadcasts support collaborative online features that allow consumers to communicate with one another and post narrative comments, in real time, that are visible to other consumers. Additionally, certain of our games allow consumers to create and share “user‑generated content” that is visible to other consumers. From time to time, objectionable and offensive consumer content may be distributed within our games and on our broadcasts through these features or to gaming websites or other sites or forums with online chat features or that otherwise allow consumers to post comments. Although we expend resources, and expect to continue to expend resources, to promote positive play, our efforts may not be successful due to scale, limitations of existing technologies, or other factors. We may be subject to intellectual property claims.

lawsuits, governmental regulation or restrictions, and consumer backlash (including decreased sales and harmed reputation), as a result of consumers posting offensive content.


Additionally, we have begun to generate revenue through offering advertising within certain of our franchises and in connection with our esports broadcasts. The content of in‑game and esports broadcast advertisements may be created and delivered by third‑party advertisers without our pre‑approval, and, as such, objectionable content may be published in our games or during our esports broadcasts by these advertisers. This objectionable third-party‑created content may expose us to regulatory action or claims related to content, or otherwise negatively impact our business. 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.

We may experience outages, disruptions, or degradations in our services, products, and/or technological infrastructure.

The reliable performance of our products and services depends on the continuing operation and availability of our information technology systems and those of our external service providers, including third-party “cloud” computing services. Our games and services are complex software products, and maintaining the sophisticated internal and external technological infrastructure required to reliably deliver these games and services is expensive and complex. The reliable delivery and stability of our products and services has been, and could in the future be, adversely impacted by outages, disruptions, failures, or degradations in our network and related infrastructure, as well as in the online platforms or services of key business partners that offer, support or host our products and services. The reliability and stability of our products and services has been affected by events outside of our control as well as by events within our control, such as the migration of data among data centers and to third-party hosted environments, the performance of upgrades and maintenance on our systems, and online demand for our products and services that exceeds the capabilities of our technological infrastructure.

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If we or our external business partners were to experience an event that caused a significant system outage, disruption, or degradation, or if a transition among data centers or service providers or an upgrade or maintenance session encountered unexpected interruptions, unforeseen complexity, or unplanned disruptions, our products and services may not be available to consumers or may not be delivered reliably and stably. As a result, our reputation and brand may be harmed, consumer engagement with our products and services may be reduced, and our revenue and profitability could be negatively impacted. We do not have redundancy for all our systems and many of our critical applications reside in only one of our data centers, which may make such an event more damaging to us.

As our digital business grows, we will require an increasing amount of internal and external technical infrastructure, including network capacity and computing power to continue to satisfy the numberneeds of our players. We are investing, and expect to continue to invest, in our own technology, hardware, and software and the technology, hardware, and software of external service providers to support our business. It is possible that we may fail to scale effectively and grow this technical infrastructure to accommodate increased demands, which may adversely affect the reliable and stable performance of our games and services, therefore negatively impact our business.

Cybersecurity‑related attacks, significant data breaches, fraudulent activity, or disruptions of the information technology systems or networks on which we rely 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 increasesand sensitive and confidential information with respect to our customers, consumers, and employees. A malicious cybersecurity‑related attack, intrusion, or disruption by hackers (including through spyware, ransomware, viruses, phishing, denial of service, and similar attacks) or other breach of the systems (including harm or improper access due to error by employees or third parties who have authorized access) on which such source code and assets, account information (including personal information), and other sensitive data is stored has in the past, and may in the future, lead to piracy of our software, fraudulent activity, disclosure, or misappropriation of, or access to, our customers’, consumers’, or employees’ personal information, or our own business data. Such incidents could also lead to product code‑base and game distribution platform exploitation, should undetected viruses, spyware, or other malware be inserted into our products, services, or networks, or systems used by our consumers.

While we have implemented cybersecurity programs and the tools, technologies, processes, and procedures that are intended to secure our data and systems, and prevent and detect unauthorized access to, or loss of, our data, or the data of our customers, consumers, or employees, these measures may not be effective. Because cyberattacks may remain undetected for prolonged periods of time and the techniques used by criminal hackers and other third parties to breach systems change frequently, we may be unable to anticipate these techniques or implement adequate preventative measures. A data intrusion into a server for a game with online features or for our proprietary online gaming platform can also disrupt the operation of such game or platform. If we are subject to material cybersecurity breaches, or a security-related incident that materially disrupts the availability of our products and contentservices, 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 cyber and physical security measures, or suffer reputational damage. In addition, cybersecurity incidents that impact game integrity, such as theft of our anti-cheat code, could lead to loss of sales and damage to our brands and reputation. Additionally, although we maintain insurance policies, they may be insufficient to reimburse us for all losses or all types of claims that may be caused by cyberbreaches or system or network disruptions, and it is uncertain whether we will be able to maintain our current level of coverage in the future. Moreover, 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, such cybersecurity breaches may subject us to legal claims or proceedings, like individual claims and regulatory investigations and actions, including fines, especially if there is loss, disclosure, or misappropriation of, or access to, our customers’ personal information or other sensitive information, or there is otherwise an intrusion into our customers’ privacy.

Additionally, many of our games include virtual economies, comprising virtual currencies and assets, which are subject to fraud, exploitation, and abuse. In-game exploits and the use of automated or other fraudulent practices to generate virtual currency or assets illegitimately can detract from players’ enjoyment of our games and can cause loss of revenue and harm to our reputation. Further, the measures we take to remedy abuse and protect against future fraudulent actions can be costly and time-consuming and may negatively impact our operations and financial outlook.

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Significant disruption during our live events may adversely affect our business.

We, as well as the teams in the esports leagues we operate, host live events each year, many of which are attended by a large number of people. There are many risks that are inherent in large gatherings of people, including actual or threatened terrorist attacks or other acts of violence, fire, explosion, protests, and riots, and other safety or security issues, any one of which could result in injury or death to attendees and/or damage to the facilities at which such an event is hosted. While we maintain insurance policies, they may be insufficient to reimburse us for all losses or all types of claims that may be caused by such an event. Moreover, if there were a public perception that the safety or security measures are inadequate at the events we host or events hosted by teams in the esports leagues we operate, whether or not the case, it could result in reputational damage and a decline in future attendance at events hosted by us or those teams. Any one of these products continuethings could harm our business.

Catastrophic events may disrupt our business.

Our corporate headquarters and our primary corporate data center are located in the Los Angeles, California area, which is near a major earthquake fault. A major earthquake or other catastrophic event that results in the destruction or disruption of any of our critical business or information technology systems, impacts the health and safety of our employees or the employees of third-party affiliates and the regulatory agencies we rely on, or otherwise prevents us from conducting our normal business operations, could require significant expenditures to overlap, software developersresume operations and negatively 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 to protect us against such events. Any such event could also limit the ability of retailers, distributors, or our other customers to sell or distribute our products.

Climate change may have increasinglyan impact on our business.

Risks related to climate change are increasing in both impact and type. We do not expect significant near-term impacts to our operations as a result of climate change, but long-term impacts remain unknown. There may be business or operational risk due to the significant impacts that climate change could pose to our mobile infrastructure, the cost of energy, employees’ lives, consumers’ lives, our supply chain, our data centers or other operational disruptions from climate change-related weather events. In addition, rapidly changing customer and regulatory requirements, along with stakeholder expectations, to reduce carbon emissions and otherwise to reduce our environmental footprint could increase our costs of operations to comply or present a risk of loss of business, if we are not able to meet those requirements.

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

Our Fifth 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.

Regulatory and Legal Risks

We are subject to legal proceedings regarding workplace concerns that have negatively affected our reputation.

As described in Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K, in July 2021, the California Civil Rights Department (formerly known as the Department of Fair Employment and Housing) (the “CRD”) filed a complaint against Activision Blizzard, Blizzard Entertainment, and Activision Publishing alleging violations of the California Fair Employment and Housing Act and the California Equal Pay Act. The Company settled claims against the Company regarding certain employment practices with the U.S. Equal Employment Opportunity Commission through a consent decree ultimately approved by a federal court; the CRD unsuccessfully sought to intervene to object to the terms of the proposed consent decree. The CRD has appealed the federal court’s decision to deny its effort to intervene. There are currently pending unfair labor practice charges and matters against the Company. The outcomes of the matters that have not been resolved remain uncertain, and we could become subject to infringement claims. Further, manyadditional, similar legal proceedings in the future. If such matters are decided unfavorably to the Company, they could have a material adverse effect on our business, reputation, financial condition, results of operations, income, revenue, profitability, cash flows, liquidity, or stock price.
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These legal proceedings have negatively impacted our public reputation and, as a result, some consumers have elected not to continue subscribing to one or more of our productsgames, and existing and potential players may decide not to play our games in the future. Some existing sponsors, partners, and advertisers have also elected not to be associated with our brand due to this impact on our reputation, and others may so elect in the future. The outcome of these matters remains uncertain, though such matters could be decided unfavorably to the Company and could have a material adverse effect on our business, reputation, financial condition, results of operations, income, revenue, profitability, cash flows, liquidity, or stock price.

We are highly realistic and feature materialsinvolved in legal proceedings that are basedcan have a negative impact on real-world things or people, which may also be the subject of claims of infringement of the intellectual property 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 claims of others. Although we take steps to avoid knowingly violating the intellectual property rights of others, third parties may still claim infringement, particularly since there are many companies that focus exclusively on enforcing patent rights.

business.


From time to time, we receive communications from third parties regarding such claims. Existing or future infringementare involved in claims, against us, whether meritorious or not, may be time consuming, distractingsuits, investigations, audits, and proceedings arising in the ordinary course of our business, including with respect to management and expensive to defend. Further, intellectual property, litigation competition and antitrust, regulatory, tax, privacy, labor and employment, compliance, unclaimed property, cybersecurity, liability and personal injury, product damage, collection, and/or claims could forcecommercial matters. 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.

Claims, suits, investigations, audits, and proceedings are inherently difficult to predict, including those referenced above, 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 negative impact on us due to doreputational harm, legal costs, diversion of management resources, and other factors. It is also possible that a resolution of one or more of the following:

    cease selling, incorporating, supportingsuch proceedings could result in substantial settlements, judgments, fines or usingpenalties, injunctions, criminal sanctions, consent decrees, or orders preventing us from offering certain features, functionalities, products, or services, that incorporaterequiring us to change our development process or other business practices.

There is also inherent uncertainty in determining reserves for these matters. Significant judgment is required in the challenged intellectual property;

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      obtainthese matters, including assessing the probability of potential outcomes and determining whether a license frompotential exposure can be reasonably estimated. In making these determinations, we, in consultation with outside counsel, examine the holderrelevant facts and circumstances on a quarterly basis assuming, as applicable, a combination of the infringed intellectual property,settlement and litigated outcomes and strategies. Further, it may take time to develop factors on which if available at all, may notreasonable judgments and estimates can 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.

    Our products are subject to the threat of piracy and unauthorized copying, and inadequate intellectual property laws and other protections could prevent us from enforcing or defending our proprietary technologies. We may also face legal risks arising out of user-generated content. Further, the use of unauthorized "cheat" programs or the use of other unauthorized software modifications by users could impact multiplayer gameplay or lead to reductions in microtransactions in our games.

    based.


    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 nondisclosurethird‑party non‑disclosure 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.time‑consuming. Further, we are aware that some unauthorized copying and piracy occurs, and if a significantly greater amount of unauthorized copying or piracy of our software products were to occur, it could negatively impact our business.

            Piracy is a persistent problem for us, and policing the unauthorized sale, distribution and use of our products is difficult, expensive, and 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. In addition, though we take steps to make the unauthorized sale, distribution and use of our products more difficult and to 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 and the ability to download pirated copies of games from various Internet sites and peer-to-peer networks could result in an expansion in piracy.

            In addition, "cheating" programs or other unauthorized software tools and modifications that enable consumers to cheat in games 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.

    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 providers are frequentlytechnologies or that we will be able to influenceeffectively protect our intellectual property through litigation and other means.


    Our business, products, and costs.

            Generally, whendistribution are subject to increasing regulation in key territories. If we develop interactive entertainment software products for hardware platforms offered by Sony, Microsoft, or Nintendo, the physical products are replicated exclusively by that hardware manufacturer or their approved replicator. The agreements withdo not successfully respond to these manufacturers include


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    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 providers 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 providers 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 providers are the exclusive means of selling and distributing this content. Further, increased competition for limited premium "digital shelf space" has placed the platform providers in an increasingly better position to negotiate favorable terms of sale. If the platform provider 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,regulations, our business could be negatively impacted.

            We also derive significant revenues from


    The video game industry continues to evolve, and new and innovative business opportunities are often subject to new attempts at regulation. As such, 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. These laws, regulations, and investigations are related to protection of minors, gambling, screen time, business models, consumer privacy, cybersecurity, data protection, accessibility, advertising, taxation, payments, intellectual property, distribution, and antitrust, among others.

    For example, many foreign countries have laws that permit governmental entities to restrict or prohibit marketing or distribution of free-to-playinteractive 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 U.S., including legislation that attempts to impose additional taxes based on content). In addition, certain jurisdictions have laws that restrict or prohibit marketing or distribution of interactive entertainment software products with random digital item mechanics, which some of our online games on third-party mobile and web platformsservices include, or subject such products to additional regulation and oversight, such as reporting to regulators, mandatory disclosure to consumers of item drop rates, and higher age ratings for products that contain such mechanics.

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    We are also subject to laws in a number of jurisdictions concerning the Apple App Store,operation and offering of tournaments and games, many of which are still evolving and could be interpreted in ways that could harm our business. Certain jurisdictions also have laws that restrict or prohibit certain types of esports tournament structures. These laws may have an impact on our ability to offer certain esports competitions and/or to offer consumers of our online and casual games various types of contests and promotional opportunities.

    Further, the Google Play Store,growth and Facebook,development of electronic commerce, virtual items, and mostcurrency 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, including related to screen time. Also, 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. Additionally, laws may limit or prevent the auto-renewal of contracts and subscriptions. Further, the European Commission has imposed a large antitrust fine on a number of other game publishers who had been geoblocking certain EU countries. In addition, in 2019 the World Health Organization included “gaming disorder” in the 11th Revision of the virtual currencyInternational Classification of Diseases (ICD-11), leading some countries to consider legislation and policies aimed at addressing this issue. Moreover, the public dialogue concerning interactive entertainment may have an adverse impact on our reputation and consumers’ willingness to purchase our products.

    The adoption and enforcement of legislation that restricts the marketing, content, business model, or sales of our products in countries in which we sell is purchased usingdo business may harm the payment processing systemssales of these platform providers. These platforms also serveour products, as significant online distribution platformsthe products we are able to offer to our customers and the size of the potential audience for our games. If these platformsproducts may be limited. We may be required to modify their current discovery mechanisms, communication channels availablecertain product development processes or products or alter our marketing strategies to developers, operating systems, termscomply with regulations, which could be costly or delay the release of serviceour products. In addition, 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 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,penalties, 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, Microsoft's Xbox One, and Nintendo's Wii U and Switch. For example, sales of products for consoles accounted for 34% of our consolidated net revenues in 2017. 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 the availability of an adequate supply of these video game consoles and the continued support for these consoles by their manufacturers. We must make product development decisions and commit significant resources well in advance of the anticipated introduction of a new platform, and development costs for new console platforms may be 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 acceptance, we may not be able to recover our development costs, which could be significant.


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    The importance of retail salesharm to our business exposes usreputation.


    Change in government regulations relating to the risks of that 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. In addition, having such a large portion of our retail 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. Retailers and distributors in the interactive entertainment industry have from time to time experienced significant fluctuations in their businesses and a number of them have failed. Challenging economic conditions may impair the ability of our customers to pay for products they have purchased and, as a result, our reserves for doubtful accounts and write-off of accounts receivable could increase and, even if increased, may turn out to be insufficient. Moreover, even in cases where we have 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 partnerInternet could negatively impact our business.

            Moreover,


    We rely on our consumers’ access to significant levels of Internet bandwidth for the importancesale and digital delivery of retail salesour content and the functionality of our games with online features. Changes in laws or regulations that adversely affect the growth, popularity, or use of the Internet, including laws impacting “net neutrality” or the availability of bandwidth could impair our consumers’ online video game experiences, decrease the demand for our products and services or increase our cost of doing business. Although certain jurisdictions have implemented laws and regulations intended to prevent Internet service providers from discriminating against particular types of legal traffic on their networks, other jurisdictions may lack such laws and regulations or repeal existing laws or regulations. Given uncertainty around these rules relating to the Internet, including changing interpretations, amendments, or repeal of those rules, coupled with the potentially significant political and economic power of local Internet service providers and the relatively significant level of Internet bandwidth access our business exposesproducts and services require, we could experience discriminatory or anti‑competitive practices that could impede our growth, cause us to the riskincur additional expenses, or otherwise negatively impact 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 most of product returnsour games online using our own distribution platforms, including Blizzard Battle.net, third‑party platforms and price protection with respect tonetworks, through online social platforms, and on mobile devices. We collect and store information about our distributorsconsumers, including consumers who play these games. In addition, we collect 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.store information about our employees. 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.

            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 require 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


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    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.

    We are a global company and are subject to laws from a variety of jurisdictions regarding privacy and the risksprotection of this information, including country and uncertainties of conducting business outsideregional laws and regulations, such as the U.S.

            We conduct business throughoutE.U.’s General Data Protection Regulation (“GDPR”), the world,California Consumer Privacy Act, as amended, and we derive a substantial amount of our revenues and profits from international trade, particularly from Europe, Asia and Australia. Moving forward, we expect that international sales will continue to account for a significant portion of our total revenues and profits 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,other U.S. state laws, the China Personal Information Protection Law; as well as risks inherent in doing business in emerging markets, including increased tariffssectoral laws and duties, complianceregulations such as the U.S. Children’s Online Privacy Protection Act and the UK Age-Appropriate Design Code. Failure to comply 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 profit 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, could result in the adoption or expansion of trade restrictions, including economic sanctions, that could have a negative impact 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 negative impact on our business. Additionally, in the past, legislation has been implemented in China that has required modifications to our software. The future implementation of similarthese laws or regulations may increase our costs, subject us to expensive and distracting government investigations, result in Chinasubstantial fines, and other punitive measures, including restricting or any other country in which we have operations or sales may restrict or prohibitprohibiting 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 experienceresult in lawsuits and claims against us, to the point where consumers ceaseextent these laws include a private right of action.


    33

    Data privacy protection laws are rapidly changing and likely will continue to purchase such products. Further,do so for the enforcementforeseeable future and may be inconsistent from jurisdiction to jurisdiction. For example, the E.U. and China have taken a broader view than other jurisdictions as to what is considered personal information and has imposed greater obligations under data privacy and protection regulations, including those imposed under the GDPR. The U.S. government, including the Federal Trade Commission and the Department of regulation of mobileCommerce, various U.S. state governments, and other gamesvarious national and local governments are continuing to review the need for greater regulation over the collection, sharing, use, retention, or sale of personal information and information about consumer behavior on the Internet and on mobile devices. Complying with emerging and changing laws and regulations could require us to incur substantial costs or impact our approach to operating and marketing our games. Due to the rapidly changing nature of these data privacy protection laws, there is not always clear guidance from the respective governments and regulators regarding the interpretation of the law, which may create the risk of an online elementinadvertent violation. Various government and consumer agencies worldwide have also called for new regulation and changes in China remains uncertain,industry practices. In addition, in some cases, we are dependent upon our platform providers and further changes, eitherexternal data processors to assist us in the regulations or their enforcement, could have a negative impact on our business 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, as well as the 2017 U.K. Criminal Finances Act or other similar financial crime laws. While we have policies and procedures, as well as training for our employees, intended to secureensuring compliance with these laws, our employees, contractors, third-party partners, representatives or agentsvarious types of regulations, and a violation by one of these third parties may take actions that violate our policies. Moreover, it may be more difficult to oversee the conduct of any such persons who are not our employees, potentially exposingalso subject us to greater risk from their actions.

            Additionally,government investigations and result in June 2016, voters in the United Kingdom approved an advisory referendumsubstantial fines.


    Player interaction with our games is subject to withdraw from the European Union (the "E.U."our privacy policies, end user license agreements (“EULAs”), commonly referred to as "Brexit." The United


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    Kingdom commenced withdrawal proceedings with the E.U. in March 2017. These proceedings have created political and economic uncertainty, particularly in the United Kingdom and the E.U., and this uncertainty may persist for years. The uncertainty surrounding the 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 United Kingdom's withdrawalmedia, consumers, or employees raise any concerns about our privacy and its consequencesdata protection or consumer protection practices, even if unfounded, this could adversely impact consumer and investor confidence and the level of sales of discretionary items, includingalso result in fines or judgments against us, damage our products. Any of these effects couldreputation, 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,financial condition, or require us to modify the content of the games or the method by which we chargedamage our customers for the games 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 negatively impact our business.

            We are subject to income taxes in the United States and other jurisdictions. In the ordinary course of business there are many transactions and calculations where the ultimate income tax determination is uncertain. Significant judgment is required in determining our worldwide income tax provision. Although we believe our income tax estimates are reasonable, the 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 effective tax rate could be adversely affected by a variety of factors, including changes in our business, the mix of earnings in countries with differing statutory tax rates, changes in tax laws or tax rulings, changes in interpretations of existing laws, or developments in tax 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 regimes we are subject to or operate under are unsettled and may be subject to significant change. The E.U. 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 may 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 positions.

            On December 22, 2017, tax reform legislation known as the Tax Cuts and Jobs Act (the "U.S. Tax Reform Act") was enacted in the United States. The U.S. Tax Reform Act introduces significant changes to U.S. income tax law that will have a meaningful impact on our financial position and effective tax rate. Accounting for the income tax effects of the U.S. Tax Reform Act requires complex new calculations to be performed and significant judgments in interpreting the legislation. Additional guidance may be issued on how the provisions of the U.S. Tax Reform Act will be applied or otherwise administered that is different from our interpretation. Due to the timing of enactment and the complexity in determining the income tax effects of the U.S. Tax Reform Act, we made reasonable estimates of the effects and recorded provisional amounts in our financial statements for the year ended December 31, 2017. We may make adjustments to the provisional amounts as we collect and prepare the data necessary to finalize our calculations, interpret the U.S. Tax Reform Act and any additional guidance issued, and consider the effects of any additional actions we may take as a result of the U.S. Tax Reform Act. These adjustments could materially affect our financial position and results of operations as well as our effective tax rate in the period in which these adjustments are made.

            In late 2017, we received a Notice of Reassessment from the French Tax Authority ("FTA") related to transfer pricing concerning intercompany transactions involving one of our French subsidiaries for the 2011 through 2013 tax years. We disagree with the proposed assessment and intend to vigorously



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    contest it. We plan to pursue all remedies available to us to successfully resolve this matter, including administrative remedies with the FTA, and judicial remedies, if necessary. While we believe our tax provisions at December 31, 2017 are appropriate, until such time as this matter is ultimately resolved we could be subject to significant additional tax liabilities. In addition to the risk of additional tax for years 2011 through 2013, if litigation regarding this matter were adversely determined and/or if the FTA were to seek adjustments of a similar nature for subsequent years, we could be subject to significant additional tax liabilities.

            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 negative impact on our business.

    Fluctuations in currency exchange rates could 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 euros, British pounds, Australian dollars, South Korean won, Chinese yuan, and Swedish krona, 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 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.

    Our games are subject to scrutiny regarding the appropriateness of their content. If we fail to receive our target ratings for certain titles, or if our retailers refuse to sell such titles due to what they perceive to be objectionable content, it could have a negative impact on our business.


    Our console and PC games are subject to ratings by the Entertainment Software Rating Board (the "ESRB"),ESRB, a self-regulatoryself‑regulatory body based in the U.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, along with an assessment of the suitability of the content for certain age groups. Certain other countries have also established content rating systems as prerequisites for product sales in those countries. In addition, certain storesthird parties use other ratings systems, such as Apple'ssystems. For example, Apple uses a proprietary “App Rating System” and certain online stores, including Google Play, use of its proprietary "App Rating System" and Google Play's use of the International Age Rating Coalition (IARC)(“IARC”) rating system.system, whereby ratings are assigned in participating regions through a single application. 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, we may be required to modify our products to comply withmeet 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 one of our games is "re-rated"“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.


    Additionally, retailers may decline to sell, and/or consumers may decline to buy, 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, in response to mass shootings or the conflict in Ukraine, or otherwise. If retailers decline to sell our products or consumers decline to buy them based upon their opinion that they contain objectionable themes, graphic violence or sexually explicit material, or other generally


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    objectionable content, we might be required to modify particular titles or forfeit the revenue opportunity of selling such titlestitles.


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    Tax and Financial Reporting Risks

    Changes in tax rates and/or tax laws or exposure to additional tax liabilities could negatively impact our business.

    Our income tax liability and effective tax rate could be adversely affected by a variety of factors, including changes in our business, the mix of earnings in countries with that retailer.

            Further, throughoutdiffering statutory tax rates, changes in tax laws or tax rulings, changes in interpretations of existing laws, or developments in tax examinations or investigations. Any of these factors could have a negative impact on our business or require us to change the history of the interactive entertainment industry, many interactive software products have included hidden content and/manner in which we operate our business. The tax regimes we are subject to, or hidden gameplay features, some of which have been accessible through the use of in-game codes or other technological means,operate under, are unsettled and may be subject to significant change. Fundamental changes to corporate tax laws that are intended to enhance the gameplay experience. In some cases, such undisclosed content or features have been considered or enacted by numerous countries in recent years, including the implementation of legislation intended to be objectionable. While publishers are requiredconform to disclose pertinent hidden content during the ESRB ratings process, in a few cases, publishers have failed to disclose hidden content,new and the ESRB has required the recall of the game, changed the rating or associated content descriptors originally assignedevolving OECD guidelines, revenue-based taxes on digital services and other changes 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 discoverytaxation 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,


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    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 entertainmentU.S. multinationals, may have an adverse impact on our reputationincome tax expense 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. Further, some of our online games and other services include random digital item mechanics, which may become subject to regulations in various jurisdictions. 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.

    Change in government regulations relating to the Internet could negatively impact our business.

            We rely on Furthermore, tax authorities may choose to examine or investigate our consumers' accesstax reporting or tax liability, including how or where our profits are currently recognized. These proceedings may lead to significant levels of Internet bandwidth for the sale and digital delivery of our content and the functionality of our games with online features. Changes in lawsadjustments or regulations that adversely affect the growth, popularity or use of the Internet, including laws impacting "net neutrality," could decrease the demand for our products and services or increase our cost of doing business. Although certain jurisdictions have implemented laws and regulations intended to prevent Internet service providers from discriminating against particular types of legal traffic on their networks, other jurisdictions may lack such laws and regulations or repeal existing laws or regulations. For example, on December 14, 2017, the Federal Communications Commission voted to repeal net neutrality regulations in the U.S. Given uncertainty around these rules, including changing interpretations, amendments, or repeal, coupled with the potentially significant political and economic power of local Internet service providers and the relatively significant level of Internet bandwidth access our products and services require, we could experience discriminatory or anti-competitive practices that could impede our growth, cause us to incur additional expenses, or otherwise negatively impact 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 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


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    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. Regulators have not yet issued clear guidance for many of these new compliance obligations. 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 subjectadjustments to our privacy policies, end user license agreements ("EULAs"), and terms of service. If we fail to comply with our posted privacy policies, EULAs,income taxes 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 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 functionalityprovisions for any reason, our business may be negatively impacted.

            Our business relies on the continuous operation of servers, some of 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 degrade or interrupt the functionality of our games 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 small number of third-party owned data centers located in one city, or with respect to the functioning of our proprietary online gaming service, Blizzard Battle.net, the disruption of which could prevent Blizzard from delivering content digitally or render all of Blizzard's games, as well asDestiny 2 PC content, 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.

    uncertain tax positions.


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            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 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 (including credit card information maintained in a proprietary 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. We have implemented programs intended to secure our data and systems and prevent unauthorized access to, or loss of, sensitive data. However, because these attacks may remain undetected for prolonged periods of time and the techniques used by criminal hackers and other third parties to breach systems change frequently, we may be unable to anticipate these techniques or implement adequate preventative measures. A data intrusion into a server for a game with online features or for 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. Additionally, while we maintain insurance policies, they may be insufficient to reimburse us for all losses or all types of claims that may be caused by data breaches or system or network disruptions. Moreover, 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, such data security breaches may subject us to legal claims or proceedings, including regulatory investigations and actions, especially if there is loss, 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 of revenues of those products. Further, as we increase our downloadable content and add new features to our online services, our estimate of the service period has changed in the current year and may change again in future years, 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, capitalized software costs, and income taxes, could have a significant impact on our reported net revenues, net income, and earnings per common share under generally accepted accounting principles generally accepted in the United StatesU.S. in any given period.



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    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.

    Historically, our stock price has been highly volatile.

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

      quarter-to-quarter variations in the results of our operations;

      the announcement of new products;

      the announcement of lower prices on competing products;

      product development or release schedules;

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

      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 our directors or executive management; and

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


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    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 negatively impact our business.


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    Item 1B.    UNRESOLVED STAFF COMMENTS


    None.


    Item 2.    PROPERTIES


    Our principal corporate and administrative offices and our Activision segment’s headquarters are located at 3100 Ocean Park Boulevard,in Santa Monica, California. The following is a summary ofOur Activision segment also leases office space for development studio personnel throughout the principal leased offices we maintained as of December 31, 2017:

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

    Corporate Offices

      152,431  1,147    153,578 

    Activision Product Development & Publishing Facilities (Activision segment)

      724,122  48,343  25,838  798,303 

    Blizzard Product Development & Publishing Facilities (Blizzard segment)

      904,773  99,922  102,898  1,107,593 

    King Product Development & Publishing Facilities (King segment)

      83,885  401,469  4,189  489,543 

    Distribution and Other Facilities

      23,557  101,583    125,140 

    Sales offices

      12,267  34,747  8,055  55,069 

    Total

      1,901,035  687,211  140,980  2,729,226 

    (1)
    Consists of the Europe, Middle East,U.S., primarily in California, New York, and Africa geographic regions.

            In total, we have approximately 100 facility leasesWisconsin. We also lease office space in the following 20 countries: Australia, Brazil, Canada, China, France, Germany, Ireland, Italy, Japan, Malta, Mexico, the Netherlands, Romania, Singapore, South Korea, Spain, Sweden, Taiwan, theIrvine, California for our Blizzard segment’s headquarters, which include administrative and development studio space. We lease office space in London, United Kingdom for our King segment’s headquarters, as well as office space for additional administrative and the United States.

            The only facilities currently owned by the Company are two European warehouses utilized by the Distribution segment, one locateddevelopment studio space in Burglengenfeld, GermanyStockholm, Sweden and the other in Venlo, the Netherlands.

    Barcelona, Spain.


    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.


    Item 3.    LEGAL PROCEEDINGS

            As further described in


    Refer to Note 1522 of the notes to the consolidated financial statements included in Item 8 of this Annual Report on Form 10-K on December 28, 2017, we received a Notice of Reassessment from the FTA related to transfer pricing concerning intercompany transactions involving one offor disclosures regarding our French subsidiaries for the 2011 through 2013 tax years. The total assessment, including penalties and interest, was approximately €571 million ($680 million). We disagree with the proposed assessment and intend to vigorously contest it. We plan to pursue all remedies available to us to successfully resolve this matter, including administrative remedies with the FTA, and judicial remedies, if necessary. While we believe our tax provisions at December 31, 2017 are appropriate, until such time as this matter is ultimately resolved we could be subject to significant additional tax liabilities. In addition to the risk of additional tax for years 2011 through 2013, if litigation regarding this matter were adversely determined and/or if the FTA were to seek adjustments of a similar nature for subsequent years, we could be subject to significant additional tax liabilities.

            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,


    Table of Contents

    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.

    proceedings.


    Item 4.    MINE SAFETY DISCLOSURES


    Not applicable

    applicable.


    35

    PART II


    Item 5.    MARKET FOR REGISTRANT'SREGISTRANT’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.“ATVI”. At February 20, 2018,16, 2023, there were 1,6631,441 holders of record of our common stock.


     
     High Low 

    2017

           

    First Quarter Ended March 31, 2017

     $50.40 $36.18 

    Second Quarter Ended June 30, 2017

      61.58  48.41 

    Third Quarter Ended September 30, 2017

      66.58  55.86 

    Fourth Quarter Ended December 31, 2017

      67.40  57.29 


     
     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"“filed” for purposes of Section 18 of the Exchange Act or otherwise subject to the liabilities under thatsuch Section 18, 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.


    1933, as amended.


    COMPARISON OF 5-YEAR CUMULATIVE TOTAL RETURN

    among Activision Blizzard, Inc., the Nasdaq Composite Index, the S&P 500 Index,
    and the RDG Technology Composite Index


    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 December 31, 2012,2017, and that dividends were reinvested daily. The stock price performance on the following graph and table is not necessarily indicative of future stock price performance.


    atvi-20221231_g2.jpg
    36

    Fiscal year ending December 31:
     12/12 12/13 12/14 12/15 12/16 12/17 

    Activision Blizzard, Inc. 

     $100.00 $170.11 $194.06 $376.61 $354.16 $624.78 

    Nasdaq Composite

      100.00  141.63  162.09  173.33  187.19  242.29 

    S&P 500

      100.00  132.39  150.51  152.59  170.84  208.14 

    RDG Technology Composite

      100.00  132.51  155.05  161.00  181.12  247.79 

    Table of Contents


    Fiscal year ending December 31:12/1712/1812/1912/2012/2112/22
    Activision Blizzard, Inc. $100.00 $73.93 $95.09 $149.55 $107.68 $124.63 
    Nasdaq Composite100.00 97.16 132.81 192.47 235.15 158.65 
    S&P 500100.00 95.62 125.72 148.85 191.58 156.89 
    RDG Technology Composite100.00 93.54 133.70 208.19 249.39 169.48 

    Cash Dividends


    We have paid a dividend annually since 2010. Below is a summary of cash dividends paid over the past three fiscal years, along withyears:

    YearPer Share AmountRecord DateDividend Payment Date
    2022$0.474/15/20225/6/2022
    2021$0.474/15/20215/6/2021
    2020$0.414/15/20205/6/2020

    Under the Merger Agreement, we may not declare, set aside, authorize, establish a record date for, or pay any further dividend most recently declared byor other distribution (whether in cash, shares, or property or any combination thereof) in respect of any shares of capital stock or other equity or voting interest, or make any other actual, constructive, or deemed distribution in respect of the Boardshares of Directors that willcapital stock or other equity or voting interest, without obtaining Microsoft's approval (which may not be paid in May 2018:

    unreasonably withheld, conditioned, or delayed).

    Year
     Per Share
    Amount
     Record
    Date
     Dividend
    Payment
    Date
     

    2018

     $0.34  3/30/2018  5/9/2018 

    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 

            FutureAs such, 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,Directors, including, as described in Note 11 of the notes to consolidated 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.relevant, Microsoft’s approval. 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 to purchase or sell shares of our common stock that satisfy the requirements of Exchange Act Rule 10b5-1 ("Rule 10b5-1 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 trade on a pre-arranged, "automatic-pilot" 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, the Company 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."

            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,January 27, 2021, our Board of Directors authorized a stock repurchase program under which we arewere authorized to repurchase up to $1$4 billion of our common stock during the two-year period from February 14, 2021 until the earlier of February 13, 2017 through February 12, 2019. As2023 and a determination by the Board of Directors to discontinue the date hereof, we haverepurchase program. We did not repurchasedrepurchase any shares under this program through its expiry and we are restricted from making any such repurchases during the period between the execution of the Merger Agreement and the determination as to if and when we make any such stock repurchases willEffective Time without Microsoft’s approval (which may not be dependent on market conditions and other factors.

    unreasonably withheld, conditioned, or delayed).


    Item 6.    [RESERVED]

    37

    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's7.    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, 2017 is derived from our Consolidated Financial Statements and include the operations of King commencing on the King Acquisition Date. All amounts set forth in the following tables are in millions, except per share data.


     
     For the Years Ended December 31, 
     
     2017 2016 2015 2014 2013 

    Statement of Operations Data:

                    

    Net revenues

     $7,017 $6,608 $4,664 $4,408 $4,583 

    Net income(1)

      273  966  892  835  1,010 

    Basic net income per share

      0.36  1.30  1.21  1.14  0.96 

    Diluted net income per share

      0.36  1.28  1.19  1.13  0.95 

    Cash dividends declared per share

      0.30  0.26  0.23  0.20  0.19 

    Operating cash flows

     
    $

    2,213
     
    $

    2,155
     
    $

    1,259
     
    $

    1,331
     
    $

    1,293
     

    Balance Sheet Data:

      
     
      
     
      
     
      
     
      
     
     

    Cash and investments(2)

     $4,775 $3,271 $1,840 $4,867 $4,452 

    Total assets

      18,668  17,452  15,246  14,637  13,947 

    Long-term debt, net(3)

      4,390  4,887  4,074  4,319  4,687 

    Long-term debt, gross

      4,440  4,940  4,119  4,369  4,744 

    Net debt(4)

        1,669  2,279    292 

    (1)
    Net income includes the impact of significant discrete tax-related impacts, including incremental income tax expense due to the application of the U.S. Tax Reform Act. See further discussion in Note 15 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

    (2)
    Cash and investments consists of cash and cash equivalents along with short-term and long-term investments. We had short-term investments of $62 million and did not have any long-term investments as of December 31, 2017. 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, $10 million and $9 million, respectively, as of December 31, 2014, and $33 million and $9 million, respectively, as of December 31, 2013. 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 11 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

    (4)
    Net debt is defined as long-term debt, gross less cash and 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 content and services. We develop and distribute content and services on video game consoles, PC,PCs, and mobile devices. We also operate esports events and leagues and create filmoffer digital advertising within some of our content. The terms “Activision Blizzard,” the “Company,” “we,” “us,” and television content based on“our” are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries.

    Merger Agreement

    On January 18, 2022, we entered into the Merger Agreement with Microsoft and Merger Sub, in which we agreed to be acquired for $95.00 in cash per Share. Pursuant to the terms of the Merger Agreement, our games.

    The King Acquisition

            On February 23, 2016,acquisition will be accomplished through the merger of Merger Sub with and into the Company, with the Company surviving the Merger as a wholly owned subsidiary of Microsoft.


    Pursuant to the terms of the Merger Agreement, and subject to the terms and conditions set forth therein, at the Effective Time, each Share (other than Shares (1) held by the Company as treasury stock (excluding certain Shares held by a wholly owned subsidiary of the Company, which shares will remain outstanding and unaffected by the Merger), (2) owned by Microsoft or Merger Sub, (3) owned by any direct or indirect wholly owned subsidiary of Microsoft or Merger Sub or (4) held by stockholders who have neither voted in favor of adoption of the Merger Agreement nor consented thereto in writing and who have properly and validly exercised their statutory rights of appraisal in respect of such Shares in accordance with Section 262 of the Delaware General Corporation Law, in each case, immediately prior to the Effective Time) issued and outstanding immediately prior to the Effective Time will be cancelled and automatically converted into the right to receive $95.00 in cash, without interest.

    If the Merger Agreement is terminated under certain specified circumstances, we completed the King Acquisition for an aggregate purchase priceor Microsoft will be required to pay a termination fee. We will be required to pay Microsoft a termination fee of approximately $5.8$2.27 billion under specified circumstances, including termination of the Merger Agreement due to our material breach of representations, warranties, covenants or agreements in the Merger Agreement. Microsoft will be required to pay us a reverse termination fee under specified circumstances, including termination of the Merger Agreement due to a permanent injunction arising from Antitrust Laws (as defined in the Merger Agreement) when we are not then in material breach of any provision of the Merger Agreement and if certain other conditions are met, in an amount equal to (1) $2.5 billion if the termination notice is provided prior to April 18, 2023, or (2) $3.0 billion if the termination notice is provided at any time after April 18, 2023.

    On April 28, 2022, the Company’s stockholders adopted the Merger Agreement at a special meeting of stockholders. The consummation of the Merger is subject to customary closing conditions, including, among others, (1) the absence of any court order or law prohibiting (or seeking to prohibit) the consummation of the Merger, (2) the termination or expiration of any applicable waiting period or periods under the Hart-Scott-Rodino Antitrust Improvements Act of 1976 (as amended) and specified approvals under certain other antitrust and foreign investment laws, subject to certain limitations, (3) compliance by us and Microsoft in all material respects with our respective obligations under the Merger Agreement, and (4) subject to specified exceptions and qualifications for materiality, the accuracy of representations and warranties made by us and Microsoft, respectively, as further describedof the signing date and the closing date. The two parties are continuing to engage with regulators reviewing the proposed transaction and are working toward closing in Microsoft’s fiscal year ending June 30, 2023, subject to obtaining required regulatory approvals and satisfaction or waiver of other customary closing conditions. For more information regarding the FTC complaint regarding the pending Merger, see Note 2022 of the notes to the consolidated financial statements. Ourstatements included in Part II, Item 8 of this Annual Report on Form 10-K.
    38

    Table of Contents
    Employment Matters

    We are subject to legal proceedings regarding our workplace and are experiencing adverse effects related to these proceedings and to concerns raised about our workplace. For information about these matters, see Part I, Item 1A “Risk Factors” and Note 22 of the notes to the consolidated financial statements include the operationsincluded in Part II, Item 8 of King commencingthis Annual Report on February 23, 2016.

    ReportableForm 10-K.


    Our Segments

            As part of the continued implementation of our esports strategy, we instituted changes to our internal organization and reporting structure such that the MLG business now operates as a division of Blizzard. As such, commencing with the second quarter of 2017, MLG, which was previously a separate operating segment, is now a component of the Blizzard operating segment. MLG is responsible for the operations of the Overwatch League, along with other esports events, and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.


    Based upon our organizational structure, we conduct our business through three reportable segments: Activision, Blizzard, and King.

    (i)    Activision

            Activisionsegments, each of which is a leading global developer and publisher of interactive software products and entertainment content particularly for the console platform.and services based primarily on our internally-developed intellectual properties.


    (i) Activision primarilyPublishing, Inc.

    Activision delivers content through retailboth premium and digital channels, includingfree-to-play offerings and primarily generates revenue from full-game and in-game sales, as well as by licensing software to third-party or related-party companies that distribute Activision products. Activision’s key product offerings include titles and content for Call of Duty, a first-person action franchise. Activision develops, markets, and sells products based on our internally developed intellectual properties, as well as some licensed properties.

    also includes the activities of the Call of Duty League, a global professional esports league.


    (ii) Blizzard

    Entertainment, Inc.


    Blizzard is a leading global developer and publisher of interactive software products and entertainment content, particularly for the PC platform. Blizzard primarily delivers content through retailboth premium and digital channels, including subscriptions,free-to-play offerings and primarily generates revenue from full-game and in-game sales, as well assubscriptions, and by licensing software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online gaming service, Blizzardplatform, Battle.net, which facilitates digital distribution of Blizzard content along with Activision'sDestiny 2and selected Activision content, online social connectivity, and the creation of user-generated content. As noted above,Blizzard’s key product offerings include titles and content for: the Warcraft franchise, which includes World of Warcraft, a subscription-based massive multi-player online role-playing game, and Hearthstone, an online collectible card game based in the Warcraftuniverse; Diablo in the action role-playing genre; and Overwatch in the team-based first-person action genre. Blizzard also includes the activities of our MLG business, which is responsible for the operations of the Overwatch League, along with othera global professional esports events,league.

    (iii) King Digital Entertainment

    King delivers content through free-to-play offerings and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.

    (iii)  King

            King is a leading global developerprimarily generates revenue from in-game sales and publisher of interactive entertainment content and services, particularlyin-game advertising on mobile platforms, such as Google's Androidplatforms. King’s key product offerings include titles and Apple's iOS. King also distributes its


    Table of Contents

    content and services on the PC platform, primarily via Facebook. King's games are free to play, however, players can acquire in-game items, either with virtual currency the players purchase or directly using real currency.

    for Candy Crush, a “match three” franchise.


    Other


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


    39

    Business Results and Highlights


    Financial Results

            The Company's 2017


    2022 financial highlights include:


    consolidated net revenues increased 6%decreased 14% to $7.0$7.5 billion and consolidated operating income decreased 7%49% to $1.3$1.7 billion, as compared to consolidated net revenues of $6.6$8.8 billion and consolidated operating income of $1.4$3.3 billion in 2016;

    2021;

    revenues from digital online channels increased 13% to $5.5 billion, or 78% of consolidated net revenues, as compared to $4.9 billion, or 74% of consolidated net revenues, in 2016;

    operating margin was 18.7%, as compared to 21.4% in 2016;

    cash flows from operating activities of approximately $2.21 billion, an increase of 3%, as compared to $2.16 billion in 2016;

    consolidated net income decreased 72% to $273 million, as compared to $966 million in 2016, primarily driven by the impact of significant discrete tax-related impacts, including incremental income tax expense due to the impacts from the U.S. Tax Reform Act, as discussed in "Consolidated Results" below;

    consolidated net income included $113 million of excess tax benefits from share-based payments, as compared to $81 million in 2016; and

    diluted earnings per common share decreased 72%44% to $0.36,$1.92, as compared to $1.28$3.44 in 2016, primarily driven by incremental income tax expense due2021; and

    cash flows from operating activities were approximately $2.2 billion, a decrease of 8%, as compared to the impacts from the U.S. Tax Reform Act.

    $2.4 billion in 2021.


    Since certain of our games are hosted online or include significant online functionality that represents an essential component of gameplay and, as a result, a more-than-inconsequential separate deliverable,performance obligation, we initially defer the software-related revenuestransaction price allocable to the online functionality 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 and operating income for the year ended December 31, 2017,2022, include a net effect of $139$986 million and $71$848 million, respectively, from the deferralsdeferral of net revenues and related cost of revenues.



    In the fourth quarter of 2022, the Company completed its annual assessment of the estimated service periods for players of our games. We have noted that players who purchase in-game content are playing certain of our titles, notably those in our Call of Duty and World of Warcraft offerings, for longer periods of time than in prior years as they engage with services we provide that are designed to enhance and extend gameplay. As such, we have concluded that the estimated service period for in-game revenues from such games has lengthened by approximately three months.

    Based on the carrying amount of deferred revenue and deferred cost of revenue as of September 30, 2022, the change resulted in a decrease in net revenues recognized of $103 million, a decrease in cost of revenues recognized of $9 million, and a decrease in earnings per diluted share of $0.10 during the three months ended December 31, 2022. Such amounts will now be recognized during the year ending December 31, 2023. The change in the estimated service period had no impact on net bookings, segment net revenues, or net cash provided by operating activities.

    The percentages of our consolidated net revenues from revenue sources that are recognized at a “point-in-time” and from sources that are recognized “over-time and other” were as follows:

    For the Years Ended December 31,
    202220212020
    Point-in-time (1)14 %14 %16 %
    Over-time and other (2)86 %86 %84 %

    (1)Revenues recognized at a “point-in-time” are primarily comprised of the portion of revenues from software products that are recognized when the customer takes control of the product (i.e., upon delivery of the software product) and revenues from our Distribution business.

    (2)Revenues recognized “over-time and other revenue” are primarily comprised of revenues associated with the online functionality of our games, in-game purchases, and subscriptions.

    40

    Tabl

    Tablee of Contents

    Summary of Title Release Highlights

            GamesDates


    Throughout the year we regularly release new content through seasonal and downloadable content that were released during 2017, include:

            We also completed the sale of 12 teams for the Overwatch League, the first major global professional esports league with city-based teams. The first preseason matches occurred in December 2017 and the inaugural regular season started in January 2018.

    operating segment results.


    TitleRelease Date
    Call of Duty: Modern Warfare® II
    October 2022, and when referred to herein, is inclusive of Call of Duty: Warzone 2.0 from its release on November 16, 2022
    Call of Duty: Vanguard
    November 2021, and when referred to herein, is inclusive of Call of Duty: Warzone from the release of Call of Duty: Vanguard Season 1 content and Call of Duty: Warzone Pacific on December 8, 2021 through November 16, 2022
    Call of Duty: Black Ops Cold War
    November 2020, and when referred to herein, is inclusive of Call of Duty: Warzone from the release of Call of Duty: Black Ops Cold War Season 1 content on December 16, 2020 through December 8, 2021
    Call of Duty: MobileOctober 2019
    World of Warcraft: Dragonflight
    November 2022
    Overwatch 2October 2022
    World of Warcraft: Wrath of the Lich King® Classic
    September 2022
    Diablo ImmortalJune 2022
    Diablo II: Resurrected
    September 2021
    World of Warcraft: ShadowlandsNovember 2020

    International Sales


    International sales are a fundamental part of our business. 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 55%51%, 55%51%, and 52% of our total consolidated net revenues for the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020, respectively. The majority of our net revenues from foreign countries are generated by consumers in Australia, Brazil, Canada, Mainland China, France, Germany, Italy, Japan, Mexico, South Korea, Spain, Sweden,Taiwan, and the United Kingdom.U.K. Our international business is subject to risks typical of an international business, including, but not limited to, foreign currency exchange rate volatility, our reliance on and relationships with any local partners and distributors, and changes in local economies. Accordingly, our future results could be materially and adversely affected by changes in foreign currency exchange rates and changesthese factors. See “Management’s Overview of Business Trends - China License Agreements” below for information about the recent expiry of our agreements covering several Blizzard titles in local economies

    Mainland China.


    41

    Operating Metrics


    The following operating metrics are key performance indicators that we use to evaluate our business.

    The key drivers of changes in our operating metrics are presented in the order of significance.


    Net bookings and in-game net bookings

    We monitor net bookings and in-game net bookings as key operating metrics in evaluating the performance of our business because they enable an analysis of performance based on the timing of actual transactions with our customers and provide a more timely indication of trends in our operating results. Net bookings is the net amount of products and services sold digitally or sold-in physically in the period and includes license fees, merchandise, and publisher incentives, among others. Net bookings is equal to net revenues excluding the impact from deferrals. In-game net bookings primarily includes the net amount of microtransactions and downloadable content sold during the period and is equal to in-game net revenues excluding the impact from deferrals.

    Net bookings and in-game net bookings were as follows (amounts in millions):

    For the Years Ended December 31,Increase
    (Decrease)
    20222021
    Net bookings$8,514 $8,354 $160 
    In-game net bookings$5,382 $5,100 $282 

    Net bookings

    The increase in net bookings for the year ended December 31, 2022, as compared to the year ended December 31, 2021, was primarily due to:

    a $205 millionincrease in King net bookings, driven by higher net bookings from in-game player purchases in the Candy Crush franchise; and

    a $185 million increase in Blizzard net bookings, driven by higher net bookings from (1) Diablo Immortal and (2) Overwatch 2, partially offset by lower net bookings from (1) Diablo II: Resurrected and (2) World of Warcraft, as revenues from the release of World of Warcraft: Dragonflight were offset by lower subscription and add-on revenues.

    The increase in net bookings was offset by a $203 million decrease in Activision net bookings, driven by lower net bookings from Call of Duty: Vanguard as compared to Call of Duty: Black Ops Cold War, partially offset by higher net bookings from Call of Duty: Modern Warfare II as compared to Call of Duty: Vanguard.

    In-game net bookings

    The increase in in-game net bookings for the year ended December 31, 2022, as compared to the year ended December 31, 2021, was primarily due to:

    a $481 million increase in Blizzard in-game net bookings, driven by in-game net bookings from (1) Diablo Immortal and (2) Overwatch 2; and

    a $163 million increase in King in-game net bookings, driven by the Candy Crush franchise.

    The increase in in-game net booking was partially offset by a $362 million decrease in Activision in-game net bookings, driven by lower in-game net bookings from Call of Duty: Vanguard as compared to Call of Duty: Black Ops Cold War,partially offset by higher in-game net bookings from Call of Duty: Modern Warfare II as compared to Call of Duty: Vanguard.

    42

    Monthly Active Users


    We monitor monthly active users ("MAUs"(“MAUs”) as a key measure of the overall size of our user base. MAUs are the number of individuals who accessed 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 accesses two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who accesses the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who accesses the same game on two platforms or devices in the relevant period would generally be counted as a single user.


    Table In certain instances, we rely on third parties to publish our games. In these instances, MAU data is based on information provided to us by those third parties or, if final data is not available, reasonable estimates of Contents

    MAUs for these third-party published games.


    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 trendingtrends 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 each of our reportable segments (amounts in millions):



     December 31,
    2017
     September 30,
    2017
     June 30,
    2017
     March 31,
    2017
     December 31,
    2016
     September 30,
    2016
     December 31, 2022September 30, 2022June 30, 2022March 31, 2022December 31, 2021

    Activision

     55 49 47 48 51 46 Activision111 97 94 100 107 

    Blizzard

     40 42 46 41 41 42 Blizzard45 31 27 22 24 

    King

     290 293 314 342 355 394 King233 240 240 250 240 

    Total

     385 384 407 431 447 482 Total389 368 361 372 371 


    Average MAUs increased by 21 million or 6% for the quarterthree months ended December 31, 2017 were comparable2022, as compared to the quarterthree months ended September 30, 2017.2022. The decrease in King's and Blizzard'sincrease was primarily due to higher average MAUs is partially offset by an increase in Activision's average MAUsfor Activision, driven by the Call of Duty franchise, due toand Blizzard, driven by the launch ofCall of Duty: WWIIOverwatch 2, partially offset by a decrease in November 2017.

    average MAUs for Diablo Immortal.


    Average MAUs decreasedincreased by 6218 million or 14%,5% for the quarterthree months ended December 31, 2017,2022, as compared to the quarterthree months ended December 31, 2016.2021. 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 and maturity of titles.

    Net Bookings

            We monitor net bookings as a key operating metric in evaluating the performance of our business. Net bookings is defined as the net amount of products and services sold digitally or sold-in physically in the period, and includes license fees, merchandise, and publisher incentives, among others. Net bookings were as follows (amounts in millions):

     
     For the years ended
    December 31,
      
      
     
     
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     
     
     2017 2016 2015 

    Net bookings

     $7,156 $6,599 $4,621 $557 $1,978 

      2017 vs. 2016

            The increase in net bookings for 2017, as compared to 2016, was primarily due to:

      to higher net bookings from King titles, as 2017 includes King net bookingsMAUs for the full year, while 2016 only included King net bookings for the partial period following the King Closing Date, as well as higher net bookings from the Candy Crush franchise, due to in-game events and features;

      higher net bookings from the Destiny franchise,Blizzard, driven by the releaselaunch ofDestiny 2 in September 2017;

      higher net bookings fromCall of Duty: WWII, which was released in November 2017, as compared toCall of Duty: Infinite Warfare (which, when referred to herein, is inclusive ofCall of Duty: Modern Warfare Remastered), the comparable 2016 title;

      higher net bookings from the continued strength ofCall of Duty: Black Ops III, as compared to prior catalog releases, driven by the downloadable content pack,Zombies Chronicles, which was released in May 2017, and the continued strength of microtransactions; and
    Overwatch 2.


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            The increase was partially offset by:

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

            The increase was partially offset by:

    Management's

    Management’s Overview of Business Trends

    Interactive Entertainment and


    Mobile Gaming Growth

            Our business participates in the global interactive entertainment industry.and Free-to-Play Games have become an increasingly popular form of entertainment, and we estimate the total industry has grown, on average, 18% over the last three 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


    Wide adoption of smart phonessmartphones globally and the free-to-play business model, which allows players to try a new game with no upfront cost, on thosemobile platforms hashave increased the total addressable marketaudience for gaming significantly by introducing gaming to new age groups and new regions and allowing gaming to occur more widely outside the home. Mobile gaming is now estimated to be larger than console and PC gaming, and continueshas grown at a significant rate over the last five years. All of our reportable segments now have successful live mobile titles in the market, and we continue to grow at a


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    significant rate. King is a leading developer ofdevelop new mobile and free-to-play games and our other business units have mobile efforts underwaytitles that present the opportunity for us to expand the reach of, and drive additional player investment from, our franchises.

    Opportunities to Expand Franchises Outside of Games

            Our fans spend significant time investing in, our franchises through purchasesproducts. The June 2022 launch of Diablo Immortal is our most recent example of this continued expansion on the mobile platform and we expect 2023 to include the release of Call of Duty: Warzone Mobile.


    In addition, the free-to-play business model has begun to receive broader acceptance on PC and console platforms. This has provided opportunities for us to increase the reach of our game content, whetherintellectual properties and games through purchases of full games or downloadable content or via microtransactions. Given the passion our players have for our franchises, we believe there are emergingfree-to-play offerings, which, in turn, provides opportunities to further drive additional engagementplayer investment, as was seen with our Call of Duty: Warzone release in March 2020. We have continued to invest in these opportunities, with 2022 including the free-to-play releases of Overwatch 2 in October 2022 and investmentCall of Duty: Warzone 2.0 in our franchises outsideNovember 2022.

    43

    Table of games. These opportunities include esports, film and television, and consumer products. Our efforts to build these adjacent opportunities are still relatively nascent, but we view them as potentially significant sources of future revenues.

            As partContents

    Importance of our efforts to take advantage of the esports opportunity, during 2017 we completed the sale of 12 teams for the Overwatch League. The Overwatch League is the first major global professional esports league with city-based teams. The first preseason matches occurred in December 2017 and the inaugural regular season started in January 2018.

    Concentration of Sales Among the Most Popular Franchises

            The concentration of retail revenues among key titles has continued as a trend in the overall interactive entertainment industry. According to The NPD Group, the top 10 titles accounted for 36% of the retail sales in the U.S. interactive entertainment industry in 2017. Similarly, a


    A significant portion of our revenues historically has historically been derived from video games based on a few popularour franchises, and these video games werehave also been responsible for a disproportionately highhigher percentage of our profits. For example, the in 2022, our three franchises—Call of Duty, Candy Crush, World of Warcraft, and Overwatch franchises, Candy Crush—collectively accounted for 66%79% of our consolidated net revenues—and a significantly higher percentage of our operating income—for 2017.

            The top titles in the industry are also becoming more consistent as players and revenues concentrate more heavily in established franchises. Of the top 10 console franchises in 2017, all 10 are from established franchises. Similarly, according to U.S rankings for the Apple App Store and Google Play store per App Annie Intelligence as of December 2017, the top 10 mobile games have an average tenure of 22 months.

    income.


    In addition to investing in and developing sequels andnew content for our top titles,games, with the aim of releasing such content more frequently, we are continually exploring additional ways to expand those franchises. Further, while there is no guarantee of success, we invest in new properties in an effort to develop future top franchises. In 2014, we releasedHearthstone andDestiny, in 2015, we releasedHeroes of the Storm, and in 2016, we releasedOverwatch. Additionally, to diversify our portfolio of key franchises and increase our presencegames. In recent years we have expanded the Call of Duty franchise with Call of Duty: Warzone and Call of Duty Mobile,as well as bringing Diablo content to mobile for the first time with Diablo Immortal. We have similar plans to bring the Warcraft franchise to mobile with Warcraft Arclight Rumble™, which is currently in the mobile market, on February 23, 2016, we completed the King Acquisition.

    development.


    Overall, we do expect that a limited number ofour most 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 topthese franchises and our ability to successfully compete against our competitors' top franchisesthe wide range of competitive titles available in the industry can significantly impact our performance.



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    Recurring Revenue Business Models and Seasonality


    Increased consumer online connectivity has allowed us to offer players new investment opportunities and to shift our business further towards a more consistently recurring and year-round model. Offering downloadablemodel through our live services. While our business does continue to experience some periods of “seasonality”, driven primarily by the timing of our new premium full game releases, our in-game content and microtransactions, in addition to full games, allowsfree-to-play offerings allow our players to access and invest in new content throughout the year. This incremental content not only provides additional high-margin revenues, but it can also increase player engagement. Also, mobile games,

    As we have continued to focus on delivering increased content to our players and free-to-play gamesto deliver such content more broadly, are generally less seasonal.

            While our business is transitioning to a year-round engagement model, the interactive entertainment industry remains somewhat 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. Following the acquisition of King, which focuses on free-to-play games which are generally less seasonal, and as we otherwise make the shift to a year-round model, lessfrequently through in-game updates, certain of our revenuesgames are generated during the fourth quarter. For our reportable segments—Activision, Blizzard,seeing player engagement and King—the percentagemonetization over longer periods of time. As a result, we have noted that players who purchase in-game content are playing certain of our revenue represented by the fourth quartertitles, notably those in each of 2017 and 2016 was 36%, as compared to 46% in 2015.

    Expected Upcoming Releases

            We expect to releaseWorld of Warcraft: Battle for Azeroth and our latest Call of Duty gameand World of Warcraft offerings, for longer periods of time than in prior years. Concurrently, as our games are being monetized over longer periods of time, our capitalized software cost amortization is also elongating to reflect the business performance. Both elongations result in revenues and expenses being recognized over longer periods of time than prior years. Additionally, these elongations have resulted in an increased portion of our capitalized software costs being classified as non-current on our consolidated balance sheet.


    Increased Competition for Talent

    We believe that our continued success and growth is directly related to our ability to attract, retain, and develop top talent. We have seen increased competition in the second halfmarket for talent and expect the competitive environment to continue at least in the short term. We have experienced challenges in both the retention of 2018.our existing talent and attraction of new talent, but we have more recently seen increasingly positive trends in these areas.

    Additionally, refer to the “Our People” section under Part I, Item 1 “Business” for discussion on Activision Blizzard’s initiatives and focus on our employees, including anticipated future investments to achieve our diversity aspirations. See also Part I, Item 1A “Risk Factors” and Note 22 of the notes to the consolidated financial statements included in Part II, Item 8 of this Annual Report on Form 10-K for a discussion of recent employment matters affecting the Company.

    China License Agreements

    Activision Blizzard had licensing agreements with NetEase covering the publication of several Blizzard titles in Mainland China. These agreements, which contributed approximately 3% of Activision Blizzard’s consolidated net revenues in both 2021 and 2022, expired in January 2023.

    Activision Blizzard is committed to finding alternative ways to serve the community in Mainland China affected by the expiry of these agreements. The co-development and publishing of Diablo Immortal is covered by a separate agreement with NetEase, which remains in place. In addition,Call of Duty: Mobile is governed by agreements with another third party that are unaffected.

    44

    Upcoming Content Releases

    As publicly announced, we expect 2023 to include the releases of Diablo IV, Call of Duty: Warzone Mobileand the next full premium title in the Call of Duty franchise. In addition, throughout the year we expect to deliver ongoing content for our various franchises, including expansion packscontinued in-game content forHearthstone andDestiny 2, in-game events forOverwatch, and map packs forCall of Duty: WWIIModern Warfare II, as well aswhich includes seasonal content updates for Call of Duty: Warzone 2.0, seasonal content updates for Overwatch 2, and other substantial new content for key Blizzard franchises, along with continued releases of remastered versions of titles from our library of IP. We also expect to release at least two new mobile titles during 2018, including a social casino game from King.

    content, features, and services across King’s portfolio with an ongoing focus on the Candy Crush franchise. We will also continue to invest in new opportunities that we think have the potential to drive our growth over the long-term, including new titles across our platforms, and continuecontinuing to build on our advertising initiatives and esports initiatives.

    investments in mobile titles.



    45

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    Consolidated Statements of Operations Data


    The following table sets forth consolidated statements of operations data for the periods indicated (amounts in dollarsmillions) 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):

    revenues:

    For the Years Ended December 31,
    20222021
    Net revenues
    Product sales$1,642 22 %$2,311 26 %
    In-game, subscription, and other revenues5,886 78 6,492 74 
    Total net revenues7,528 100 8,803 100 
    Costs and expenses
    Cost of revenues—product sales:
    Product costs519 32 649 28 
    Software royalties and amortization231 14 346 15 
    Cost of revenues—in-game, subscription, and other:
    Game operations and distribution costs1,324 22 1,215 19 
    Software royalties and amortization148 107 
    Product development1,421 19 1,337 15 
    Sales and marketing1,217 16 1,025 12 
    General and administrative1,001 13 788 
    Restructuring and related costs(3)— 77 
    Total costs and expenses5,858 78 5,544 63 
    Operating income1,670 22 3,259 37 
    Interest expense from debt108 108 
    Other (income) expense, net(182)(2)(13)— 
    Income before income tax expense1,744 23 3,164 36 
    Income tax expense231 465 
    Net income$1,513 20 %$2,699 31 %

     
     For the Years Ended December 31, 
     
     2017 2016 2015 

    Net revenues

                       

    Product sales

     $2,110  30%$2,196  33%$2,447  52%

    Subscription, licensing, and other revenues

      4,907  70  4,412  67  2,217  48 

    Total net revenues

      7,017  100  6,608  100  4,664  100 

    Costs and expenses

                       

    Cost of revenues—product sales:

                       

    Product costs

      733  35  741  34  872  36 

    Software royalties, amortization, and intellectual property licenses

      300  14  331  15  370  15 

    Cost of revenues—subscription, licensing, and other:

                       

    Game operations and distribution costs

      
    984
      
    20
      
    851
      
    19
      
    274
      
    12
     

    Software royalties, amortization, and intellectual property licenses

      484  10  471  11  69  3 

    Product development

      1,069  15  958  14  646  14 

    Sales and marketing

      1,378  20  1,210  18  734  16 

    General and administrative

      760  11  634  10  380  8 

    Total costs and expenses

      5,708  81  5,196  79  3,345  72 

    Operating income

      1,309  19  1,412  21  1,319  28 

    Interest and other expense (income), net

      146  2  214  3  198  4 

    Loss on extinguishment of debt(1)

      12    92  1     

    Income before income tax expense

      1,151  16  1,106  17  1,121  24 

    Income tax expense

      878  13  140  2  229  5 

    Net income

     $273  4%$966  15%$892  19%
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    (1)
    Represents the loss on extinguishment of debt we recognized associated with our refinancing activities. The 2017 loss on extinguishment is comprised of a $12 million write-off of unamortized discount and deferred financing costs associated with refinancing activities on our tranche of term loans "A" and the 2016 loss on extinguishment was comprised of a premium payment of $63 million and a write-off of unamortized discount and financing costs of $29 million associated with the extinguishment of certain term loan and senior note facilities through our refinancing activities.

    Consolidated Net Revenues


    The key drivers of changes in our consolidated results, operating segment results, and sources of liquidity are presented in the order of significance.

    The following table summarizes our consolidated net revenues and the increase/(decrease) in deferredin-game net revenues recognized (amounts in millions):



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

     2017 2016 2015 Increase/
    (decrease)
    2017 v 2016
     Increase/
    (decrease)
    2016 v 2015
     % Change
    2017 v 2016
     % Change
    2016 v 2015
      20222021Increase/
    (decrease)
    % Change

    Consolidated net revenues

     $7,017 $6,608 $4,664 $409 $1,944 6% 42%Consolidated net revenues$7,528 $8,803 $(1,275)(14)%

    Net effect from recognition (deferral) of deferred net revenues

     (139) 9 43 (148) (34)     
    In-game net revenues (1)In-game net revenues (1)$4,792 $5,266 $(474)(9)%


    Table

    (1)    In-game net revenues primarily includes the net amount of Contents

    revenues recognized for microtransactions and downloadable content during the period.


    Consolidated net revenues


    The increasedecrease in consolidated net revenues for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to:


    Call of Duty: Vanguard as compared to Call of Duty: Black Ops III,Cold War;

    World of Warcraft;

    Diablo II: Resurrected;

    our Distribution business; and

    Call of Duty: Mobile.

    This decrease was partially offset by an increase in revenues of $871 million due to higher revenues from:

    Call of Duty: Modern Warfare II as compared to prior catalog releases, driven by the downloadable content pack,Zombies Chronicles, which was released in May 2017, and the continued strength of microtransactions;

    revenues fromCrash Bandicoot N. Sane Trilogy, which was released in June 2017; and

    higher revenues recognized fromCall of Duty: WWII, whichVanguard;

    Diablo Immortal; and

    the Candy Crush franchise.

    The remaining net decrease in revenues of $187 million was releaseddriven by various other titles.

    In-game net revenues

    The decrease in November 2017, as compared toCall of Duty: Infinite Warfare,in-game net revenues for the comparable 2016 title.

            The increase was partially offset by:


    Call of Duty: Vanguard as compared to Call of Duty: Black Ops III, Cold War;

    World of Warcraft; and

    Call of Duty: Mobile.

    This decrease was partially offset by an increase in in-game net revenues of $496 million due to higher in-game net revenues from:

    Diablo Immortal; and
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    the comparable 2015 title;Candy Crush franchise.

    This decrease was further offset by an increase in in-game net revenues of $20 million from various other titles.

    Operating Segment Results

    We have three reportable segments—Activision, Blizzard, and

    King. Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker (“CODM”). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense (including liability awards accounted for under ASC 718); amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, expenses, and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring and related costs; certain partnership wind down related costs; and certain other non-cash charges. 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 organizational 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 reportable segment net revenues and segment operating income is presented below (amounts in millions):

    For the Year Ended December 31, 2022Increase / (decrease)
    ActivisionBlizzardKingTotalActivisionBlizzardKingTotal
    Segment Revenues
    Net revenues from external customers$3,275 $1,936 $2,785 $7,996 $(203)$203 $205 $205 
    Intersegment net revenues (1)— 76 — 76 — (18)— (18)
    Segment net revenues$3,275 $2,012 $2,785 $8,072 $(203)$185 $205 $187 
    Segment operating income$1,317 $625 $1,121 $3,063 $(350)$(73)$(19)$(442)
    For the Year Ended December 31, 2021
    ActivisionBlizzardKingTotal
    Segment Revenues
    Net revenues from external customers$3,478 $1,733 $2,580 $7,791 
    Intersegment net revenues (1)— 94 — 94 
    Segment net revenues$3,478 $1,827 $2,580 $7,885 
    Segment operating income$1,667 $698 $1,140 $3,505 

    (1)Intersegment revenues reflect licensing and service fees charged between segments.

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    Reconciliations of total segment net revenues and total segment operating income to consolidated net revenues and consolidated income before income tax expense are presented in the table below (amounts in millions):

    For the Years Ended December 31,
    20222021
    Reconciliation to consolidated net revenues:
    Segment net revenues$8,072 $7,885 
    Revenues from non-reportable segments (1)518 563 
    Net effect from recognition (deferral) of deferred net revenues (2)(986)449 
    Elimination of intersegment revenues (3)(76)(94)
    Consolidated net revenues$7,528 $8,803 
    Reconciliation to consolidated income before income tax expense:
    Segment operating income$3,063 $3,505 
    Operating income (loss) from non-reportable segments (1)22 
    Net effect from recognition (deferral) of deferred net revenues and related cost of revenues (2)(848)347 
    Share-based compensation expense (4)(462)(508)
    Amortization of intangible assets (5)(13)(10)
    Merger and acquisition-related fees and other expenses (6)(68)— 
    Restructuring and related costs (7)(77)
    Partnership wind down and related costs (8)(27)— 
    Consolidated operating income1,670 3,259 
    Interest expense from debt108 108 
    Other (income) expense, net(182)(13)
    Consolidated income before income tax expense$1,744 $3,164 

    (1)Includes other income and expenses outside of our reportable segments, including our Distribution business and unallocated corporate income and expenses.

    (2)Reflects the net effect from recognition (deferral) of deferred net revenues, along with related cost of revenues, on certain of our online-enabled products.

    (3)Intersegment revenues reflect licensing and service fees charged between segments.

    (4)Reflects expenses related to share-based compensation.

    (5)Reflects amortization of intangible assets from purchase price accounting.

    (6)Reflects fees and other expenses related to our proposed transaction with Microsoft, which primarily consist of legal and advisory fees.

    (7)Reflects restructuring initiatives, primarily severance and other restructuring-related costs.

    (8)Reflects expenses related to the wind down of our partnership with NetEase in Mainland China in regards to licenses covering the publication of several Blizzard titles which expired in January 2023.

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    Segment Results

    Activision

    The decrease in Activision’s segment net revenues and operating income for the year ended December 31, 2022, as compared to the year ended December 31, 2021, was primarily due to lower revenues from the Skylanders franchise, due to the releaseCall ofSkylanders Imaginators in October 2016, with no comparable release in 2017.

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

            The increase was partially offset by:

    Vanguard.


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    Change in Deferred Revenues Recognized

    The decrease in net deferred revenues recognized for 2017, as comparedsegment operating income was also driven by higher product development costs primarily driven by increased costs due to 2016, was primarily due to:


    Blizzard

    The increase in Blizzard’s segment net deferral of revenues for the Destiny franchise, primarily due toDestiny 2, which was released in September 2017, as compared to net deferred revenues recognized in the comparable prior period; and

    a higher net deferral of revenues from the Call of Duty franchise, primarily due to the stronger performance ofCall of Duty: WWII in the fourth quarter of 2017, as compared toCall of Duty: Infinite Warfare in the fourth quarter of 2016.

            The decrease was partially offset by:

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


    This increase in 2015 from the release ofWorld of Warcraft: Warlords of Draenor® in November 2014; and

    deferrals ofsegment net revenues associated withOverwatch.

            The decrease was partially offset by lower deferralsrevenues from:


    Diablo II: Resurrected; and

    World of Warcraft,as revenues from the release of World of Warcraft: Dragonflight were offset by lower subscription and add-on revenues.

    The decrease in segment operating income, despite the increase in segment net revenues, was driven by:

    higher cost of revenues, associated with the Call of Duty franchise, drivenprimarily from Diablo Immortal, partially offset by lower revenue deferralssoftware amortization and royalties on Diablo II: Resurrected; and

    higher sales and marketing costs, primarily for Diablo Immortal and Overwatch 2.

    Product development costs were comparable year over year, with increased costs due to expanded development teams being offset higher capitalization of development costs.

    King

    The increase in King’s segment net revenues for the year ended December 31, 2022, as compared to the year ended December 31, 2021, was primarily due to higher revenues fromCall of Duty: Infinite Warfare, which was released in-game player purchases in the fourth quarter of 2016,Candy Crush franchise.

    Despite the increase in segment net revenues, King’s segment operating income decreased for the year ended December 31, 2022, as compared toCall the year ended December 31, 2021, primarily due to:

    higher sales and marketing costs, primarily for the Candy Crush franchise; and

    lower insurance claim proceeds, as the prior year included receipt of Duty: Black Ops III, the comparable 2015 title.

    insurance proceeds relating to a network outage which occurred in 2018 from changes made by a third-party partner which inadvertently impacted some users’ ability to play and spend money in King games.


    Foreign Exchange Impact

    Changes in foreign exchange rates had a negative impact of $293 million and a positive impact of $42 million, a negative impact of $81 million, and a negative impact of $373$100 million on Activision Blizzard's consolidatedBlizzard’s segment net revenues in 2017, 2016,for the years ended December 31, 2022 and 2015,2021, 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 the British pound.

    Operating Segment Results

            Currently, we have three reportable segments. Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker ("CODM"). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense; amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, expenses, and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring costs; and certain other non-cash charges. The CODM does not review any information regarding total assets on an operating segment basis, and accordingly, no disclosure is made with respect thereto.



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            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. As discussed in the "Business Overview" above, commencing with the second quarter of 2017, we made changes to our operating segments which reflect the changes in our organization and reporting structure. Our MLG business, which was previously included in the non-reportable "Other segments," is now presented within the Blizzard reportable segment. Prior period amounts have been revised to reflect this change. This change had no impact on consolidated net revenues or operating income.

            Information on the reportable segments net revenues and segment operating income are presented below (amounts in millions):

    Consolidated Results

     
     For the Year Ended December 31, 2017 Increase / (decrease) 2017 v 2016 
     
     Activision Blizzard King Total Activision Blizzard King Total 

    Segment Revenues

                             

    Net revenues from external customers

     $2,628 $2,120 $1,998 $6,746 $408 $(319)$412 $501 

    Intersegment net revenues(1)

        19    19    19    19 

    Segment net revenues

     $2,628 $2,139 $1,998 $6,765 $408 $(300)$412 $520 

    Segment operating income

     
    $

    1,005
     
    $

    712
     
    $

    700
     
    $

    2,417
     
    $

    217
     
    $

    (283

    )

    $

    163
     
    $

    97
     


     
     For the Year Ended December 31, 2016 Increase / (decrease) 2016 v 2015 
     
     Activision Blizzard King Total Activision Blizzard King Total 

    Segment Revenues

                             

    Net revenues from external customers

     $2,220 $2,439 $1,586 $6,245 $(480)$874 $1,586 $1,980 

    Intersegment net revenues(1)

                     

    Segment net revenues

     $2,220 $2,439 $1,586 $6,245 $(480)$874 $1,586 $1,980 

    Segment operating income

     
    $

    788
     
    $

    995
     
    $

    537
     
    $

    2,320
     
    $

    (80

    )

    $

    434
     
    $

    537
     
    $

    891
     


     
     For the Year Ended December 31, 2015  
      
      
      
     
     
     Activision Blizzard King Total  
      
      
      
     

    Segment Revenues

                             

    Net revenues from external customers

     $2,700 $1,565 $ $4,265             

    Intersegment net revenues(1)

                         

    Segment net revenues

     $2,700 $1,565 $ $4,265             

    Segment operating income

     
    $

    868
     
    $

    561
     
    $

     
    $

    1,429
      
     
      
     
      
     
      
     
     

    (1)
    Intersegment revenues reflect licensing and service fees charged between segments.

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            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 are presented in the table below (amounts in millions):

     
     For the Years Ended
    December 31,
     
     
     2017 2016 2015 

    Reconciliation to consolidated net revenues:

              

    Segment net revenues

     $6,765 $6,245 $4,265 

    Revenues from other segments(1)

      410  354  356 

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

      (139) 9  43 

    Elimination of intersegment revenues(3)

      (19)    

    Consolidated net revenues

     $7,017 $6,608 $4,664 

    Reconciliation to consolidated income before income tax expense:

              

    Segment operating income

     $2,417 $2,320 $1,429 

    Operating (loss) income from other segments(1)

      (19) 14  37 

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

      (71) (10) (39)

    Share-based compensation expense

      (178) (159) (92)

    Amortization of intangible assets(4)

      (757) (706) (11)

    Fees and other expenses related to the King Acquisition(5)

      (15) (47) (5)

    Restructuring costs(6)

      (15)    

    Other non-cash charges(7)

      (14)    

    Discrete tax-related items(8)

      (39)    

    Consolidated operating income

      1,309  1,412  1,319 

    Interest and other expense (income), net

      146  214  198 

    Loss on extinguishment of debt

      12  92   

    Consolidated income before income tax expense

     $1,151 $1,106 $1,121 

    (1)
    Includes other income and expenses from operating segments managed outside the reportable segments, including our Studios and Distribution businesses. Also includes unallocated corporate income and expenses.

    (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 twelve months. The related cost of revenues are deferred and recognized when the related revenues are recognized. In the operating segment results table, we reflect the net effect from the deferrals of revenues and (recognition) of deferred revenues, along with the related cost of revenues, on certain of our online enabled products.

    (3)
    Intersegment revenues reflect licensing and service fees charged between segments.

    (4)
    We amortize intangible assets over their estimated useful lives based on the pattern of consumption of the underlying economic benefits. The amounts presented in the table represent the effect of the amortization of intangible assets in our consolidated statements of operations.

    (5)
    Reflects fees and other expenses related to the King Acquisition, inclusive of related debt financings and integration costs.

    (6)
    Reflects restructuring charges, primarily severance costs.

    (7)
    Reflects a non-cash accounting charge to reclassify certain cumulative translation gains (losses) into earnings due to the substantial liquidation of certain of our foreign entities.

    (8)
    Reflects the impact of other unusual or unique tax-related items and activities.

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    Segment Net Revenues

    Activision

            The increase in Activision's net revenues for 2017, as compared to 2016, was primarily due to:

            The increase was partially offset by:

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

            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.

    Blizzard

            The decrease in Blizzard's net revenues for 2017, as compared to 2016, was primarily due to:


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            The decrease was partially offset by:

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

    King

            The increase in King's net revenues for 2017, as compared to 2016, was primarily due to:

            King's 2016 net revenues represent 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

            The increase in Activision's operating income for 2017, as compared to 2016, was primarily due to higher revenues, as discussed above, and lower costs associated with the Skylanders franchise, as there was not a new title released in 2017.

            The increase was partially offset by higher sales and marketing spend on the Destiny franchise due to the release ofDestiny 2.

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


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    Blizzard

            The decrease in Blizzard's operating income for 2017, as compared to 2016, was primarily due to lower revenues, as discussed above, along with higher product development costs resulting from lower capitalization of software development costs due to the timing of game development cycles.

            The decrease was partially offset by lower sales and marketing costs and software amortization forOverwatch andWorld of Warcraft: Legion, due to their respective launches in 2016, with no comparable releases in 2017.

            The increase in Blizzard's operating income for 2016, as compared to 2015, was primarily due to higher revenues. This was partially offset by:

    King

            The increase in King's operating income for 2017, as compared to 2016, was primarily due to:

            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 positive impact of $85 million, a negative impact of $30 million, and a negative impact of $338 million on reportable segment net revenues for 2017, 2016, and 2015, 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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    Consolidated Results

    Net Revenues by Distribution Channel


    The following table details our consolidated net revenues by distribution channel (amounts in millions):

     
     For the Years Ended December 31, 
     
     2017 2016 2015 Increase/
    (decrease)
    2017 v 2016
     Increase/
    (decrease)
    2016 v 2015
     % Change
    2017 v 2016
     % Change
    2016 v 2015
     

    Net revenues by distribution channel

                          

    Digital online channels(1)

     $5,479 $4,865 $2,502 $614 $2,363  13% 94%

    Retail channels

      1,033  1,386  1,806  (353) (420) (25) (23)

    Other(2)

      505  357  356  148  1  41   

    Total consolidated net revenues

     $7,017 $6,608 $4,664 $409 $1,944  6% 42%


     For the Year Ended December 31,
     20222021Increase/
    (decrease)
    % Change
    Net revenues by distribution channel:   
    Digital online channels (1)$6,633 $7,663 $(1,030)(13)%
    Retail channels290 479 (189)(39)
    Other (2)605 661 (56)(8)
    Total consolidated net revenues$7,528 $8,803 $(1,275)(14)

    (1)
    Net revenues from "Digital“Digital online channels"channels” include revenues from digitally-distributed subscriptions, licensing royalties, value-added services, downloadable content, microtransactions, subscriptions, and products.

    products, as well as licensing royalties.

    (2)
    Net revenues from "Other"“Other” primarily include revenues from our Studios and Distribution businesses, as well as revenues from MLGbusiness, the Overwatch League, and the OverwatchCall of Duty League.


    Digital Online Channel Net Revenues


    The increasedecrease in net revenues from digital online channels for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to:


    Call of Duty: Vanguard as 2017 includes King revenues for the full year, while 2016 only included King revenues for the partial period following the King Closing Date, as well as higher revenues from the Candy Crush franchise duecompared to in-game events and features; and

    higher revenues recognized from the continued strength ofCall of Duty: Black Ops III, as compared to prior catalog releases, driven by the downloadable content pack,Zombies Chronicles, which was released in May 2017,Cold War;

    World of Warcraft; and the continued strength of microtransactions.

            The increase


    Diablo II: Resurrected.

    This decrease was partially offset by lowerhigher revenues recognized fromfrom:

    Call of Duty: InfiniteModern Warfare, which was released in November 2016, II as compared to the performance ofCall of Duty: Black Ops III, the comparable 2015 title.

            The increase in net revenues from digital online channels for 2016, as compared to 2015, was primarily due to:


    new revenues from King titles following the King Closing Date, primarily driven by Diablo Immortal; and

    the Candy Crush franchise;

    revenues recognized fromOverwatch, which was released in May 2016; and

    higher revenues recognized in 2016 from digital content associated withCall of Duty: Black Ops III, as compared to revenues recognized in 2015 from digital content associated withCall of Duty: Advanced Warfare, the comparable 2015 title.
    franchise.


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    Retail Channel Net Revenues


    The decrease in net revenues from retail channels for 2017, as compared to 2016, was primarily due to:

      lower revenues recognized fromCall of Duty: Infinite Warfare, which was released in November 2016,the year ended December 31, 2022, as compared to the performanceyear ended December 31, 2021, was primarily due to lower revenues from Call of Duty: Vanguard as compared to Call of Duty: Black Ops III, the comparable 2015 title; and

      lower revenues from the Skylanders franchise, due to the release ofSkylanders Imaginators in October 2016, with no comparable release in 2017.

            The decrease was partially offset by:

      revenues fromCrash Bandicoot N. Sane Trilogy, which was released in June 2017; and

      higher revenues recognized fromCall of Duty: WWII, which was released in November 2017, as compared toCall of Duty: Infinite Warfare, the comparable 2016 title.

      2016 vs. 2015

            The decrease in net 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;

      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; and

      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, which was released in May 2016; and

      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.
    Cold War
    .


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    Tabl

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    Net Revenues by Geographic Region

            The following table details our consolidated net revenues by geographic region (amounts in millions):

     
     For the Years Ended December 31, 
     
     2017 2016 2015 Increase/
    (decrease)
    2017 v 2016
     Increase/
    (decrease)
    2016 v 2015
     % Change
    2017 v 2016
     % Change
    2016 v 2015
     

    Geographic region net revenues:

                          

    Americas

     $3,607 $3,423 $2,409 $184 $1,014  5% 42%

    EMEA(1)

      2,464  2,221  1,741  243  480  11  28 

    Asia Pacific

      946  964  514  (18) 450  (2) 88 

    Consolidated net revenues

     $7,017 $6,608 $4,664 $409 $1,944  6  42 

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

    Americas

            The increase in net revenues in the Americas region for 2017, as compared to 2016, was primarily due to:

            The increase was partially offset by lower revenues recognized fromCall of Duty: Infinite Warfare, which was released in November 2016, as compared to the performance ofCall of Duty: Black Ops III, the comparable 2015 title.

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


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            The increase was partially offset by:

    EMEA

            The increase in net revenues in the EMEA region for 2017, as compared to 2016, was primarily due to the same drivers and partially offsetting factors as those for the Americas region discussed above, as well as higher revenues from our Distribution business, primarily due to higher sales during the holiday season.

            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, as discussed above.

    Asia Pacific

            The slight decrease in net revenues in the Asia Pacific region for 2017, as compared 2016, was primarily due to slightly lower revenues recognized fromOverwatch andHearthstone, mostly offset by higher revenues from King titles andCrash Bandicoot N. Sane Trilogy.

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

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


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    Net Revenues by Platform


    The following tables detail our net revenues by platform and as a percentage of total consolidated net revenues (amounts in millions):

     
     Year Ended
    December 31,
    2017
     % of
    total(3)
    consolidated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    total(3)
    consolidated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    total(3)
    consolidated
    net revenues
     Increase/
    (Decrease)
    2017 v 2016
     Increase/
    (Decrease)
    2016 v 2015
     

    Platform net revenues:

                             

    Console

     $2,389  34%$2,453  37%$2,391  51%$(64)$62 

    PC

      2,042  29  2,124  32  1,499  32  (82) 625 

    Mobile and ancillary(1)

      2,081  30  1,674  25  418  9  407  1,256 

    Other(2)

      505  7  357  5  356  8  148  1 

    Total consolidated net revenues

     $7,017  100%$6,608  100%$4,664  100%$409 $1,944 


    For the Year Ended December 31,
    20222021Increase/
    (decrease)
    % Change
    Net revenues by platform:
    Console$1,753 $2,637 $(884)(34)%
    PC1,653 2,323 (670)(29)
    Mobile and ancillary (1)3,517 3,182 335 11 
    Other (2)605 661 (56)(8)
    Total consolidated net revenues$7,528 $8,803 $(1,275)(14)

    (1)
    Net revenues from "Mobile“Mobile and ancillary"ancillary” primarily include revenues from mobile devices, as well as non-platform-specific game-related revenues, such as standalone sales of toys and accessories from our Skylanders franchise and other physical merchandise and accessories.

    devices.

    (2)
    Net revenues from "Other"“Other” primarily include revenues from our Studios and Distribution businesses, as well as revenues from MLGbusiness, the Overwatch League, and the OverwatchCall of Duty League.

    (3)
    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

      2017 vs. 2016


    The decrease in net revenues from the console platform for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to lower revenues recognized fromCall of Duty: Infinite Warfare, which was released November 2016,Vanguard as compared to the performance ofCall of Duty: Black Ops III, the comparable 2015 title. The decrease isCold War, partially offset by:

      higher revenues recognized from the continued strength ofCall of Duty: Black Ops III, as compared to prior catalog releases, driven by the downloadable content pack,Zombies Chronicles, which was released in May 2017, and the continued strength of microtransactions;

      revenues fromCrash Bandicoot N. Sane Trilogy, which was released in June 2017; and

      higher revenues recognized fromCall of Duty: WWII, which was released in November 2017, as compared toCall of Duty: Infinite Warfare, the comparable 2016 title.

      2016 vs. 2015

            Thean increase in net revenues from console for 2016,Call of Duty: Modern Warfare II as compared to 2015, was primarily due to:

      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, including, in each case, the associated digital content; and

      revenues recognized fromOverwatch, which was released in May 2016.

            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.

    Vanguard.


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    PC Net Revenues

      2017 vs. 2016


    The decrease in net revenues from the PC platform for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to:

      to lower revenues recognized from the from: World of Warcraft franchise;, along with the same drivers and

      lower revenues recognized fromOverwatch, which was released in May 2016.

      2016 vs. 2015

            The increase in net revenues from PC offsets noted above for 2016, as compared to 2015, was primarily due to:

      revenues recognized fromOverwatch, which was released in May 2016; and

      revenues from King titles following the King Closing Date.

    console platform.


    Mobile and Ancillary Net Revenues

      2017 vs. 2016


    The increase in net revenues from mobile and ancillary for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to higher revenues from King titles, as 2017 includes King's revenues for the full year, while 2016 only included King's revenues for the partial period following the King Closing Date, as well as higher revenues from the Candy Crush franchise due to in-game events and features.

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

      2016 vs. 2015

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

      from:

    new revenues from King titles following the King Closing Date, which were primarily driven by the Candy Crush franchise; and


    higher revenues recognized fromHearthstone, which was released on iPhone and Android smartphones in April 2015.

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

    Diablo Immortal.


    52

    Costs and Expenses


    Cost of Revenues


    The following tables detail the components of cost of revenues in dollars (amounts in millions) and as a percentage of associated net revenues (amounts in millions):

    revenues:
     
     Year Ended
    December 31,
    2017
     % of
    associated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    associated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    associated
    net revenues
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Cost of revenues—product sales:

                             

    Product costs

     $733  35%$741  34%$872  36%$(8)$(131)

    Software royalties, amortization, intellectual property licenses

      300  14  331  15  370  15  (31) (39)

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

                             

    Game operations and distribution costs

      984  20  851  19  274  12  133  577 

    Software royalties, amortization, intellectual property licenses

      484  10  471  11  69  3  13  402 

    Total cost of revenues

     $2,501  36%$2,394  36%$1,585  34%$107 $809 
     Year Ended December 31, 2022% of
    associated
    net revenues
    Year Ended December 31, 2021% of
    associated
    net revenues
    Increase
    (Decrease)
    Cost of revenues—product sales:
    Product costs$519 32 %$649 28 %$(130)
    Software royalties and amortization231 14 346 15 (115)
    Cost of revenues—in-game, subscription, and other:
    Game operations and distribution costs1,324 22 1,215 19 109 
    Software royalties and amortization148 107 41 
    Total cost of revenues$2,222 30 %$2,317 26 %$(95)


    Cost of Revenues—Product Sales:

      2017 vs. 2016

            Product costs for 2017, were comparable to 2016, primarily due to lower product costs from the Skylanders franchise as there was no new release in 2017, offset by higher product costs resulting from the increased revenues of our relatively lower-margin Distribution business.

            The decrease in software royalties, amortization, and intellectual property licenses related to product sales for 2017, as compared to 2016, was primarily due to:

      lower software amortization associated withGuitar Hero Live, which was released in October 2015;

      lower software amortization fromOverwatch, which was released in May 2016; and

      lower software amortization from the Skylanders franchise as there was no new release in 2017.

            The decrease was partially offset by higher software amortization associated with the Destiny franchise, primarily due to the release ofDestiny 2 in September 2017.

      2016 vs. 2015

    Sales:


    The decrease in product costs for 2016,the year ended December 31, 2022, as compared to 2015,the year ended December 31, 2021, was primarilydriven by:

    a $102 million decrease in product costs for our Distribution business due to:

      to lower revenues; and

    a $45 million decrease in product costs from Activision, driven by lower product costs associated with the Skylanders franchise; and

    the relative increase in revenues coming from the digital online channel, which typically have relativelyfor Call of Duty: Vanguard as compared to Call of Duty: Black Ops Cold War due to lower product costs.

    revenues.


    The decrease in software royalties amortization, and intellectual property licensesamortization related to product sales for 2016,the year ended December 31, 2022, as compared to 2015,the year ended December 31, 2021, was primarily due to a $113 million decrease in software amortization and royalties from Blizzard, driven by lower software amortization and royalties from (1) World of Warcraft, as the Destiny franchise, asDestiny was released in the third quarter of 2014, but had no comparable full-game release in 2015.


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            This decrease was partially offset by:

      software amortization fromOverwatch, which was released in May 2016 with no comparable 2015 title; and

      prior year included higher software amortization associated withCall the release of Duty: Black Ops IIIWorld of Warcraft: Shadowlands, 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 (2) Diablo II: Resurrected.


    Cost of Revenues—In-game, Subscription, Licensing, and Other Revenues:

      2017 vs. 2016

    Other:


    The increase in game operations and distribution costs for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to platforma $104 million increase in service provider fees, associated with the increase in revenues from King.

            Software royalties, amortization,primarily digital storefront fees (e.g., fees retained by Apple and intellectual property licenses related to subscription, licensing, and other revenuesGoogle for 2017 were comparable to 2016.

      2016 vs. 2015

            The increase in game operations and distribution costs for 2016,our sales on their platforms), as compared to 2015, was primarily due to:

      increased online costs and platform provider fees associated with revenues from King titles included following the King Closing Date; and

      increased expenditures to support our growing online activity across our existing and new titles.

    a result of higher revenues.


    The increase in software royalties amortization, and intellectual property licensesamortization related to in-game, subscription, licensing, and other revenues for 2016,the year ended December 31, 2022 as compared to 2015,the year ended December 31, 2021, was primarily due to a full year-to-date period$55 million increase in software royalties and amortization from Blizzard, driven by Diablo Immortal.

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    Product Development (amounts in millions)


     
     Year Ended
    December 31,
    2017
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    consolidated
    net revenues
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Product development

     $1,069  15%$958  14%$646  14%$111 $312 
    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Increase
    (Decrease)
    Product development$1,421 19 %$1,337 15 %$84 

      2017 vs 2016


    The increase in product development costs for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was driven by a $475 million increase in development spending. The higher development spending was primarily due to:

      to expanded development teams and higher Blizzard productshare-based compensation, partially offset by higher capitalization of development costs resulting from lower capitalization of software development costs due to the timing of game development cycles; and

      increased product development costs for King, as 2017 includes King's costs for a full year, while 2016 only included King's costs for the partial period following the King Closing Date.

      2016 vs 2015

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

      product development costs associated with King's titles for the period following the King Closing Date; and
    $391 million.


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

    Sales and Marketing (amounts in millions)


     
     Year Ended
    December 31,
    2017
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    consolidated
    net revenues
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Sales and marketing

     $1,378  20%$1,210  18%$734  16%$168 $476 
    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Increase
    (Decrease)
    Sales and marketing$1,217 16 %$1,025 12 %$192 

      2017 vs. 2016


    The increase in sales and marketing expenses for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to:

      to higher sales and marketing costsspending for the Destiny franchise, given the release ofDestiny 2 in September 2017; and

      increased amortization of the customer base intangible assets acquired in the King Acquisition and increased sales and marketing costs to support King's titles, as 2017 includes a full year of costs, while 2016 only included King's costs for the partial period following the King Closing Date.

            The increase was partially offset by lower sales and marketing costs for the Skylanders franchise as there was no new title release in 2017.

      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 Sagafranchise andFarm Heroes Super Saga™; and

      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.

    Diablo Immortal.


    General and Administrative (amounts in millions)


     
     Year Ended
    December 31,
    2017
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    consolidated
    net revenues
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    General and administrative

     $760  11%$634  10%$380  8%$126 $254 
    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Increase
    (Decrease)
    General and administrative$1,001 13 %$788 %$213 

      2017 vs. 2016


    The increase in general and administrative expenses for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to:


    increased personnel costs, including stock compensation expenses,a $142 million increase in legal and other professional fees, primarily driven by our employment-related matters, inclusive of the $35 million settlement with the SEC announced on February 3, 2023, and proposed transaction with Microsoft; and

    lower insurance claim proceeds of $58 million, as the prior year included receipt of insurance proceeds relating to support the growtha network outage which occurred in 2018 from changes made by a third-party partner which inadvertently impacted some users’ ability to play and spend money in King games.

    Restructuring and Related Costs (amounts in millions)

    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Increase
    (Decrease)
    Restructuring and related costs$(3)— %$77 %$(80)

    During 2019, we began implementing a plan aimed at refocusing our businessresources on our largest opportunities and adjacent areasremoving unnecessary levels of opportunity;

    the inclusion of a non-cash accounting charge to reclassifycomplexity and duplication from certain losses included in our cumulative translation adjustments into earnings due to the substantial liquidation of certainparts of our foreign entities, with no comparablebusiness. We substantially completed all actions under our plan and accrued for these costs accordingly in 2021. The remaining activity in 2016;
    under the plan is primarily related to cash outlays to be made over time to impacted personnel.


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      restructuring charges, primarily severance costs, incurred
    Interest expense from debt (amounts in 2017 with nomillions)

    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Increase
    (Decrease)
    Interest expense from debt$108 %$108 %$— 

    Interest expense from debt for the year ended December 31, 2022 was comparable activity in 2016; and

    higher foreign currency transaction losses.

            The increase is partially offset by lower transaction costs as 2016 included the King Acquisition.

      2016 vs. 2015

            The increase in general and administrative expenses for 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; and

      lower foreign currency transaction and derivative contract gains.

    Interest and December 31, 2021.



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


     
     Year Ended
    December 31,
    2017
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2016
     % of
    consolidated
    net revenues
     Year Ended
    December 31,
    2015
     % of
    consolidated
    net revenues
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Interest and other expense (income), net

     $146  2%$214  3%$198  4%$(68)$16 
    December 31, 2022% of
    consolidated
    net revenues
    December 31, 2021% of
    consolidated
    net revenues
    Decrease
    (Increase)
    Other (income) expense, net$(182)(2)%$(13)— %$(169)

      2017 vs. 2016


    The decreaseincrease in interest and other (income) expense, net, for 2017,the year ended December 31, 2022, as compared to 2016,the year ended December 31, 2021, was primarily due to our lower total outstanding debt and lower interest rates on our current debt instruments as a result of our refinancing activities in 2016 and 2017. See further discussion below under "Liquidity and Capital Resources."

      2016 vs. 2015

            The$160 million increase in interest and other expense, net, for 2016, asincome due to higher market interest rate yields 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. See further discussion below under "Liquidity and Capital Resources."

    year.


    Income Tax Expense (Benefit) (amounts in millions)


     
     Year Ended
    December 31,
    2017
     % of
    Pretax
    income
     Year Ended
    December 31,
    2016
     % of
    Pretax
    income
     Year Ended
    December 31,
    2015
     % of
    Pretax
    income
     Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Income tax expense

     $878  76%$140  13%$229  20%$738 $(89)
    December 31, 2022% of
    Pretax
    income
    December 31, 2021% of
    Pretax
    income
    Increase
    (Decrease)
    Income tax expense$231 13 %$465 15 %$(234)

            For


    The income tax expense of $231 million for the yearsyear ended December 31, 2017, 2016, and 2015, the Company's income before income tax expense was $1.15 billion, $1.11 billion, and $1.12 billion, respectively, and our income tax expense was $878 million (or a 76% effective tax rate), $140 million (or a 13% effective tax rate), and $229 million (or a 20% effective tax rate), respectively. Our full year 20172022 reflects an effective tax rate of 76%13%, which is higherlower than


    Table the effective tax rate of Contents

    15% for the year ended December 31, 2021. The decrease is primarily due to changes in the mix of our pre-tax income between countries and lower taxes on foreign earnings.


    The effective tax rate of 13% for the year ended December 31, 2022, is lower than the U.S. statutory rate of 35%21%, primarily due to the one-time tax expense related to the U.S. Tax Reform Act (discussed further below) and changes in the Company's liability for uncertain tax positions, partially offset by earnings taxed at relatively lower rates in foreign jurisdictions, recognition of excess tax benefits from shared-based payments, and research and development ("R&D") credits.

            On December 22, 2017, the U.S. Tax Reform Act was enacted. The U.S. Tax Reform Act, among other things, reduced the U.S. corporate income tax rate from 35% to 21% beginning in 2018 and implemented a modified territorial tax system that imposes a one-time tax on deemed repatriated earnings of foreign subsidiaries ("Transition Tax").

            On December 22, 2017, the SEC staff issued Staff Accounting Bulletin No. 118 ("SAB 118"), which provides guidance on how to account for the effects of the U.S. Tax Reform Act under ASC 740. SAB 118 enables companies to record a provisional amount for the effects of the U.S. Tax Reform Act based on a reasonable estimate, subject to adjustment during a measurement period of up to one year, until accounting is complete.

            We recorded a provisional amount for the effects of the U.S. Tax Reform Act based on a reasonable estimate in the fourth quarter of 2017 resulting in a charge of $636 million. This includes current tax expense of $555 million related to the Transition Tax, which is payable over eight years, and deferred tax expense of $81 million related to the remeasurement of deferred taxes resulting from the U.S. corporate income tax rate reduction. Accounting for the income tax effects of the U.S. Tax Reform Act requires complex new calculations to be performed and significant judgments in interpreting the legislation. Additional guidance may be issued on how the provisions of the U.S. Tax Reform Act will be applied or otherwise administered that is different from our interpretation. We may make adjustments to the provisional amounts as we collect and prepare the data necessary to finalize our calculations, interpret the U.S. Tax Reform Act and any additional guidance issued, and consider the effects of any additional actions we may take as a result of the U.S. Tax Reform Act.

            We continue to analyze the prospective effects of the U.S. Tax Reform Act, including new provisions impacting certain foreign income, such as global intangible low-taxed income ("GILTI") of foreign subsidiaries, base erosion anti-abuse tax ("BEAT"), and foreign-derived intangible income ("FDII"), potential limitations on interest expense deductions, and changes to the provisions of Section 162(m) of the Internal Revenue Code, among other provisions of the U.S. Tax Reform Act.

            In 2017 and 2016, our U.S. income before income tax expense was $185 million and $228 million, respectively, and comprised 16% and 21%, respectively, of our consolidated income before income tax expense. In 2017 and 2016, our foreign income before income tax expense was $966 million and $878 million, respectively, and comprised 84% and 79%, respectively, of our consolidated income before income tax expense.

            In 2017, 2016 and 2015, earnings taxed at lower rates, in foreign jurisdictions, as comparedresearch and development credits, discrete tax benefits recognized related to domestic earnings taxed attax return to accrual adjustments, and the U.S. federal statutoryrecognition of previously unrecognized tax rate, lowered our effective tax rate by 24 percentage points, 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.

    benefits.


    The overall effective income tax rate in future periods will depend on a variety of factors, such as changes in the mix ofpre-tax income or loss 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.



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            On December 28, 2017, we received a Notice of Reassessment from the FTA related to transfer pricing concerning intercompany transactions involving one of our French subsidiaries for the 2011 through 2013 tax years. The total assessment, including penalties and interest, was approximately €571 million ($680 million). We disagree with the proposed assessment and intend to vigorously contest it. We plan to pursue all remedies available to us to successfully resolve this matter, including administrative remedies with the FTA, and judicial remedies, if necessary. While we believe our tax provisions at December 31, 2017 are appropriate, until such time as this matter is ultimately resolved we could be subject to significant additional tax liabilities. In addition to the risk of additional tax for years 2011 through 2013, if litigation regarding this matter were adversely determined and/or if the FTA were to seek adjustments of a similar nature for subsequent years, we could be subject to significant additional tax liabilities.

            Further analysis of the differences between the U.S. federal statutory rate and the consolidated effective tax rate, as well as other

    Other information about our income taxes is provided in Note 1519 of the notes to the consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.


    Foreign Exchange Impact


    Changes in foreign exchange rates had a positivenegative impact of $27$305 million and a positive impact of $10$107 million on our consolidated net revenues in 2022 and 2021, respectively, as compared to the same periods in the previous year.

    Changes in foreign exchange rates had a negative impact of $242$138 million and a positive impact of $30 million on Activision Blizzard'sour consolidated operating income in 2017, 20162022 and 2015, respectively. The changes are primarily due2021, respectively, as compared to changesthe same periods in the valueprevious year.

    Comparison of 2021 to 2020


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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 and financial condition to remain strong and to continue to generate significant operating cash flows. We believe these operating cash flows, which, in combination with our existing balance of cash and cash equivalents and short-term investments of $4.8$12.1 billion, our access to capital, and the availability of our $250 million revolving credit facility, we believe will be sufficient to finance our operational and financing requirements for the next 12 months.months and beyond. 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-term investments, and cash flows provided by operating activities.

    Our material cash requirements include operating expenses, potential dividend payments and share repurchases, scheduled debt maturities (the next of which is in 2026), capital expenditures and other commitments, as discussed below.


    As of December 31, 2017,2022, the amount of cash and cash equivalents held outside of the U.S. by our foreign subsidiaries was $3.0$4.6 billion, as compared to $1.9$3.9 billion as of December 31, 2016. Following the enactment of the U.S. Tax Reform Act and the current period expense on unrepatriated earnings, we no longer consider these available2021. These cash balances which primarily relateare generally available for use in the U.S., subject in some cases to undistributed earnings of our most significant foreign subsidiaries, to be indefinitely reinvested.

    certain restrictions.


    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 seasonaltitle release timing and holiday-related sales patterns. OnWe consider, on a continuing basis, we consider various transactions to increase shareholder value and enhance our business results, including acquisitions, divestitures, joint ventures, dividends, share repurchases, and other structural changes.changes, with certain of the foregoing actions, if we were to move forward with them, requiring Microsoft's approval under the Merger Agreement (which may not be unreasonably withheld, conditioned, or delayed), subject to certain exceptions. 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,
     
     
     2017 2016 Increase
    (Decrease)
    2017 v 2016
     

    Cash and cash equivalents

     $4,713 $3,245 $1,468 

    Short-term investments

      62  13  49 

     $4,775 $3,258 $1,517 

    Percentage of total assets

      26% 19%   


    December 31, 2022December 31, 2021Increase
    (Decrease)
    Cash and cash equivalents$7,060 $10,423 $(3,363)
    Short-term investments5,005 195 4,810 
    $12,065 $10,618 $1,447 
    Percentage of total assets44 %42 % 

     
     For the Years Ended December 31, 
     
     2017 2016 2015 Increase
    (Decrease)
    2017 v 2016
     Increase
    (Decrease)
    2016 v 2015
     

    Net cash provided by operating activities

     $2,213 $2,155 $1,259 $58 $896 

    Net cash used in investing activities

      (197) (1,177) (3,716) 980  2,539 

    Net cash (used in) provided by financing activities

      (624) 500  (202) (1,124) 702 

    Effect of foreign exchange rate changes

      76  (56) (366) 132  310 

    Net increase (decrease) in cash and cash equivalents

     $1,468 $1,422 $(3,025)$46 $4,447 
     For the Year Ended December 31,
     20222021Increase
    (Decrease)
    Net cash provided by operating activities$2,220 $2,414 $(194)
    Net cash used in investing activities(4,994)(59)(4,935)
    Net cash used in financing activities(534)(521)(13)
    Effect of foreign exchange rate changes(44)(48)
    Net (decrease) increase in cash and cash equivalents and restricted cash$(3,352)$1,786 $(5,138)


    Net Cash Provided by Operating Activities


    The primary driver of net cash flows associated with our operating activities is the collection of customer receivablesincome generated from the sale of our products and services. These collections are typicallyThis is partially offset by: payments to vendors forworking capital requirements used in the manufacturing, distribution,development, sale, and marketingsupport of our products; payments for customer service support forto our consumers; payments to third-party developers and intellectual property holders; payments for interest on our debt; payments for software development;workforce; payments for tax liabilities; and payments tofor interest on our workforce.

      2017 vs 2016

    debt.


    Net cash provided by operating activities for 2017 was $2.21 billion, as compared to $2.16 billion for 2016. The increase was primarily due to:

      increased earnings after excluding the effects of charges due to impacts from the U.S. Tax Reform Act, which did not result in current year cash outflows, and other non-cash charges for depreciation and amortization and share-based compensation expenses;

      a full year of King operating cash flows; and

      changes in our working capital due to the timing of collections and payments.

            Net cash provided by operating activities for 2017 included $145 million of interest paid on our outstanding debt, as compared to $209 million paid in 2016.

      2016 vs 2015

            Net cash provided by operating activities for 2016ended December 31, 2022, was $2.2 billion, as compared to $1.3$2.4 billion for 2015.the year ended December 31, 2021. The increasedecrease was primarily due to:

      new operatingto lower net income based on business performance, higher capitalized software development spending, unfavorable impact on accounts receivable due to the strength of net bookings in the fourth quarter of 2022 and timing of collections. These were partially offset by other changes in working capital, including lower cash flows contributed by King followingused to settle the King Closing Date;2021 annual incentive compensation plans due to such amounts being paid in equity and
    lower tax payments.


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      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 equity awards for King personnel in the King Acquisition, and other non-cash or non-operating costs associated with our debt-related activities during the year.

            Net cash provided by operating activities for 2016 included $209 million of interest paid on our outstanding debt, as compared to $193 million paid in 2015.

    Net Cash Used in Investing Activities


    The primary drivers of net cash flows associated with investing activities typically include capital expenditures, purchases and sales of investments, changes in restricted cash balances,capital expenditures, and cash used for acquisitions.

      2017 vs 2016


    Net cash used in investing activities for 2017the year ended December 31, 2022, was $197 million,$5.0 billion, as compared to $1.2 billion$59 million for 2016.the year ended December 31, 2021. The decrease in the cash usedincrease was primarily due to cash used for the King Acquisition in 2016, with no comparable transaction in 2017. The decrease was partially offset by purchases of available-for-sale$4.9 billion of held-to-maturity investments net of proceeds from maturities, of $55and $135 million in 2017, with no comparable transaction in 2016.

      2016 vs 2015

            Netnet cash used in investing activities for 2016 was $1.2 billion, as compared to $3.7 billion for 2015. The lower amount of cash usedbusiness acquisitions during the year ended December 31, 2022 with no similar activity 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.

    prior year.


    Net Cash Provided by (Used in)Used in Financing Activities


    The primary drivers of net cash flows associated with financing activities typically include the proceeds from, and repayments of, our long-term debt and transactions involving our common stock, including the issuance of shares of common stock to employees upon the exercise of stock options, as well as the payment of dividends.

      2017 vs 2016


    Net cash used in financing activities for 2017the year ended December 31, 2022, was $624$534 million, as compared to net cash provided by financing activities of $500$521 million for 2016.the year ended December 31, 2021. The changes wereincrease was primarily attributeddue to our debt financing activities. For 2017, we had net debt repayments$43 million lower proceeds received from the issuance of $500 million, as comparedcommon stock to approximately $700 million of net debt proceeds, inclusive of a premium payment, for 2016. The cash flows used in financing activities for 2017, wereemployees due to fewer employee stock options exercised, partially offset by:

      higher proceeds from stock option exercises in 2017 of $178by $32 million as compared to $106 million for 2016; and

      lower tax payments made forrelating to net share settlements on restricted stock units in 2017 of $56 million, as compared to $115 million in 2016.
    units.


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      2016 vs 2015

            Net cash provided by financing activities for 2016 was $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; and

      issuance of $850 million of 3.4% unsecured senior notes due September 2026 on September 19, 2016.

            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;

      a cash payment to redeem all $1.5 billion of our outstanding 5.625% unsecured senior notes due September 2021, as well as the associated $63 million premium; and

      higher cash dividend payments made during 2016, as compared to 2015.

            Net cash used in financing activities for 2015 also included proceeds of $202 million received in the settlement of the litigation related to the October 11, 2013 repurchase of approximately 429 million shares of our common stock (the "Purchase Transaction"). There were no such proceeds received in 2016.

    Effect of Foreign Exchange Rate Changes


    Changes in foreign exchange rates had a positive impact of $76 million, a negative impact of $56$44 million and a negative impact of $366$48 million on our cash and cash equivalents for the yearsyear ended December 31, 2017, 2016,2022 and 2015,December 31, 2021, respectively. The change iswas primarily due to changes in the value of the U.S. dollar relative to the Euroeuro and the British pound.


    Debt

            As of


    At both December 31, 2016,2022 and December 31, 2021, our total gross unsecured senior notes outstanding debt was $4.9$3.7 billion, bearing interest at a weighted average rate of 2.92%2.87%. As a result of the activities described below, our total outstanding debt as of December 31, 2017, was $4.4 billion, bearing interest at a weighted average rate of 3.58%.

            On February 3, 2017, we entered into a sixth amendment (the "Sixth Amendment") to our credit agreement, which was originally executed on October 11, 2013 (as amended thereafter and from time to time, the "Credit Agreement"). The Sixth Amendment: (1) provided for a new tranche of term loans "A" in an aggregate principal amount of $2.55 billion (the "2017 TLA") and (2) released each of



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    our subsidiary guarantors from their respective guarantees provided under the Credit Agreement. All proceeds of the 2017 TLA, together with additional cash on hand of $139 million, were used to fully retire the term loans then outstanding (the "2016 TLA") under the Credit Agreement, including all accrued and unpaid interest thereon. The terms of the 2017 TLA, other than the absence of the subsidiary guarantees, are generally the same as the terms of the 2016 TLA. The fees incurred as a result of the Sixth Amendment were not material. The 2017 TLA will mature on August 23, 2021.

            On May 26, 2017, in a public underwritten offering, we issued three series of unsecured senior notes—$400 million of 2.6% unsecured senior notes due June 2022, $400 million of 3.4% unsecured senior notes due June 2027, and $400 million of 4.5% unsecured senior notes due June 2047. The proceeds from these unsecured senior notes, together with cash on hand, were used to make a prepayment of $1.2 billion on our 2017 TLA.

            During the year ended December 31, 2017, we reduced our total outstanding long-term debt by $500 million. This included $139 million of cash used to retire the 2016 TLA, as discussed above, along with a prepayment on the 2017 TLA of $361 million. The prepayment made on our 2017 TLA satisfied the remaining required quarterly principal repayments for the entire term of the Credit Agreement.

    A summary of our outstanding debt as of December 31, 2017, is as follows (amounts in millions):


     
     December 31, 2017 
     
     Gross
    Carrying
    Amount
     Unamortized
    Discount and Deferred
    Financing Costs
     Net
    Carrying
    Amount
     

    2017 TLA

     $990 $(8)$982 

    2021 Notes

      650  (4) 646 

    2022 Notes

      400  (4) 396 

    2023 Notes

      750  (9) 741 

    2026 Notes

      850  (9) 841 

    2027 Notes

      400  (6) 394 

    2047 Notes

      400  (10) 390 

    Total debt

     $4,440 $(50)$4,390 

            A summary of our outstanding debt as of December 31, 2016, is as follows (amounts in millions):

     At December 31, 2022At December 31, 2021
    2026 Notes$850 $850 
    2027 Notes400 400 
    2030 Notes500 500 
    2047 Notes400 400 
    2050 Notes1,500 1,500 
    Total gross long-term debt$3,650 $3,650 
    Unamortized discount and deferred financing costs(39)(42)
    Total net carrying amount$3,611 $3,608 

     
     December 31, 2016 
     
     Gross
    Carrying
    Amount
     Unamortized
    Discount and Deferred
    Financing Costs
     Net
    Carrying
    Amount
     

    2016 TLA

     $2,690 $(27)$2,663 

    2021 Notes

      650  (5) 645 

    2023 Notes

      750  (11) 739 

    2026 Notes

      850  (10) 840 

    Total long-term debt

     $4,940 $(53)$4,887 

            On February 1, 2018, our Board of Directors authorized repayments of up to $1.8 billion of the company's outstanding debt during 2018. As of the date hereof, we have not made any additional repayments on our outstanding debt and the determination as to if and when we make any such repayment will be dependent on market conditions and other factors.

    Refer to Note 1113 of the notes to the consolidated financial statements included in Item 8 of this Annual Report on Form 10-K for further disclosures regarding terms and activities associated with our debt obligations.



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    Dividends


    On February 1, 2018,3, 2022, our Board of Directors approveddeclared a cash dividend of $0.34$0.47 per common share, payable onshare. On May 9, 2018,6, 2022, we made an aggregate cash dividend payment of $367 million to shareholders of record at the close of business on March 30, 2018.

            On February 2, 2017,April 15, 2022. See Item 5 of this Annual Report on Form 10-K for further disclosures regarding our Boardpayment of Directors approved a cash dividenddividends.


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    Capital Expenditures


    We made capital expenditures of $155$91 million in 2017,during the year ended December 31, 2022, as compared to $136$80 million in 2016.during the year ended December 31, 2021. In 2018,2023, we anticipate total capital expenditures of approximately $155$100 million, primarily for computer hardware, leasehold improvements, computer hardware, and software purchases.


    Commitments


    Refer to Note 1922 of the notes to the consolidated financial statements included in Item 8 of this Annual Report on Form 10-K for disclosures regarding our commitments.

    Off-balancecommitments, including a table showing contractual obligations.


    Comparison of 2021 to 2020

    For the comparison of the year ended December 31, 2021 to the year ended December 31, 2020, refer to Part II, Item 7 “Management’s Discussion and Analysis of Financial Condition and Results of Operations” of our Annual Report on Form 10-K for the year ended December 31, 2021, under the subheading “Liquidity and Capital Resources.”

    Off-Balance Sheet Arrangements


    At each of December 31, 20172022 and 2016,December 31, 2021, Activision Blizzard had no significant relationships with unconsolidated entities or financial parties, often referred to as "structured finance"“structured finance” or "special purpose"“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 effect on our financial condition, changes in financial condition, revenues or expenses, results of operations, liquidity, capital expenditures, or capital resources.


    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.estimates. The impact and any associated risks related to these policiesestimates on our business operations are discussed throughout Management'sManagement’s Discussion and Analysis of Financial Condition and Results of Operations where such policiesestimates 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'smanagement’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.

    Revenue Recognition

            We recognize revenues when there is persuasive evidence


    For a detailed discussion of an arrangement, the product or service has been providedapplication of these and other accounting policies, see Note 2 of the notes to the customer,consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

    Revenue Recognition

    We generate revenue primarily through the collectionsale of our fees is reasonably assured,interactive entertainment content and services, principally for the amountconsole, PC, and mobile platforms, as well as through the licensing of fees to be paid by the customer is fixed or determinable. Certainour intellectual property. Our 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.

    span various genres, including first- and third-person action/adventure, role-playing, strategy, and “match three.”


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      Significant Judgment around Revenue Arrangements with Multiple Deliverables

       ��


    Our contracts with customers often include promises to transfer multiple products and services. Determining whether products and services are considered distinct performance obligations that should be accounted for separately versus together may require significant judgment. Certain of our revenue arrangements have multiple deliverables, which we accountgames, such as titles in the Call of Duty franchise, may contain a license of our intellectual property to play the game offline, but may also depend on a significant level of integration and interdependency with the online functionality. In these cases, significant judgment is required to determine whether this license of our intellectual property should be considered distinct and accounted for in accordance with Accounting Standards Codification ("ASC") Topic 605. These revenue arrangements include product sales consisting of both software, service (such as ongoing hosting arrangements),separately, or not distinct and hardware deliverables (such as peripherals or other ancillary collectors' items soldaccounted for together with physical "boxed" software).

            Whenthe online functionality provided and recognized over time. Generally, for titles in which the software license is functional without the online functionality and a revenue arrangement contains multiple elements, such as hardwaresignificant component of gameplay is available offline, we believe we have separate performance obligations for the license of the intellectual property and software products, licenses and/or services, we allocate revenuethe online functionality.


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    Significant judgment is also required to each element based on a selling price hierarchy. Thedetermine the standalone selling price for each distinct performance obligation and to determine whether there is a deliverable isdiscount that needs to be allocated based on its vendor-specific objective evidence ("VSOE") if itthe relative standalone selling price of the various products and services. To estimate the standalone selling price we generally consider market data, including our pricing strategies for the product being evaluated and other similar products we may offer, competitor pricing to the extent data is available, third-party evidence ("TPE") if VSOE is not available, or bestand the replayability design of both the offline and online components of our games. In limited instances, we may also utilize an expected cost approach to determine whether the 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. Further, 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 required using BESP for the years ended December 31, 2017, 2016, and 2015. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for deliverables that the Company sells separately (which represents VSOE) and the wholesale prices of the same or similar products for deliverables not sold separately (which represents TPE).

      Product Sales

            Product sales consists of sales of our games, including physical products and digital full-game downloads. We recognize revenues from the sale of our products after both (1) title and risk of loss have been transferred to our customers and (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. Revenues from product sales are recognized after deducting the estimated allowance for returns and price protection.

      Product with Online Functionality or Online Hosted Arrangements

            For our software products with online functionality or that are part ofyields an online hosted 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 downloadable content), when it is released. Determining whether the online functionality for a particular product 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. As a result, we initially defer all of the software-related revenues from the sale of any such title (including downloadable content) and recognize the revenues ratably over the estimated service period. In addition, we initially defer the cost of revenues for the title and recognize the cost of revenues as the related revenues are recognized. The cost of revenues that are initially deferred include

    appropriate profit margin.


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    product and distribution costs, software royalties and amortization, and intellectual property licenses and exclude 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

            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 goods that are accessible to the player over an extended period of time; 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.

      Estimated Service Period


    We determineconsider a variety of data points when determining the estimated service period for players of our games, with consideration of various data points, including the weighted-averageweighted average number of days between players'players’ unique purchase or first and last dateday played online, the average total hours played, the average number of days in which player activity stabilizes, and the weighted-average numbertime at which players become inactive and cease engaging with our content for a period of days between players' first purchase date and last date played online.time. We also consider known online trends such as the cadence of content delivery in our games, the service periods of our previously released games, and, to the extent publicly available, the service periods of our competitors'competitors’ games that are similar in nature to ours,ours. We believe this provides a reasonable depiction of the transfer of services to our customers, as it is the extent they are publicly available.best representation of the time period during which our customers play our games. Determining the estimated service period is subjective and requires management'ssignificant management 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 are generally less than twelve12 months.

      Principal Agent Considerations

            We evaluate sales


    Additionally, in the fourth quarter of 2022, the Company completed its annual assessment of the estimated service periods for players of our productsgames. We have noted that players who purchase in-game content are playing certain of our titles, notably those in our Call of Duty and content via third party digital storefronts,World of Warcraft offerings, for longer periods of time than in prior years as they engage with services we provide that are designed to enhance and extend gameplay. As such, we have concluded that the estimated service period for in-game revenues from such games has lengthened by approximately three months.

    Based on the carrying amount of deferred revenue and deferred cost of revenue as Microsoft's Xbox Games Store, Sony's PSN,of September 30, 2022, the Apple App Store,change resulted in a decrease in net revenues recognized of $103 million, a decrease in cost of revenues recognized of $9 million, and a decrease in earnings per diluted share of $0.10 during the Google Play Store, to determine whetherthree months ended December 31, 2022. Such amounts will now be recognized during the year ending December 31, 2023. The change in the estimated service period had no impact on net bookings, segment net revenues, should be reported gross or net cash provided by operating activities.

    Future usage patterns could change from historical patterns as a result of fees retained by the storefront. Key indicators that we evaluate in determining gross versus net treatment include,various factors, including, but are not limited to, the following:

      the party responsible for delivery/fulfillmentchanges in our online content, frequency of the product or servicecontent delivery, competitor’s offerings, and other changes that impact player’s engagement that we may not be able to the consumer;

      the party responsible for consumer billing, fee collection, and refunds;

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        the storefront and terms of sale that govern the consumer's purchase of the product or service; and

        the party that sets the pricing with the consumer and has credit risk.

              Based on evaluation of the above indicators, we report revenues on a gross basis for sales arrangements via Apple App Store and Google Play Store, and we report revenues on a net basis (i.e., net of fees retained by the storefront) for sales arrangements via Microsoft's Xbox Games Store and Sony PSN.

      Allowances for Returns and Price Protection

              We closely monitor and analyze the historical performance of our various titles, the performance of products released by other publishers, market conditions, and the anticipated timing of other releases to assess future demand of current and upcoming titles. Initial volumes shipped upon title launch and subsequent reorders are evaluated with the goal of ensuring that quantities are sufficient to meet the demand from the retail markets, butreasonable predict at the same time are controlledof deriving our estimate. If future usage patterns were to prevent excess inventorychange significantly from historical patterns, in the channel. We benchmark units to be shipped tofuture our customers using historicalestimated service period could change again and industry data.

              We may permit product returns from, or grant price protection to,materially impact 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 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 with respect to potential future product returns and price protection related to current period product 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 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. There may be material differences in the amount and timing of our revenues for any period if factors or market conditions change or if matters 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, 2017 allowance for sales returns, price protection, and other allowances would have impactedconsolidated net revenues by approximately $3 million.


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      Software Development Costs

              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 costs are determined to be recoverable. Technological feasibility of a product requires 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 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. Software development costs related to online hosted 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, if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of revenues—software royalties, amortization, and intellectual property licenses." Capitalized costs for products that are cancelled or are expected to be abandoned are charged to "Product development" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to "Product development."

              Commencing upon a product's release, capitalized software development costs are amortized to "Cost of revenues—software royalties, amortization, and 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 to approximately two years.

              We evaluate the future recoverability of capitalized software development costs on a quarterly basis. For products that have been released in prior periods, the primary evaluation criterion is the actual performance of the title 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. 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.

              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 matters resolve in a manner that is inconsistent with management's expectations.

      operating income.


      Income Taxes


      We record a tax provision for the anticipated tax consequences of the reported results of operations. In accordance with ASCAccounting Standards Codification 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


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      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“more likely than not"not” that they will be realized in the future, a valuation allowance is recorded.

      As of December 31, 2022 and December 31, 2021, we had valuation allowances of $305 million and $278 million, respectively, on gross deferred tax asset balances of $2.1 billion and $2.0 billion, respectively.


      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 expensesexpense in the period such determination is made.

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      The calculation of tax liabilities involves significant judgment in estimating the impact of uncertainties in the application of ASC Topic 740 and complex tax laws. The accounting guidance for uncertainty in income taxes applies to all income tax positions, including the potential recovery of previously paid taxes. Resolution of these uncertainties in a manner inconsistent with management'smanagement’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 by: (1) earnings being lower than anticipated in foreign regions where taxes


      We 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; (2) changes in the valuation of our deferred tax assets and liabilities; (3) tax effects of nondeductible compensation; (4) tax costs related to intercompany realignments; (5) differences between amounts included in our tax filings and the estimate of such amounts included in our tax expenses; (6) changes in accounting principles; or (7) changes in tax laws, regulations, administrative practices, principles or interpretations, including fundamental changes to the tax laws applicable to multinational corporations. 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 arealso 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.

      For the year ended December 31, 2022, one percentage point increase in our effective tax rate would have resulted in an increase in our income tax expense of approximately $17 million.


      Software Development Costs

      Software development costs are capitalized once the technological feasibility of a product is established and such costs are determined to be recoverable. Technological feasibility of a product requires both technical design documentation and game design documentation, or the completed and tested product design and a working model. For products where proven technology exists, this may occur early in the development cycle. Software development costs related to online hosted 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. Significant management judgments and estimates are applied in assessing when capitalization commences for software development costs and the evaluation is performed on a product-by-product-basis.

      Commencing upon a product’s release, capitalized software development costs are amortized to “Cost of revenues—software royalties and amortization” based on the higher of the ratio of current revenues to total projected revenues for the specific product, or on a straight-line basis over the product’s estimated economic life. As further describedwe have continued to focus on delivering increased content to our players and to deliver such content more frequently through in-game updates, we are seeing our titles being monetized over longer periods of time. Accordingly, the estimated economic lives of our most recent titles have generally extended and the capitalized software costs are being amortized over longer periods of time in "Consolidated Results" above,those cases. As of December 31, 2022, the amortization periods of our capitalized software costs are from six months to approximately three years.

      We evaluate the future recoverability of capitalized software development costs on December 22, 2017,a quarterly basis. Recoverability is evaluated based on the current and expected performance of the specific products to which the costs relate or in which the licensed trademark or copyright is to be used. Additionally, criteria used to evaluate expected product performance may include, as appropriate: 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.

      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. Historically, our forecasted and actual product sales have been more than enough to recover capitalized software costs. 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 matters resolve in a manner that is inconsistent with management’s expectations.


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      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. Tax Reform Act was enacted. The U.S. Tax Reform Act, among other things,dollar strengthens against foreign currencies, the translation of these foreign currency-denominated transactions will result 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. corporate income tax rate from 35% to 21% beginningdollar weakens against foreign currencies. Since we have significant international sales but incur the majority of our costs in 2018 and implemented a modified territorial tax system that imposes a one-time tax on deemed repatriated earningsthe U.S., the impact of foreign subsidiaries.

              On December 22, 2017,currency fluctuations, particularly the SEC staff issued SAB 118, which provides guidance on how to account for the effectsstrengthening of the U.S. Tax Reform Act under ASC 740. SAB 118 enables companiesdollar, generally cause a 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 recordfunctional currency-equivalent cash flows, we periodically enter into currency derivative contracts, principally forward contracts. These forward contracts generally have a provisional amountmaturity of less than one year. The counterparties for our currency derivative contracts are large and reputable commercial or investment banks.

      The fair values of our foreign currency contracts are estimated based on the prevailing exchange rates of the various hedged currencies as of the end of the period.

      We do not hold or purchase any foreign currency forward contracts for trading or speculative purposes.

      Foreign Currency Forward Contracts Designated as Hedges (“Cash Flow Hedges”)

      Refer to Note 10 of the notes to the consolidated financial statements included in Item 8 of this Annual Report on Form 10-K for disclosures regarding our foreign currency forward contracts.

      In the absence of hedging activities for the effectsyear ended December 31, 2022, a hypothetical adverse foreign currency exchange rate movement of 10% would have resulted in a theoretical decline of our net income of approximately $145 million. This sensitivity analysis assumes a parallel adverse shift of all foreign currency exchange rates against the U.S. Tax Reform Act baseddollar; however, all foreign currency exchange rates do not always move in this 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, as our outstanding debt is all at fixed rates. 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 reasonable estimate,portfolio consisting of cash, cash equivalents, or short-term securities is more subject to adjustment duringmarket fluctuations than a measurement periodportfolio of up to one year, until accounting is complete.

              We continue to analyze the prospective effects of the U.S. Tax Reform Act, including new provisions impacting certain foreign income, such as GILTI, BEAT, and FDII, potential limitations on


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      interest expense deductions, and changes to the provisions of Section 162(m) of the Internal Revenue Code, among other provisions of the U.S. Tax Reform Act. The Company has elected to account for the U.S. Tax Reform Act provisions related to GILTI as period costs if and when incurred pursuant to the FASB Staff Q&A guidance issued in January 2018.

      Fair Value Estimates

              The preparation of financial statements often requires us to determinelonger-term securities. Conversely, the fair value of such a particular itemportfolio is less sensitive to fairly presentmarket fluctuations than a portfolio of longer-term securities. At December 31, 2022, our cash and cash equivalents were comprised primarily of money market funds and we had approximately $5 billion invested in our consolidated financial statements. Without an independent market or another representative transaction, determiningsecurities classified as held-to-maturity investments which have fixed interest yields and will mature over the fair valuenext six months.


      As 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 include: (1) the market approach, where market transactions for identical or comparable assets or liabilities are used to determine the fair value; (2) the income approach, which uses valuation techniques to convert future amounts (for example, future cash flows or future earnings) to a single present amount; and (3) the cost approach, which isDecember 31, 2022, based on the amount that would be required to replace an asset. For manycomposition of our fair value estimates, including our estimatesinvestment portfolio, material movements (higher or lower) of short-term interest rates by the fair value of acquired intangible assets, we use the income approach. Using the income approach requires the use of financial models, which require us to make various estimates including, but not limited to: (1) the potential future cash flows for the asset, liability or equity instrument being measured; (2) the timing of receipt or payment of those future cash flows; (3) the time value of money associated with the delayed receipt or payment of such cash flows; and (4) the inherent risk associated with the cash flows (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.    Assets acquired and liabilities assumed in a business combination are recorded based on their estimated fair value. 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 we 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 andU.S. Federal Reserve can have a material impact on our future interest income.


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      Item 8.    FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA


      Other financial statements.

              Assessmentstatement 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 ImpairmentDisclosure Controls and Procedures.

      Our disclosure controls and procedures (as such term is defined in Rules 13a-15(e) and 15d-15(e) under the Exchange Act) are designed to reasonably ensure that information required to be disclosed in our reports filed under the Exchange Act is: (1) recorded, processed, summarized, and reported within the time periods specified in the SEC’s rules and forms; and (2) accumulated and communicated to our 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 Definite-lived Intangibledisclosure controls and Other Long-lived Assets.    We evaluateprocedures include, but are not limited to, the recoverabilitypossibility 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 identifiable amortizable intangibleprincipal executive officer and principal financial officer, has evaluated the effectiveness of our disclosure controls and procedures at December 31, 2022, 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, 2022, 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 (1) recorded, processed, summarized, and reported on a timely basis, and (2) accumulated and communicated to our management, including our principal executive officer and principal financial officer, as appropriate to allow timely decisions regarding required disclosures.

      Management’s Report on Internal Control Over Financial Reporting.

      Our management is responsible for establishing and maintaining adequate internal control over financial reporting (as such term is defined in Rules 13a-15(f) and 15d-15(f) under the Exchange Act). Our management, with the participation of our principal executive officer and principal financial officer, conducted an evaluation of the effectiveness, as of December 31, 2022, 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, 2022.
      62


      Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risks that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies and procedures may deteriorate.

      The effectiveness of our internal control over financial reporting as of December 31, 2022, 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.

      Our management, with the participation of our principal executive officer and principal financial officer, has evaluated any changes in our internal control over financial reporting that occurred during the quarter ended December 31, 2022. Based on this evaluation, the principal executive officer and principal financial officer concluded that, at December 31, 2022, 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.

      Item 9C.    DISCLOSURE REGARDING FOREIGN JURISDICTIONS THAT PREVENT INSPECTIONS

      None.

      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 2023 Annual Meeting of Shareholders entitled “Proposal 1—Election of Directors,” “Corporate Governance Matters—Board Committees,” “Corporate Governance Matters—Governance Documents—Code of Conduct,” and, if applicable, “Beneficial Ownership Matters—Delinquent Section 16(a) Reports” to be filed with the 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 2023 Annual Meeting of Shareholders entitled “Executive Compensation” and “Director Compensation” to be filed with the SEC.

      Item 12.    SECURITY OWNERSHIP OF CERTAIN BENEFICIAL OWNERS AND MANAGEMENT AND RELATED STOCKHOLDER MATTERS

      The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 2023 Annual Meeting of Shareholders entitled “Beneficial Ownership Matters,” “Equity Compensation Plan Information,” and “Corporate Governance Matters—Board Committees,” to be filed with the 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 2023 Annual Meeting of Shareholders entitled “Corporate Governance Matters—Director Independence”, “Corporate Governance Matters—Board Committees” and “Certain Relationships and Related Person Transactions” to be filed with the SEC.

      63

      Item 14.    PRINCIPAL ACCOUNTANT FEES AND SERVICES

      The information required by this Item is incorporated by reference to the sections of our definitive Proxy Statement for our 2023 Annual Meeting of Shareholders entitled “Audit-Related Matters” to be filed with the SEC.

      PART IV

      Item 15.    EXHIBITS, FINANCIAL STATEMENT SCHEDULES

      (a)
      Financial Statements See Item 8.—Consolidated Financial Statements and Supplementary Data for index to Financial Statements and Financial Statement Schedule on page 62 herein.
      Financial Statement Schedule The following financial statement schedule of Activision Blizzard for the years ended December 31, 2022, 2021, and 2020 is filed as part of this report on page F-53 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.
      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

      None.

      64

      Report of Independent Registered Public Accounting Firm

      To the Board of Directors and Shareholders of Activision Blizzard, Inc.

      Opinions on the Financial Statements and Internal Control over Financial Reporting

      We have audited the accompanying consolidated balance sheets of Activision Blizzard, Inc. and its subsidiaries(the “Company”) as of December 31, 2022and 2021,and the related consolidated statements of operations, of comprehensive income, of changes in shareholders’ equity and of cash flows for each of the three years in the period ended December 31, 2022, including the related notes and financial statement schedule listed in the index appearing under Item 15(a)(2) (collectively referred to as the “consolidated financial statements”).We also have audited the Company's internal control over financial reporting as of December 31, 2022, based on criteria established in Internal Control - Integrated Framework(2013)issued by the Committee of Sponsoring Organizations of the Treadway Commission (COSO).

      In our opinion, the consolidatedfinancial statements referred to above present fairly, in all material respects, the financial position of the Company as of December 31, 2022and 2021, and the results of itsoperations and itscash flows for each of the three years in the period ended December 31, 2022in conformity with accounting principles generally accepted in the United States of America. Also in our opinion, the Company maintained, in all material respects, effective internal control over financial reporting as of December 31, 2022, based on criteria established in Internal Control - Integrated Framework(2013)issued by the COSO.

      Basis for Opinions

      The Company's management is responsible for these consolidated financial statements, 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 the Company’s consolidatedfinancial statements and on the Company's internal control over financial reporting based on our audits. We are a public accounting firm registered with the Public Company Accounting Oversight Board (United States) (PCAOB) and are required to be independent with respect to the Company in accordance with the U.S. federal securities laws and the applicable rules and regulations of the Securities and Exchange Commission and the PCAOB.

      We conducted our audits in accordance with the standards of the PCAOB. Those standards require that we plan and perform the audits to obtain reasonable assurance about whether the consolidatedfinancial statements are free of material misstatement, whether due to error or fraud, and whether effective internal control over financial reporting was maintained in all material respects.

      Our audits of the consolidatedfinancial statements included performing procedures to assess the risks of material misstatement of the consolidatedfinancial statements, whether due to error or fraud, and performing procedures that respond to those risks. Such procedures included examining, on a test basis, evidence regarding the amounts and disclosures in the consolidatedfinancial statements. Our audits also included evaluating the accounting principles used and significant estimates made by management, as well as evaluating the overall presentation of the consolidatedfinancial statements. 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.

      Definition and Limitations of Internal Control over Financial Reporting

      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.

      F-1

      Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risk that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies or procedures may deteriorate.

      Critical Audit Matters

      The critical audit matter communicated below is a matterarising from the current period audit of the consolidated financial statements that was communicated or required to be communicated to the audit committee and that (i) relates to accounts or disclosures that are material to theconsolidated financial statements and (ii) involved our especially challenging, subjective, or complex judgments. The communication of critical audit matters does not alter in any way our opinion on the consolidatedfinancial statements, taken as a whole, and we are not, by communicating the critical audit matter below, providing a separate opinion on the critical audit matter or on the accounts or disclosures to which it relates.

      Revenue Recognition – Determination of Estimated Service Period

      As described in Note 2 to the consolidated financial statements, a portion of the Company’s $7.5 billion of total net revenues for the year ended December 31, 2022, is recognized ratably over an estimated service period, which for players of the Company’s current games is less than twelve months. Management considers a variety of data points when determining the estimated service periods for players of the Company’s games, including the weighted-average number of days between players’ unique purchase or first day played online, and the time at which players become inactive and cease engaging with the games’ content for a period of time. Management also considers known online trends such as the cadence of content delivery in the Company’s games, the service period of previously released games, and, to the extent publicly available, the service period of competitors’ games that are similar in nature. Determining the estimated service period is subjective and requires management’s judgment.

      The principal considerations for our determination that performing procedures relating to revenue recognition - determination of estimated service period is a critical audit matter are the significant judgment by management when determining the estimated service period, which in turn led to a high degree of auditor judgment, subjectivity and effort in performing procedures to evaluate audit evidence relating to the data used by management in determining the estimated service period, such as the player data for historical or comparable titles to determine the weighted-average number of days between players’ unique purchase or first day played online and the time at which players become inactive and cease engaging with the games’ content for a period of time, and qualitative factors utilized by management, such as analysis of competitor information.

      Addressing the matter involved performing procedures and evaluating audit evidence in connection with forming our overall opinion on the consolidated financial statements. These procedures included testing the effectiveness of controls relating to the determination of the estimated service period. These procedures also included, among others, (i) testing management’s process for determining the estimated service period, (ii) testing management’s method of analyzing player data, (iii) testing the completeness and accuracy of underlying data used in the determination of the estimated service period, and (iv) evaluating the reasonableness of the estimated service period by comparing it to historical or comparable titles and competitor information.


      /s/ PricewaterhouseCoopers LLP

      Los Angeles, California
      February 23, 2023

      We have served as the Company’s auditor since 2008.
      F-2


      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      CONSOLIDATED BALANCE SHEETS
      (Amounts in millions, except share data)
      At December 31, 2022At December 31, 2021
      Assets
      Current assets:
      Cash and cash equivalents$7,060 $10,423 
      Held-to-maturity investments4,932 — 
      Accounts receivable, net1,204 972 
      Software development640 449 
      Other current assets633 712 
      Total current assets14,469 12,556 
      Software development641 211 
      Property and equipment, net193 169 
      Deferred income taxes, net1,201 1,377 
      Other assets508 497 
      Intangible assets, net442 447 
      Goodwill9,929 9,799 
      Total assets$27,383 $25,056 
      Liabilities and Shareholders’ Equity
      Current liabilities:
      Accounts payable$324 $285 
      Deferred revenues2,088 1,118 
      Accrued expenses and other liabilities1,143 1,008 
      Total current liabilities3,555 2,411 
      Long-term debt, net3,611 3,608 
      Deferred income taxes, net158 506 
      Other liabilities816 932 
      Total liabilities8,140 7,457 
      Commitments and contingencies (Note 22)
      Shareholders’ equity:  
      Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,212,894,055 and 1,207,729,623 shares issued at December 31, 2022 and December 31, 2021, respectively— — 
      Additional paid-in capital12,260 11,715 
      Less: Treasury stock, at cost, 428,676,471 shares at December 31, 2022 and December 31, 2021(5,563)(5,563)
      Retained earnings13,171 12,025 
      Accumulated other comprehensive loss(625)(578)
      Total shareholders’ equity19,243 17,599 
      Total liabilities and shareholders’ equity$27,383 $25,056 

      The accompanying notes are an integral part of these Consolidated Financial Statements.
      F-3

      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      CONSOLIDATED STATEMENTS OF OPERATIONS
      (Amounts in millions, except per share data)

       For the Years Ended December 31,
       202220212020
      Net revenues   
      Product sales$1,642 $2,311 $2,350 
      In-game, subscription, and other revenues5,886 6,492 5,736 
      Total net revenues7,528 8,803 8,086 
      Costs and expenses   
      Cost of revenues—product sales:
      Product costs519 649 705 
      Software royalties and amortization231 346 269 
      Cost of revenues—in-game, subscription, and other:
      Game operations and distribution costs1,324 1,215 1,131 
      Software royalties and amortization148 107 155 
      Product development1,421 1,337 1,150 
      Sales and marketing1,217 1,025 1,064 
      General and administrative1,001 788 784 
      Restructuring and related costs(3)77 94 
      Total costs and expenses5,858 5,544 5,352 
      Operating income1,670 3,259 2,734 
      Interest expense from debt108 108 99 
      Other (income) expense, net (Note 18)
      (182)(13)(12)
      Loss on extinguishment of debt— — 31 
      Income before income tax expense1,744 3,164 2,616 
      Income tax expense231 465 419 
      Net income$1,513 $2,699 $2,197 
      Earnings per common share   
      Basic$1.94 $3.47 $2.85 
      Diluted$1.92 $3.44 $2.82 
      Weighted-average number of shares outstanding   
      Basic782 777 771 
      Diluted789 784 778 

      The accompanying notes are an integral part of these Consolidated Financial Statements.
      F-4

      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      CONSOLIDATED STATEMENTS OF COMPREHENSIVE INCOME
      (Amounts in millions)

       For the Years Ended December 31,
       202220212020
      Net income$1,513 $2,699 $2,197 
      Other comprehensive (loss) income:   
      Foreign currency translation adjustments, net of tax(30)(17)35 
      Unrealized gains (losses) on forward contracts designated as hedges, net of tax(14)53 (36)
      Unrealized gains (losses) on available-for-sale securities, net of tax(3)(2)
      Total other comprehensive (loss) income$(47)$44 $(3)
      Comprehensive income$1,466 $2,743 $2,194 

      The accompanying notes are an integral part of these Consolidated Financial Statements.
      F-5

      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      CONSOLIDATED STATEMENTS OF CASH FLOWS
      (Amounts in millions)
       For the Years Ended December 31,
       202220212020
      Cash flows from operating activities:   
      Net income$1,513 $2,699 $2,197 
      Adjustments to reconcile net income to net cash provided by operating activities:   
      Deferred income taxes(164)(94)
      Non-cash operating lease cost77 65 65 
      Depreciation and amortization106 116 197 
      Amortization of capitalized software development costs (1)213 324 249 
      Share-based compensation expense (2)462 508 218 
      Other(31)(26)28 
      Changes in operating assets and liabilities, net of effect of business acquisitions:   
      Accounts receivable, net(231)71 (194)
      Software development(693)(426)(378)
      Other assets(140)(114)(88)
      Deferred revenues987 (537)216 
      Accounts payable37 (7)(10)
      Accrued expenses and other liabilities84 (266)(154)
      Net cash provided by operating activities2,220 2,414 2,252 
      Cash flows from investing activities:   
      Proceeds from maturities of available-for-sale investments213 214 121 
      Proceeds from sale of available-for-sale investments26 66 — 
      Purchases of available-for-sale investments(109)(248)(221)
      Purchases of held-to-maturity investments(4,899)— — 
         Acquisition of business, net of cash acquired (Note 8)
      (135)— — 
      Capital expenditures(91)(80)(78)
      Other investing activities(11)— 
      Net cash used in investing activities(4,994)(59)(178)
      Cash flows from financing activities:   
      Proceeds from issuance of common stock to employees47 90 170 
      Tax payment related to net share settlements on restricted stock units(214)(246)(39)
      Dividends paid(367)(365)(316)
      Proceeds from debt issuances, net of discounts— — 1,994 
      Repayment of long-term debt— — (1,050)
      Payment of financing costs— — (20)
      Premium payment for early redemption of note— — (28)
      Net cash (used in) provided by financing activities(534)(521)711 
      Effect of foreign exchange rate changes on cash and cash equivalents(44)(48)69 
      Net (decrease) increase in cash and cash equivalents and restricted cash(3,352)1,786 2,854 
      Cash and cash equivalents and restricted cash at beginning of period10,438 8,652 5,798 
      Cash and cash equivalents and restricted cash at end of period$7,086 $10,438 $8,652 
      Supplemental cash flow information:
      Cash paid for income taxes, net of refunds$323 $468 $806 
      Cash paid for interest105 109 82 
      (1)Excludes deferral and amortization of share-based compensation expense, including liability awards accounted for under Accounting Standards Codification (“ASC”) 718.
      (2)Includes the net effects of capitalization, deferral, and amortization of share-based compensation expense, including liability awards accounted for under ASC 718.

      The accompanying notes are an integral part of these Consolidated Financial Statements.
      F-6

      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      CONSOLIDATED STATEMENTS OF CHANGES IN SHAREHOLDERS’ EQUITY
      For the Years Ended December 31, 2022, 2021, and 2020
      (Amounts and shares in millions, except per share data)
       Common StockTreasury StockAdditional
      Paid-In
      Capital
      Retained
      Earnings
      Accumulated
      Other
      Comprehensive
      Income (Loss)
      Total
      Shareholders’
      Equity
       SharesAmountSharesAmount
      Balance at December 31, 20191,197 $ (429)$(5,563)$11,174 $7,813 $(619)$12,805 
      Cumulative impact from adoption of new credit loss standard— — — — — (3)— (3)
      Components of comprehensive income:        
      Net income— — — — — 2,197 — 2,197 
      Other comprehensive income (loss)— — — — — — (3)(3)
      Issuance of common stock pursuant to employee stock options— — — 171 — — 171 
      Issuance of common stock pursuant to restricted stock units— — — — — — — 
      Restricted stock surrendered for employees’ tax liability— — — — (40)— — (40)
      Share-based compensation expense related to employee stock options and restricted stock units— — — — 226 — — 226 
      Dividends ($0.41 per common share)— — — — — (316)— (316)
      Balance at December 31, 20201,203 $ (429)$(5,563)$11,531 $9,691 $(622)$15,037 
      Components of comprehensive income:        
      Net income— — — — — 2,699 — 2,699 
      Other comprehensive income (loss)— — — — — — 44 44 
      Issuance of common stock pursuant to employee stock options— — — 90 — — 90 
      Issuance of common stock pursuant to restricted stock units— — — — — — — 
      Restricted stock surrendered for employees’ tax liability(3)— — — (245)— — (245)
      Share-based compensation expense related to employee stock options and restricted stock units— — — — 339 — — 339 
      Dividends ($0.47 per common share)— — — — — (365)— (365)
      Balance at December 31, 20211,208 $ (429)$(5,563)$11,715 $12,025 $(578)$17,599 
      Components of comprehensive income:
      Net income— — — — — 1,513 — 1,513 
      Other comprehensive income (loss)— — — — — — (47)(47)
      Issuance of common stock pursuant to employee stock options— — — 47 — — 47 
      Issuance of common stock pursuant to restricted stock units— — — — — — — 
      Restricted stock surrendered for employees’ tax liability(3)— — — (227)— — (227)
      Settlement of liability-classified awards in restricted stock units— — — — 204 — — 204 
      Share-based compensation expense related to employee stock options and restricted stock units— — — — 521 — — 521 
      Dividends ($0.47 per common share)— — — — — (367)— (367)
      Balance at December 31, 20221,213 $ (429)$(5,563)$12,260 $13,171 $(625)$19,243 
      The accompanying notes are an integral part of these Consolidated Financial Statements.
      F-7

      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES
      Notes to Consolidated Financial Statements

      1. Description of Business

      Activision Blizzard, Inc. is a leading global developer and publisher of interactive entertainment content and services. We develop and distribute content and services on video game consoles, personal computers (“PCs”), and mobile devices. We also operate esports leagues and offer digital advertising within some of our content. The terms “Activision Blizzard,” the “Company,” “we,” “us,” and “our” are used to refer collectively to Activision Blizzard, Inc. and its subsidiaries.

      Merger Agreement

      On January 18, 2022, we entered into an Agreement and Plan of Merger (the “Merger Agreement”) with Microsoft Corporation (“Microsoft”) and Anchorage Merger Sub Inc. (“Merger Sub”), a wholly owned subsidiary of Microsoft. Subject to the terms and conditions of the Merger Agreement, Microsoft agreed to acquire the Company for $95.00 per issued and outstanding share of our common stock, par value $0.000001 per share, in an all-cash transaction. On April 28, 2022, the Company’s stockholders adopted the Merger Agreement at a special meeting of stockholders. Pursuant to the Merger Agreement, following consummation of the merger of Merger Sub with and into the Company (the “Merger”), the Company will be a wholly-owned subsidiary of Microsoft. As a result of the Merger, we will cease to be a publicly traded company. We have agreed to various customary covenants and agreements, including, among others, agreements to conduct our business in the ordinary course during the period between the execution of the Merger Agreement and the effective time of the Merger (the “Effective Time”). We do not believe these restrictions will prevent us from meeting our debt service obligations, ongoing costs of operations, working capital needs or capital expenditure requirements.

      If the Merger Agreement is terminated under certain specified circumstances, we or Microsoft will be required to pay a termination fee. We will be required to pay Microsoft a termination fee of approximately $2.27 billion under specified circumstances, including termination of the Merger Agreement due to our material breach of representations, warranties, covenants or agreements in the Merger Agreement. Microsoft will be required to pay us a reverse termination fee under specified circumstances, including termination of the Merger Agreement due to a permanent injunction arising from Antitrust Laws (as defined in the Merger Agreement) when we are not then in material breach of any provision of the Merger Agreement and if certain other conditions are met, in an amount equal to (1) $2.5 billion if the termination notice is provided prior to April 18, 2023, or (2) $3.0 billion if the termination notice is provided at any time after April 18, 2023. The consummation of the Merger remains subject to customary closing conditions, including receipt of certain regulatory approvals. The two parties are continuing to engage with regulators reviewing the proposed transaction and are working toward closing in Microsoft’s fiscal year ending June 30, 2023, subject to obtaining required regulatory approvals and satisfaction or waiver of other customary closing conditions.

      For additional information related to the Merger Agreement, please refer to the Definitive Proxy Statement on Schedule 14A filed with the U.S. Securities and Exchange Commission (the “SEC”) on March 21, 2022, as supplemented by the Current Report on Form 8-K filed with the SEC on April 15, 2022, and other long-livedrelevant materials in connection with the proposed transaction with Microsoft that we will file with the SEC and that will contain important information about the Company and the Merger.

      China License Agreements

      Activision Blizzard had licensing agreements with NetEase, Inc. (“NetEase”) covering the publication of several Blizzard Entertainment, Inc. titles in Mainland China. These agreements, which contributed approximately 3% of Activision Blizzard’s consolidated net revenues in both 2021 and 2022, expired in January 2023.

      The co-development and publishing of Diablo® Immortal™ is covered by a separate agreement with NetEase, which remains in place. In addition, Call of Duty®: Mobile is governed by agreements with another third party that are unaffected.

      Our Segments

      Based upon our organizational structure, we conduct our business through three reportable segments, each of which is a leading global developer and publisher of interactive entertainment content and services based primarily on our internally-developed intellectual properties.

      F-8

      (i) Activision Publishing, Inc.

      Activision Publishing, Inc. (“Activision”) delivers content through both premium and free-to-play offerings and primarily generates revenue from full-game and in-game sales, as well as by licensing software to third-party or related-party companies that distribute Activision products. Activision’s key product offerings include titles and content for Call of Duty, a first-person action franchise. Activision also includes the activities of the Call of Duty League™, a global professional esports league.

      (ii) Blizzard Entertainment, Inc.

      Blizzard Entertainment, Inc. (“Blizzard”) delivers content through both premium and free-to-play offerings and primarily generates revenue from full-game and in-game sales, subscriptions, and by licensing software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online gaming platform, Battle.net®, which facilitates digital distribution of Blizzard content and selected Activision content, online social connectivity, and the creation of user-generated content. Blizzard’s key product offerings include titles and content for: the Warcraft® franchise, which includes World of Warcraft®, a subscription-based massive multi-player online role-playing game, and Hearthstone®, an online collectible card game based in the Warcraftuniverse; Diablo® in the action role-playing genre; and Overwatch® in the team-based first-person action genre. Blizzard also includes the activities of the Overwatch League™, a global professional esports league.

      (iii) King Digital Entertainment

      King Digital Entertainment (“King”) delivers content through free-to-play offerings and primarily generates revenue from in-game sales and in-game advertising on mobile platforms. King’s key product offerings include titles and content for Candy Crush™, a “match three” franchise.

      Other

      We also engage in other businesses that do not represent reportable segments, including our Activision Blizzard Distribution (“Distribution”) business, which consists of operations in Europe that provide warehousing, 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 U.S. (“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, for additional evidence relative to certain estimates or to identify matters that require additional disclosures.

      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.”

      F-9

      Investment Securities

      We determine the classification of investments (e.g., held-to-maturity, available-for-sale or trading) in debt securities at the time of purchase and reevaluate such designation as of each reporting period. Investments in debt securities are designated as held-to-maturity when we have the positive intent and ability to hold the securities to maturity. Otherwise, they are classified as available-for-sale.

      Held-to-maturity investments

      Held-to-maturity investments are carried at amortized cost. Interest and amortization of discounts and premiums, which is computed under the effective interest method, are included in “Other (income) expense, net” in our consolidated statements of operations.

      On initial recognition and on an ongoing basis, we evaluate our held-to-maturity investments for expected credit losses collectively, when they share similar risk characteristics, or individually, when the risk characteristics are different. An increase or a decrease in the allowance for expected credit losses is recorded through income as a credit loss expense or a reversal thereof. The allowance for expected credit losses is presented as a deduction from the amortized cost. A held-to-maturity investment security is written off when deemed uncollectible.

      No expected credit losses have been recognized for the year ended December 31, 2022.

      Available-for-sale investments

      Investments in debt securities designated as available-for-sale 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 on the Company’s available-for-sale debt securities are excluded from earnings and are reported as a component of “Other comprehensive income (loss).”

      Investments with original maturities greater than three months and remaining maturities of less than one year are classified within “Other current assets.” Investments with maturities beyond one year may be classified within “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 “Other (income) expense, net” in our consolidated statements of operations.

      Equity investments

      Investments in equity securities which are not accounted for under the equity method and for which there is not a readily determinable fair value are carried at cost, less impairment, and adjusted for changes resulting from observable price changes in orderly transactions for identical or similar investment of the same issuer. Investments in equity securities with a readily determinable fair value are measured at fair value each reporting period, with unrealized gains and losses recorded within “Other (income) expense, net” in our consolidated statements of operations.

      Financial Instruments

      The carrying amounts of “Cash and cash equivalents,” “Accounts receivable, net of allowances,” “Accounts payable,” and “Accrued expenses and other liabilities” approximate fair value due to the short-term nature of these accounts.

      We transact business in various foreign currencies and have 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, 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.

      F-10

      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 values 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 sheets.

      We do not hold or purchase foreign currency forward contracts for trading or speculative purposes.

      For foreign currency forward contracts which are not designated as hedging instruments under ASC 815, we record the changes in the estimated fair value of these derivatives within “General and administrative expenses” in our consolidated statements of operations, consistent with the nature of the underlying transactions.

      For foreign currency forward contracts which have been designated as cash flow hedges in accordance with ASC Subtopic 360-10, which generally requires815, we assess the assessmenteffectiveness of these assets for recoverability when events or circumstances (referred to as a "triggering event") indicate a potential impairment exists. We consider certain eventscash flow hedges at inception and circumstances in determining whether a triggering event has occurred that could indicateon an ongoing basis and determine if the carrying value of identifiable definite-lived intangible assets and other long-lived assets, may not be recoverable, including, but not limited to: (1) significanthedges are effective at providing offsetting changes in performance relative to expected operating results; (2) significantcash flows of the hedged items. The Company records the changes in the useestimated fair value of these derivatives in “Accumulated other comprehensive loss” and subsequently reclassifies the related amount of accumulated other comprehensive income (loss) to earnings within “General and administrative” or “Net revenues” when the hedged item impacts earnings, consistent with the nature and timing of the assets; (3) significant negative industry or economic trends; (4) a significant declineunderlying hedged transactions. Cash flows from these foreign currency forward contracts are classified in our stock price for a


      Tablethe same category as the cash flows associated with the hedged item in the consolidated statements of Contents

      sustained period of time;cash flows. We measure hedge ineffectiveness, if any, and (5) changes in our business strategy. Ifif it is determined that a triggering eventderivative has occurred,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, issuers of investment securities we determinehave purchased, 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 investment securities consist primarily of US government treasury bills and bonds.

      We sell our games and content directly to end consumers in certain instances, such as sales through Battle.net, and also through platform providers, digital storefronts, 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 platform providers and maintain allowances for potential credit losses. We generally do not require collateral or other security from our customers.

      F-11

      Customers and platform providers exceeding 10% or more of our consolidated net revenues and consolidated gross receivables were approximately as follows:

      For the Years Ended December 31,
      202220212020
      Revenues:
      Apple Inc.20 %17 %15 %
      Google Inc.18 %17 %14 %
      Sony Interactive Entertainment Inc.13 %15 %17 %
      Microsoft Corporation**11 %
      At December 31,
      20222021
      Gross Receivables:
      Sony Interactive Entertainment Inc.22 %22 %
      Microsoft Corporation20 %20 %
      Google Inc.10 %*

      *    Did not account for 10% or more of our consolidated net revenues and consolidated gross receivables for the noted period.

      Software Development Costs and Intellectual Property Licenses

      Software development costs include direct costs incurred for internally developed products, as well as payments made to independent software developers under development agreements. Software development costs are capitalized once the technological feasibility of a product is established and such costs are determined to be recoverable. Technological feasibility of a product requires both technical design documentation and game design documentation, or the completed and tested product design and a working model. For products where proven technology exists, this may occur early in the development cycle. Software development costs related to online hosted 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. Significant management judgments and estimates are applied in assessing when capitalization commences for software development costs and the evaluation is performed on a product-by-product basis.

      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 revenues—software royalties and amortization.” Capitalized costs for products that are canceled or are expected to be abandoned are charged to “Product development” in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to “Product development.”

      Commencing upon a product’s release, capitalized software development costs are amortized to “Cost of revenues—software royalties and amortization” based on the higher of the ratio of current revenues to total projected revenues for the specific product, or on a straight-line basis over the product’s estimated economic life. As we have continued to focus on delivering increased content to our players and to deliver such content more frequently through in-game updates, we are seeing our titles being monetized over longer periods of time. Accordingly, the estimated economic lives of our most recent titles have generally extended and the capitalized software costs are being amortized over longer periods of time in those cases. As of December 31, 2022, the amortization periods of our capitalized software costs are from six months to approximately three years. This is also resulting in an increased portion of our capitalized software costs being classified as non-current on our consolidated balance sheet.

      We evaluate the future recoverability of capitalized software development costs on a quarterly basis. Recoverability is evaluated based on the current and expected performance of the specific products to which the costs relate or in which the licensed trademark or copyright is to be used. Additionally, criteria used to evaluate expected product performance may include, as appropriate: 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.
      F-12


      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 exists basedcharge. Material differences may result in the amount and timing of expenses for any period if matters resolve in a manner that is inconsistent with management’s expectations.

      Assets Recognized from Costs to Obtain a Contract with a Customer

      We capitalize costs to obtain a contract with a customer, such as platform provider fees on an estimateeach sale made to players through the provider’s digital storefront, along with third-party developer royalties, and amortize these into cost of revenues in our consolidated statement of operations in the period during which the associated revenues are recognized. We apply the practical expedient to expense, as incurred, costs to obtain a contract with a customer when the amortization period would have been one year or less for certain similar contracts in which commissions are paid to internal personnel or third parties. We believe application of the undiscounted cash flowspractical expedient has a limited effect on the amount and timing of cost recognition.

      Total capitalized platform provider fees and developer royalties at December 31, 2022 and 2021 were $160 million and $30 million, respectively. Substantially all capitalized costs to obtain a contract with a customer are expected to be generated from the use and ultimate disposition of the asset group. If the undiscounted cash flows are lower than the carrying values of the related asset group, an impairment exists and the impairment loss is measured as the amount by which the carrying amount of the group's assets exceeds the fair value of the asset group. We did not record an impairment charge to any of our definite-lived intangible assetsamortized within 12 months as of December 31, 2017, 2016,2022 and 2015.

              Assessment2021, respectively.


      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 of Impairmentthe asset (i.e., 25 to 33 years for buildings, and two to five years for computer equipment, office furniture and other equipment). 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 Indefinite-lived IntangibleOther Indefinite-Lived Assets.    We

      Goodwill is considered to have an indefinite life and is carried at cost. Acquired trade names are requiredassessed as indefinite lived assets if there are no foreseeable limits on the periods of time over which they are expected to test goodwillcontribute cash flows. Goodwill and other indefinite-lived intangible assets for impairment onare not amortized, but are subject to an annual basis and, if currentimpairment test, as well as between annual tests when events or circumstances require, on an interim basis. ASC Topic 350 provides companies an option toindicate that the carrying value may not be recoverable. We perform our annual impairment testing at December 31.

      Our annual goodwill impairment test is performed at the reporting unit level. As of December 31, 2022 and 2021, our reporting units were the same as our operating segments. We generally test goodwill for possible impairment first performby performing 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 performingvalue. If a qualitative assessment is not used, or if the qualitative assessment is not conclusive, a quantitative two-step approach to testing goodwill for impairment. We perform our impairment test for each reporting unit as part of our annual impairment test performed as of December 31. Our reporting units are determined based on the guidance within ASC Subtopic 350-20. The first step of theis performed. If a quantitative test measures for impairment by applying fair value-based tests at the reporting unit level. The second step (if necessary) measures the amount of impairment by applying fair value-based tests to the individual assets and liabilities within each reporting unit.

              Tois performed, we 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 must 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.

              In determining the fair value of our significantthe related reporting units—namely Activision, Blizzard,unit and King—we assumed discount rates ranging from 8.5%compare this value to 11.5% and terminal growth ratesthe recorded net assets of 0.0% to 4.0%, depending on the reporting unit, and its specific characteristics and risk profiles. Basedincluding goodwill. The fair value of our reporting units is determined using an income approach based on our quantitative evaluation, we determineddiscounted cash flow models. In the event the recorded net assets of the reporting unit exceed the estimated fair value of allsuch assets, an impairment charge is recorded for this amount. Based on our annual impairment assessment, no impairments of goodwill were identified for the reporting units exceeded their carrying values as ofyears ended December 31, 2017. Changes in our assumptions underlying our estimates of fair value, which will be a function of our future financial performance2022, 2021, and changes in economic conditions, could result in future impairment charges

      2020.


      We test our acquired trade names for possible impairment by applying the same process as for goodwill. In the instance when a qualitative test is not performed or is inconclusive, a quantitative test is performed by using a discounted cash flow model to estimate fair value. Atvalue of our acquired trade names. Based on our annual impairment assessment, no impairments of our acquired trade names were identified for the years ended December 31, 20172022, 2021, and 2016, we concluded that no impairment had occurred and that no impairment was reasonably likely to occur. In determining the fair value of these trade names, we assumed a discount rate of 8.5%, and royalty saving rates of approximately 1.5%. 2020.

      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.


      F-13

      Amortizable Intangible and Other Long-lived 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.

      We evaluate the recoverability of our definite-lived intangible assets and other long-lived assets when events or circumstances indicate a potential impairment exists. We consider 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 the asset group to determine whether an impairment exists. If an impairment is indicated based on a comparison of the asset groups’ carrying values and the undiscounted cash flows, the impairment loss is measured as the amount by which the carrying amount of the asset group exceeds its fair value. We did not record an impairment charge to our definite-lived intangible assets for the years ended December 31, 2022, 2021, and 2020.

      Leases

      We determine if an arrangement is or contains a lease at contract inception. In certain of our lease arrangements, primarily those related to our data center arrangements, judgment is required in determining if a contract contains a lease. For these arrangements, there is judgment in evaluating if the arrangement provides us with an asset that is physically distinct, or that represents substantially all of the capacity of the asset, and if we have the right to direct the use of the asset. Lease assets and liabilities are recognized based on the present value of future lease payments over the lease term at the commencement date. Included in the lease liability are future lease payments that are fixed, in-substance fixed, or are payments based on an index or rate known at the commencement date of the lease. Variable lease payments are recognized as lease expenses as incurred, and generally relate to variable payments made based on the level of services provided by the landlords of our leases. The operating lease right-of-use (“ROU”) asset also includes any lease payments made prior to the lease commencement date, initial direct costs incurred, and lease incentives received. As most of our leases do not provide an implicit rate, we generally use our incremental borrowing rate in determining the present value of future payments. The incremental borrowing rate represents an approximation of the rate that would be charged to borrow funds to purchase the leased asset over a similar term, and is based on the information available at the commencement date of the lease. For leased assets with similar lease terms and asset types, we applied a portfolio approach in determining a single incremental borrowing rate for the leased assets.

      In determining our lease liability, the lease term includes options to extend the lease when it is reasonably certain that we will exercise such option. For operating leases, the lease expense for minimum lease payments is recognized on a straight-line basis over the lease term. Finance lease assets are depreciated on a straight-line basis over the estimated life of the asset, not to exceed the length of the lease, with interest expense associated with finance lease liabilities recorded using the effective interest method. Leases with an initial term of 12 months or less are not recorded on the balance sheet and we recognize lease expense for these leases on a straight-line basis over the lease term.

      We have lease agreements with lease and non-lease components. For our real estate, server and data center, and event production and broadcasting equipment leases, we elected the practical expedient to account for the lease and non-lease components as a single lease component. In all other lease arrangements, we account for lease and non-lease components separately. Additionally, for certain leases that have a group of leased assets with similar characteristics in size and composition, we may apply a portfolio approach to effectively account for the operating lease ROU assets and liabilities.

      Operating lease ROU assets are presented in “Other assets” and operating lease liabilities are presented in “Accrued expenses and other current liabilities” and “Other liabilities” on our consolidated balance sheet.

      Finance lease ROU assets are presented in “Property and equipment, net” and finance lease liabilities are presented in “Accrued expenses and other current liabilities” and “Other liabilities” on our consolidated balance sheet.

      F-14

      Revenue Recognition

      We generate revenue primarily through the sale of our interactive entertainment content and services, principally for the console, PC, and mobile platforms, as well as through the licensing of our intellectual property. Our products span various genres, including first- and third-person action/adventure, role-playing, strategy, and “match three.” We primarily offer the following products and services:

      premium full games, which typically provide access to main game content after purchase;

      free-to-play offerings, which allows players to download the game and engage with the associated content for free;

      in-game content for purchase to enhance gameplay (i.e., microtransactions and downloadable content) available within both our premium full-game and free-to-play offerings;

      subscriptions to players in World of Warcraft that provide ongoing access to the game content; and

      advertising services for third-party companies to reach and engage with our players, primarily within our free-to-play offerings.

      When control of the promised products and services is transferred to our customers, we recognize revenue in the amount that reflects the consideration we expect to receive in exchange for these products and services.

      We determine revenue recognition by:

      identifying the contract, or contracts, with a customer;

      identifying the performance obligations in each contract;

      determining the transaction price;

      allocating the transaction price to the performance obligations in each contract; and

      recognizing revenue when, or as, we satisfy performance obligations by transferring the promised goods or services.

      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 and the date the product is sold to our customer. For digital full-game downloads sold to customers, we recognize revenue when it is available for download or is activated for gameplay. Revenues are recorded net of taxes assessed by governmental authorities that are imposed at the time of the specific revenue-producing transaction between us and our customer, such as sales and value-added taxes.

      Payment terms and conditions vary by contract type, although terms generally include a requirement of payment immediately upon purchase or within 30 to 90 days. In instances where the timing of revenue recognition differs from the timing of invoicing, we do not adjust the promised amount of consideration for the effects of a significant financing component when we expect, at contract inception, that the period between our transfer of a promised product or service to our customer and payment for that product or service will be one year or less.

      Product Sales

      Product sales consist of sales of our games, including digital full-game downloads and physical products. We recognize revenues from the sale of our products after both (1) control of the products has been transferred to our customers and (2) the underlying performance obligations have been satisfied. Such revenues, which include our software products with significant online functionality and our online hosted software arrangements, are recognized in "Product sales" on our consolidated statement of operations.

      F-15

      Revenues from product sales are recognized after deducting the estimated allowance for returns and price protection, which are accounted for as variable consideration when estimating the amount of revenue to recognize. Returns and price protection are estimated at contract inception and updated at the end of each reporting period as additional information becomes available.

      Sales incentives and other consideration given by us to our customers, such as rebates and product placement fees, are considered adjustments of the transaction price of our products and are reflected as reductions to revenues. Sales incentives and other consideration that represent costs incurred by us for distinct goods or services received, such as the appearance of our products in a customer’s national circular advertisement, are recorded as “Sales and marketing” expense 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 good or service.

      Products with Online Functionality

      For our software products that include both offline functionality (i.e., do not require an Internet connection to access) and significant online functionality, such as most of our titles from the Call of Duty franchise, we evaluate whether the license of our intellectual property and the online functionality each represent separate and distinct performance obligations. In such instances, we typically have two performance obligations: (1) a license to the game software that is accessible without an Internet connection (predominantly the offline single player campaign or game mode) and (2) ongoing activities associated with the online components of the game, such as content updates, hosting of online content and gameplay, and online matchmaking (the “online functionality”). The online functionality generally operates to support the additional features and functionalities of the game that are only available online, not the offline license. This evaluation is performed for each software product or product add-on, including downloadable content. When we determine that our software products contain a license of intellectual property (i.e., the offline software license) that is separate and distinct from the online functionality, we consider market conditions and other observable inputs to estimate the standalone selling price for the performance obligations, since we do not generally sell the software license on a standalone basis. These products may be sold in a bundle with other products and services, which often results in the recognition of additional performance obligations.

      For arrangements that include both a license to the game software that is accessible offline and separate online functionality, we recognize revenue when control of the license transfers to our customers for the portion of the transaction price allocable to the offline software license and ratably over the estimated service period for the portion of the transaction price allocable to the online functionality. Similarly, we defer a portion of the cost of revenues on these arrangements and recognize the costs as the related revenues are recognized. The cost of revenues that are deferred include product costs, distribution costs, software royalties, amortization, and intellectual property licenses, and excludes intangible asset amortization.

      Online Hosted Software Arrangements

      For our online hosted software arrangements, such as titles for the Overwatch, Warcraft, and Candy Crush franchises, substantially all gameplay and functionality are obtained through our continuous hosting of the game content for the player. In these instances, we typically have a single performance obligation related to our ongoing activities in the hosted arrangement, including content updates, hosting of the gameplay, online matchmaking, and access to the game content. Similar to our software products with online functionality, these arrangements may include other products and services, which often results in the recognition of additional performance obligations. Revenues related to online hosted software arrangements are generally recognized ratably over the estimated service period.

      F-16

      In-game, Subscription, and Other Revenues

      In-game Revenues

      In-game revenues primarily includes revenues from microtransactions and downloadable content. Microtransaction revenues are derived from the sale of virtual currencies and goods to our players to enhance their gameplay experience. Proceeds from these sales of virtual currencies and goods are initially recorded in deferred revenue. Proceeds from the sales of virtual currencies are recognized as revenues when a player uses the virtual goods purchased with a virtual currency. Proceeds from the direct sales of virtual goods are similarly 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 and our performance obligation is satisfied. Durable virtual goods represent goods that are accessible to the player over an extended period of time; accordingly, we recognize revenues from the sale of durable virtual goods ratably over the estimated service period.

      Subscription Revenues

      Subscription revenue arrangements are mostly derived from World of Warcraft, which is only playable online and is generally sold on a subscription-only basis. Revenues associated with the sales of subscriptions are deferred until the subscription service is activated by the consumer and are then recognized ratably over the subscription period as the performance obligations are satisfied.

      Revenues attributable to the purchase of World of Warcraft software by our customers, including expansion packs, are classified as “Product sales,” whereas revenues attributable to subscriptions and other in-game revenues are classified as “In-game, subscription, and other revenues.”

      Other Revenues

      Other revenues primarily include revenues from software licensing, licensing of intellectual property other than software, and advertising in our games. These revenues are recognized in "In-game, subscription, and other revenues" on our consolidated statement of operations.

      In certain countries we have software licensing arrangements where we utilize third-party licensees to distribute and host our games in accordance with license agreements, for which the licensees typically pay us a fixed minimum guarantee and sales-based royalties. These arrangements typically include multiple performance obligations, such as an upfront license of intellectual property and rights to specified or unspecified future updates. Our estimate of the selling price is comprised of several factors including, but not limited to, prior selling prices, prices charged separately by other third-party vendors for similar service offerings, and a cost-plus-margin approach. Based on the allocated transaction price, we recognize revenue associated with the minimum guarantee (1) when we transfer control of the upfront license of intellectual property, (2) upon transfer of control of future specified updates, and/or (3) ratably over the contractual term in which we provide the customer with unspecified future updates. Royalty payments in excess of the minimum guarantee are generally recognized when the licensed product is sold by the licensee.

      Revenues from the licensing of intellectual property other than software primarily include the licensing of our (1) brand, logo, or franchise to customers and (2) media content. Fixed fee payments from customers for the license of our brand or franchise are generally recognized over the license term. Fixed fee payments from customers for the license of our media content are generally recognized when control has transferred to the customer, which may be upfront or over time.

      F-17

      Revenues from advertising arise primarily from contractual relationships with advertising networks, agencies, advertising brokers and directly with advertisers to display advertisements in our games. For all advertising arrangements, we are the principal and our performance obligation is to provide the inventory for advertisements to be displayed in our games. Our advertising arrangements are primarily impression-based and we recognize revenue from these in the contracted period in which the impressions are delivered. Impressions are considered delivered when an advertisement is displayed to users. The pricing and terms for all our advertising arrangements are governed by either a master contract or insertion order. The transaction price in advertising arrangements governed by a master contract is generally based on a revenue share percentage stated in the contract. The transaction price in advertising arrangements governed by an insertion order is generally the product of the number of advertising units delivered (e.g., impressions, videos viewed) and the contractually agreed upon price per advertising unit.

      Significant Judgment around Revenue Arrangements with Multiple Deliverables

      Our contracts with customers often include promises to transfer multiple products and services. Determining whether products and services are considered distinct performance obligations that should be accounted for separately versus together may require significant judgment. Certain of our games, such as titles in the Call of Duty franchise, may contain a license of our intellectual property to play the game offline, but may also depend on a significant level of integration and interdependency with the online functionality. In these cases, significant judgment is required to determine whether this license of our intellectual property should be considered distinct and accounted for separately, or not distinct and accounted for together with the online functionality provided and recognized over time. Generally, for titles in which the software license is functional without the online functionality and a significant component of gameplay is available offline, we believe we have separate performance obligations for the license of the intellectual property and the online functionality.

      Significant judgment is also required to determine the standalone selling price for each distinct performance obligation and to determine whether there is a discount that needs to be allocated based on the relative standalone selling price of the various products and services. To estimate the standalone selling price we generally consider market data, including our pricing strategies for the product being evaluated and other similar products we may offer, competitor pricing to the extent data is available, and the replayability design of both the offline and online components of our games. In limited instances, we may also utilize an expected cost approach to determine whether the estimated selling price yields an appropriate profit margin.

      Estimated Service Period

      We consider a variety of data points when determining the estimated service period for players of our games, including the weighted average number of days between players’ unique purchase or first day played online, and the time at which players become inactive and cease engaging with our content for a period of time. We also consider known online trends such as the cadence of content delivery in our games, the service periods of our previously released games, and, to the extent publicly available, the service periods of our competitors’ games that are similar in nature to ours. We believe this provides a reasonable depiction of the transfer of services to our customers, as it is the best representation of the time period during which our customers play our games. Determining the estimated service period is subjective and requires significant management judgment. The estimated service periods for players of our current games are less than 12 months.

      Additionally, in the fourth quarter of 2022, the Company completed its annual assessment of the estimated service periods for players of our games. We have noted that players who purchase in-game content are playing certain of our titles, notably those in our Call of Duty and World of Warcraft offerings, for longer periods of time than in prior years as they engage with services we provide that are designed to enhance and extend gameplay. As such, we have concluded that the estimated service period for in-game revenues from such games has lengthened by approximately three months.

      Based on the carrying amount of deferred revenue and deferred cost of revenue as of September 30, 2022, the change resulted in a decrease in net revenues recognized of $103 million, a decrease in cost of revenues recognized of $9 million, and a decrease in earnings per diluted share of $0.10 during the three months ended December 31, 2022. Such amounts will now be recognized during the year ending December 31, 2023. The change in the estimated service period had no impact on net bookings, segment net revenues, or net cash provided by operating activities.

      Future usage patterns could change from historical patterns as a result of various factors, including, but not limited to, changes in our online content, frequency of content delivery, competitor’s offerings, and other changes that impact player’s engagement that we may not be able to reasonable predict at the time of deriving our estimate. If future usage patterns were to change significantly from historical patterns, in the future our estimated service period could change again and materially impact our future consolidated net revenues and operating income.
      F-18


      Principal Agent Considerations

      We evaluate sales of our products and content via third-party digital storefronts, such as Microsoft’s Xbox Games Store, Sony’s PSN, the Apple App Store, the Google Play Store, and Valve’s Steam storefront, to determine whether revenues should be reported gross or net of fees retained by the storefront. Key indicators that we evaluate in determining whether we are the principal in the sale (gross reporting) or an agent (net reporting) include, but are not limited to:

      which party is primarily responsible for fulfilling the promise to provide the specified good or service; and

      which party has discretion in establishing the price for the specified good or service.

      Based on our evaluation of the above indicators, we report revenues on a gross basis for sales arrangements via the Apple App Store, the Google Play Store, and Valve’s Steam storefront, and we report revenues on a net basis (i.e., net of fees retained by the digital storefront) for sales arrangements via Microsoft’s Xbox Games Store and Sony’s PSN.

      Allowances for Returns and Price Protection

      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 and delivery of sell-through reports to us. We may also consider the facilitation of slow-moving inventory and other market factors.

      Management uses judgment in estimates made with respect to potential future product returns and price protection related to current period product revenues and when establishing the allowance for returns and price protection. 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, and record revenue for the transferred products in the amount of consideration to which we expect to be entitled.

      Based upon historical experience, we believe that our estimates are reasonable. However, actual returns and price protection could vary from our allowance estimates and therefore impact the amount and timing of our revenues for any period if conditions change or if matters resolve in a manner that is inconsistent with management’s assumptions utilized in determining the allowances.

      Contract Balances

      We generally record a receivable related to revenue when we have an unconditional right to invoice and receive payment, and record deferred revenue when cash payments are received or due in advance of our performance, even if amounts are refundable.

      The allowance for doubtful accounts reflects our best estimate of expected credit losses inherent in our accounts receivable balance. 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.

      Deferred revenue is comprised primarily of unearned revenue related to the sale of products with online functionality or online hosted arrangements. We typically invoice, and collect payment for, these sales at the beginning of the contract period and recognize revenue ratably over the estimated service period. Deferred revenue also includes payments for: product sales pending delivery or activation; subscription revenues; licensing revenues with fixed minimum guarantees; and other revenues for which we have been paid in advance and earn the revenue when we transfer control of the product or service.

      Refer to Note 11 for further information, including changes in deferred revenue during the period.

      F-19

      Shipping and Handling

      Shipping and handling costs consist primarily of packaging and transportation charges incurred to move finished goods to customers. We recognize all shipping and handling costs as an expense in “Cost of revenues-product costs,” including those incurred when control of the product has already transferred to the customer.

      Cost of Revenues

      Our cost of revenues consist of the following:

      Cost of revenues—product sales:

      (1)    “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, platform provider fees and distribution costs. We generally recognize volume discounts when they are earned (typically in connection with the achievement of unit-based milestones).

      (2)    “Software royalties and amortization”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—in-game, subscription, and other revenues:

      (1)    “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, along with costs to associated with our esports activities. Platform provider fees incurred are capitalized and amortized over the same period as the associated revenues.

      (2)    “Software royalties and amortization”includes the amortization of capitalized software costs and royalties attributable to in-game, subscription, 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 in-game, subscription, and other revenues.

      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, 2022, 2021, and 2020 were $882 million, $736 million, and $746 million, respectively, and are included in “Sales and 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 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.

      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.”

      F-20

      On December 22, 2017, the U.S. enacted the Tax Cuts and Jobs Act which also created a new minimum tax that applies to certain foreign earnings (“GILTI”). We have elected to recognize deferred taxes for temporary basis differences expected to reverse as GILTI in future years.

      Excess tax benefits and tax deficiencies from share-based payments are recorded as an income tax expense or benefit in the consolidated statement of operations. The tax effects of exercised or vested equity awards are treated as discrete items in the reporting period in which they occur.

      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 loss” in shareholders’ equity.

      Earnings Per Common Share

      “Basic earnings per common share” is computed by dividing income available to common shareholders by the weighted-average number of common shares outstanding for the periods presented. “Diluted earnings per common share” is computed by dividing income 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 per common share calculation when inclusion of such shares would be anti-dilutive.

      Share-Based Payments


      We account for share-based payments in accordance with ASC Subtopic 718-10 and ASC Subtopic 505-50.718-10. Share-based compensation expense for a given grant is recognized over the requisite service period (that is, the period for which the employee is being compensated) and is based on the


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      value of share-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 options using a binomial-lattice model. This estimate is affected by our stock price, as well as assumptions regarding a number of highly complex and subjective variables, 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 units based on the closing market price of the Company'sCompany’s common stock on the date of grant, reduced by the present value of the estimated future dividends during the vesting period in which the restricted stock units holder will not participate.period. Certain restricted stock units granted to our employees and senior management vest based on the achievement of pre-established performance or market conditions.conditions, including those that are market-based. For performance-based restricted stock units not subject to market conditions, each 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 units over the requisite service period, adjusting for estimated forfeitures for each separately vesting tranche of the award. For market-based restricted stock units, we estimate the fair value at the date of grant using a Monte Carlo valuation methodology and amortize those fair values over the requisite service period, adjusting 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 units 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 units 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 a detailed discussion of the application of these and other accounting policies, see Note 2 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

      Recently Issued Accounting Pronouncements

              Below are the recently issued accounting pronouncements that were most significant to our accounting policy activities for fiscal 2017. For a detailed discussion of recently issued accounting pronouncements, see Note 21 of the notes to consolidated financial statements included in Item 8 of this Annual Report on Form 10-K.

      Recently adopted accounting pronouncements

      Inventory

              In July 2015, the Financial Accounting Standards Board ("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. We adopted this new standard as of January 1, 2017, and applied it prospectively. The adoption of this guidance did not have a material impact on our financial statements.

      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


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      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 to which the company expects to be entitled in exchange for those goods or services. This guidance is effective for us beginning with the first quarter of 2018. We are adopting the accounting standard using the modified retrospective method, which recognizes the cumulative effect upon adoption as an adjustment to retained earnings at the adoption date. We will report our adoption in our Form 10-Q for the first quarter of 2018.

              The most significant impacts of the new revenue recognition standard are expected to be:

        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 will 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 service period. We expect this difference to primarily impact revenues from our Call of Duty franchise, where we expect that approximately 20% of the sales price will be recognized as revenue upon delivery of the games to our customers. Many of our other franchises, such as Destiny, Overwatch, World of Warcraft, and Candy Crush, are online hosted arrangements, and we do not expect any significant impact on the accounting for our sales of these games; and

        The accounting for certain of our software licensing arrangements.  While the impacts of the new standard may differ on a contract-by-contract basis (the actual revenue recognition treatment required under the standard will depend on contract-specific terms), we generally expect earlier revenue recognition for these arrangements under the new revenue standard.

              We estimate that the cumulative effect of adopting this standard will result in an adjustment to retained earnings at the adoption date of approximately $60 million to $100 million, inclusive of the associated tax impacts. Additionally, we expect that the new disclosure requirements will require us to design and implement additional internal controls over financial reporting, and we are in process of adjusting our processes and internal controls in preparation for adopting the new standard.

      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 a straight-line expense pattern, 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, with certain transition practical expedients available to provide relief in adopting the new standard. We are evaluating the impact of this new accounting guidance on our financial statements. Currently, we do not plan to early adopt this new standard but we do expect to elect and apply the available transition practical expedients upon adoption.


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      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 statement of cash flows explain any change during the period in total cash, cash equivalents, and restricted cash. Therefore, restricted cash will be included with "Cash and cash equivalents" when reconciling the beginning-of-period and end-of-period total amounts shown on the statement of cash flows. The new standard is effective for fiscal years beginning after December 15, 2018, and should be applied retrospectively. Early adoption is permitted.

              We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements. We expect there will be a significant impact to the consolidated statements of cash flows for 2016, as this period includes, as an investing activity, the $3.6 billion movement in restricted cash resulting from the transfer of cash into escrow at December 31, 2015, to facilitate the King Acquisition and the subsequent release of that cash in 2016 in connection with the King Acquisition. Under this new standard, the restricted cash balance will be included in the beginning and ending total cash, cash equivalents, and restricted cash balances and, hence, would not 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 will result 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.

              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 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.


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      Foreign Currency Forward Contracts Designated as Hedges ("Cash Flow Hedges")

              At December 31, 2017, the gross notional amount of outstanding Cash Flow Hedges was approximately $521 million. The fair value of these contracts, all of which have remaining maturities of 12 months or less, was $5 million of net unrealized losses. Additionally, at December 31, 2017, we had approximately $10 million of net realized but unrecognized losses recorded within "Accumulated other comprehensive income (loss)" associated with contracts that had settled 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 12 months.

              At December 31, 2016, the gross notional amount of outstanding Cash Flow Hedges was approximately $346 million. The fair value of these contracts was $22 million of net unrealized gains.

              During the years ended December 31, 2017 and 2016, there was no ineffectiveness relating to our Cash Flow Hedges. During the years ended December 31, 2017 and 2016, the amount of pre-tax net realized gains associated with these contracts that were reclassified out of "Accumulated other comprehensive loss" and into earnings was not material.

              In the absence of hedging activities for the year ended December 31, 2017, a hypothetical adverse foreign currency exchange rate movement of 10% would have resulted in potential declines of our net income of approximately $134 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 our credit agreement. We do not currently use derivative financial instruments to manage interest rate risk. As of December 31, 2017 and 2016, a hypothetical interest rate change on our variable rate debt of one percent (100 basis points) would have changed interest expense on an annual basis by approximately $10 million and $27 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-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, 2017, our $4.7 billion of cash and cash equivalents was comprised primarily of money market funds.

              The Company has determined that, based on the composition of our investment portfolio as of December 31, 2017, 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, 2017 and 2016


      F-3

      Consolidated Statements of Operations for the Years Ended December 31, 2017, 2016, and 2015


      F-4

      Consolidated Statements of Comprehensive Income for the Years Ended December 31, 2017, 2016, and 2015


      F-5

      Consolidated Statements of Changes in Shareholders' Equity for the Years Ended December 31, 2017, 2016, and 2015


      F-6

      Consolidated Statements of Cash Flows for the Years Ended December 31, 2017, 2016, and 2015


      F-7

      Notes to Consolidated Financial Statements


      F-8

      Schedule II—Valuation and Qualifying Accounts at December 31, 2017, 2016, and 2015


      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 Exchange Act) are designed to reasonably ensure that information required to be disclosed in our reports filed under the Exchange Act is: (1) recorded, processed, summarized, and reported within the time periods specified in the SEC's rules and forms, and (2) accumulated and communicated to our 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, 2017, 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, 2017, 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 (1) recorded, processed, summarized, and reported on a timely basis, and (2) accumulated and communicated to our


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      management, including our principal executive officer and principal financial officer, as appropriate to allow timely decisions regarding required disclosures.

      Management's Report on Internal Control Over Financial Reporting.

              Our management is responsible for establishing and maintaining adequate internal control over financial reporting (as such term is defined in Rules 13a-15(f) and 15d-15(f) under the Exchange Act). Our management, with the participation of our principal executive officer and principal financial officer, conducted an evaluation of the effectiveness, as of December 31, 2017, 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, 2017.

              Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risks that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies and procedures may deteriorate.

              The effectiveness of our internal control over financial reporting as of December 31, 2017 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.


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      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 2018 Annual Meeting of Shareholders entitled "Proposal 1—Election of Directors," "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 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 2018 Annual Meeting of Shareholders entitled "Executive Compensation" and "Proposal 2—Director Compensation" to be filed with the 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 2018 Annual Meeting of Shareholders entitled "Equity Compensation Plan Information" and "Beneficial Ownership Matters" to be filed with the 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 2018 Annual Meeting of Shareholders entitled "Certain Relationships and Related Transactions" and "Corporate Governance Matters—Board of Directors and Committees" to be filed with the 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 2018 Annual Meeting of Shareholders entitled "Audit-Related Matters" to be filed with the SEC.


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      PART IV

      Item 15.    EXHIBITS, FINANCIAL STATEMENT SCHEDULE

      (a)1Financial Statements See Item 8.—Consolidated Financial Statements and Supplementary Data for index to Financial Statements and Financial Statement Schedule on page 81 herein.



      2


      Financial Statement Schedule The following financial statement schedule of Activision Blizzard for the years ended December 31, 2017, 2016, and 2015 is filed as part of this report on page F-60 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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      Report of Independent Registered Public Accounting Firm

              To the Board of Directors and Shareholders of Activision Blizzard, Inc.:

      Opinions on the Financial Statements and Internal Control over Financial Reporting

              We have audited the accompanying consolidated balance sheets of Activision Blizzard, Inc. and its subsidiaries as of December 31, 2017 and 2016, and the related consolidated statements of operations, of comprehensive income, of changes in shareholders' equity and of cash flows for each of the three years in the period ended December 31, 2017, including the related notes and financial statement schedule listed in the accompanying index appearing under Item 15(a)(2), (collectively referred to as the "consolidated financial statements"). We also have audited the Company's internal control over financial reporting as of December 31, 2017, based on criteria established inInternal Control—Integrated Framework (2013) issued by the Committee of Sponsoring Organizations of the Treadway Commission (COSO).

              In our opinion, the consolidated financial statements referred to above present fairly, in all material respects, the financial position of the Company as of December 31, 2017 and 2016, and the results of their operations and their cash flows for each of the three years in the period ended December 31, 2017 in conformity with accounting principles generally accepted in the United States of America. Also in our opinion, the Company maintained, in all material respects, effective internal control over financial reporting as of December 31, 2017, based on criteria established in Internal Control—Integrated Framework (2013) issued by the COSO.

      Change in Accounting Principle

              As discussed in Note 2 to the consolidated financial statements, the Company changed the manner in which it accounts for income taxes related to share-based payments in 2016.

      Basis for Opinions

              The Company's management is responsible for these consolidated financial statements, 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 the Company's consolidated financial statements and on the Company's internal control over financial reporting based on our audits. We are a public accounting firm registered with the Public Company Accounting Oversight Board (United States) ("PCAOB") and are required to be independent with respect to the Company in accordance with the U.S. federal securities laws and the applicable rules and regulations of the Securities and Exchange Commission and the PCAOB.

              We conducted our audits in accordance with the standards of the PCAOB. Those standards require that we plan and perform the audits to obtain reasonable assurance about whether the consolidated financial statements are free of material misstatement, whether due to error or fraud, and whether effective internal control over financial reporting was maintained in all material respects.

              Our audits of the consolidated financial statements included performing procedures to assess the risks of material misstatement of the consolidated financial statements, whether due to error or fraud, and performing procedures that respond to those risks. Such procedures included examining, on a test basis, evidence regarding the amounts and disclosures in the consolidated financial statements. Our audits also included evaluating the accounting principles used and significant estimates made by management, as well as evaluating the overall presentation of the consolidated financial statements. 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


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      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.

      Definition and Limitations of Internal Control over Financial Reporting

              A company's internal control over financial reporting is a process designed to provide reasonable assurance regarding the reliability of financial reporting and the preparation of financial statements for external purposes in accordance with generally accepted accounting principles. A company's internal control over financial reporting includes those policies and procedures that (i) pertain to the maintenance of records that, in reasonable detail, accurately and fairly reflect the transactions and dispositions of the assets of the company; (ii) provide reasonable assurance that transactions are recorded as necessary to permit preparation of financial statements in accordance with generally accepted accounting principles, and that receipts and expenditures of the company are being made only in accordance with authorizations of management and directors of the company; and (iii) provide reasonable assurance regarding prevention or timely detection of unauthorized acquisition, use, or disposition of the company's assets that could have a material effect on the financial statements.

              Because of its inherent limitations, internal control over financial reporting may not prevent or detect misstatements. Also, projections of any evaluation of effectiveness to future periods are subject to the risk that controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies or procedures may deteriorate.

      /s/ PricewaterhouseCoopers LLP

      Los Angeles, California
      February 27, 2018

      We have served as the Company's auditor since 2008.


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      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED BALANCE SHEETS

      (Amounts in millions, except share data)

       
       At December 31,
      2017
       At December 31,
      2016
       

      Assets

             

      Current assets:

             

      Cash and cash equivalents

       $4,713 $3,245 

      Accounts receivable, net of allowances of $279 and $261, at December 31, 2017 and December 31, 2016, respectively

        918  732 

      Inventories, net

        46  49 

      Software development

        367  412 

      Other current assets

        476  392 

      Total current assets

        6,520  4,830 

      Software development

        86  54 

      Property and equipment, net

        294  258 

      Deferred income taxes, net

        459  283 

      Other assets

        440  401 

      Intangible assets, net

        1,106  1,858 

      Goodwill

        9,763  9,768 

      Total assets

       $18,668 $17,452 

      Liabilities and Shareholders' Equity

             

      Current liabilities:

             

      Accounts payable

       $323 $222 

      Deferred revenues

        1,929  1,628 

      Accrued expenses and other liabilities

        1,411  806 

      Total current liabilities

        3,663  2,656 

      Long-term debt, net

        4,390  4,887 

      Deferred income taxes, net

        21  44 

      Other liabilities

        1,132  746 

      Total liabilities

        9,206  8,333 

      Commitments and contingencies (Note 19)

             

      Shareholders' equity:

        
       
        
       
       

      Common stock, $0.000001 par value, 2,400,000,000 shares authorized, 1,186,181,666 and 1,174,163,069 shares issued at December 31, 2017 and December 31, 2016, respectively

           

      Additional paid-in capital

        10,747  10,442 

      Less: Treasury stock, at cost, 428,676,471 shares at December 31, 2017 and December 31, 2016

        (5,563) (5,563)

      Retained earnings

        4,916  4,869 

      Accumulated other comprehensive loss

        (638) (629)

      Total shareholders' equity

        9,462  9,119 

      Total liabilities and shareholders' equity

       $18,668 $17,452 

      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,
       
       
       2017 2016 2015 

      Net revenues

                

      Product sales

       $2,110 $2,196 $2,447 

      Subscription, licensing, and other revenues

        4,907  4,412  2,217 

      Total net revenues

        7,017  6,608  4,664 

      Costs and expenses

        
       
        
       
        
       
       

      Cost of revenues—product sales:

                

      Product costs

        733  741  872 

      Software royalties, amortization, and intellectual property licenses

        300  331  370 

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

                

      Game operations and distribution costs

        984  851  274 

      Software royalties, amortization, and intellectual property licenses

        484  471  69 

      Product development

        1,069  958  646 

      Sales and marketing

        1,378  1,210  734 

      General and administrative

        760  634  380 

      Total costs and expenses

        5,708  5,196  3,345 

      Operating income

        
      1,309
        
      1,412
        
      1,319
       

      Interest and other expense (income), net

        
      146
        
      214
        
      198
       

      Loss on extinguishment of debt

        12  92   

      Income before income tax expense

        
      1,151
        
      1,106
        
      1,121
       

      Income tax expense

        
      878
        
      140
        
      229
       

      Net income

       $273 $966 $892 

      Earnings per common share

        
       
        
       
        
       
       

      Basic

       $0.36 $1.30 $1.21 

      Diluted

       $0.36 $1.28 $1.19 

      Weighted-average number of shares outstanding

        
       
        
       
        
       
       

      Basic

        754  740  728 

      Diluted

        766  754  739 

      Dividends per common share

       
      $

      0.30
       
      $

      0.26
       
      $

      0.23
       

      The accompanying notes are an integral part of these Consolidated Financial Statements.


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      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      CONSOLIDATED STATEMENTS OF COMPREHENSIVE INCOME

      (Amounts in millions)

       
       For the Years Ended
      December 31,
       
       
       2017 2016 2015 

      Net income

       $273 $966 $892 

      Other comprehensive income (loss):

        
       
        
       
        
       
       

      Foreign currency translation adjustments

        36  (29) (326)

      Unrealized gains (losses) on forward contracts designated as hedges, net of tax          

        (44) 33  (4)

      Unrealized gains (losses) on investments, net of tax

        (1)    

      Total other comprehensive income (loss)

       $(9)$4 $(330)

      Comprehensive income

       $264 $970 $562 

      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, 2017, 2016, and 2015

      (Amounts and shares in millions, except per share data)

       
       Common Stock Treasury Stock  
        
       Accumulated
      Other
      Comprehensive
      Income (Loss)
        
       
       
       Additional
      Paid-In
      Capital
       Retained
      Earnings
       Total
      Shareholders'
      Equity
       
       
       Shares Amount Shares Amount 

      Balance at December 31, 2014

        1,151 $  (429)$(5,762)$9,924 $3,374 $(303)$7,233 

      Components of comprehensive income:

                               

      Net income

                  892    892 

      Other comprehensive income (loss)

                    (330) (330)

      Issuance of common stock pursuant to employee stock options

        8        106      106 

      Issuance of common stock pursuant to restricted stock units

        7               

      Restricted stock surrendered for employees' tax liability

        (3)       (83)     (83)

      Tax benefit associated with employee stock awards

                65      65 

      Share-based compensation expense related to employee stock options and restricted stock units

                95      95 

      Dividends ($0.23 per common share)

                  (170)   (170)

      Indemnity on tax attributes assumed in connection with the Purchase Transaction (see Note 15)

              58        58 

      Shareholder settlement in connection with the Purchase Transaction (see Note 19)

              67  135      202 

      Balance at December 31, 2015

        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 units

        7               

      Restricted stock surrendered for employees' tax liability

        (3)       (116)     (116)

      Share-based compensation expense related to employee stock options and restricted stock units

                135      135 

      Share-based compensation assumed in acquisition (see Note 20)

                    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 

      Components of comprehensive income:

                               

      Net income

                  273    273 

      Other comprehensive income (loss)

                    (9) (9)

      Issuance of common stock pursuant to employee stock options

        11        178      178 

      Issuance of common stock pursuant to restricted stock units

        2               

      Restricted stock surrendered for employees' tax liability

        (1)       (54)     (54)

      Share-based compensation expense related to employee stock options and restricted stock units

                181      181 

      Dividends ($0.30 per common share)

                  (226)   (226)

      Balance at December 31, 2017

        1,186 $  (429)$(5,563)$10,747 $4,916 $(638)$9,462 

      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,
       
       
       2017 2016 2015 

      Cash flows from operating activities:

                

      Net income

       $273 $966 $892 

      Adjustments to reconcile net income to net cash provided by operating activities:

                

      Deferred income taxes

        (181) (9) (27)

      Provision for inventories

        33  42  43 

      Depreciation and amortization

        888  829  95 

      Amortization of capitalized software development costs and intellectual property licenses(1)

        311  321  399 

      Premium payment for early redemption of note

          63   

      Amortization of debt discount, financing costs, and non-cash write-off due to extinguishment of debts

        24  50  7 

      Share-based compensation expense(2)

        176  147  92 

      Other

        28  4   

      Changes in operating assets and liabilities, net of effect from business acquisitions:

                

      Accounts receivable, net

        (165) 84  (40)

      Inventories

        (26) 32  (54)

      Software development and intellectual property licenses

        (301) (362) (350)

      Other assets

        (97) (10) 21 

      Deferred revenues

        220  (35) (27)

      Accounts payable

        85  (50) (25)

      Accrued expenses and other liabilities

        945  83  233 

      Net cash provided by operating activities

        2,213  2,155  1,259 

      Cash flows from investing activities:

                

      Proceeds from maturities of available-for-sale investments

        80    145 

      Purchases of available-for-sale investments

        (135)   (145)

      Acquisition of business, net of cash acquired (see Note 20)

          (4,588) (46)

      Release (deposit) of cash in escrow

          3,561  (3,561)

      Capital expenditures

        (155) (136) (111)

      Other investing activities

        13  (14) 2 

      Net cash used in investing activities

        (197) (1,177) (3,716)

      Cash flows from financing activities:

                

      Proceeds from issuance of common stock to employees

        178  106  106 

      Tax payment related to net share settlements on restricted stock units

        (56) (115) (83)

      Dividends paid

        (226) (195) (170)

      Proceeds from debt issuances, net of discounts

        3,741  6,878   

      Repayment of long-term debt

        (4,251) (6,104) (250)

      Premium payment for early redemption of note

          (63)  

      Proceeds received from shareholder settlement (see Note 19)

            202 

      Other financing activities

        (10) (7) (7)

      Net cash (used in) provided by financing activities

        (624) 500  (202)

      Effect of foreign exchange rate changes on cash and cash equivalents

        76  (56) (366)

      Net increase (decrease) in cash and cash equivalents

        1,468  1,422  (3,025)

      Cash and cash equivalents at beginning of period

        3,245  1,823  4,848 

      Cash and cash equivalents at end of period

       $4,713 $3,245 $1,823 

      (1)
      Excludes deferral and amortization of share-based compensation expense.

      (2)
      Includes the net effects of capitalization, deferral, and amortization of share-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. is a leading global developer and publisher of interactive entertainment content and services. We develop and distribute content and services on video game consoles, personal computers ("PC"), and mobile devices. We also operate esports events and leagues and create film and television content based on our games. 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. In connection with the 2008 business combination by and among the Company (then known as Activision, Inc.), Vivendi S.A. ("Vivendi"), and Vivendi Games, Inc., an indirect wholly-owned subsidiary of Vivendi, we were 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, a leading interactive mobile entertainment company ("King"), by purchasing all of its outstanding shares (the "King Acquisition"), as further described in Note 20. Our consolidated financial statements include the operations of King commencing on the King Closing Date.

      Our Segments

              As part of the continued implementation of our esports strategy, we instituted changes to our internal organization and reporting structure such that the Major League Gaming ("MLG") business now operates as a division of Blizzard Entertainment, Inc. ("Blizzard"). As such, commencing with the second quarter of 2017, MLG, which was previously a separate operating segment, is now a component of the Blizzard operating segment. MLG is responsible for the operations of the Overwatch League™, along with other esports events, and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.

              Based upon 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 for the console platform. Activision primarily delivers content through retail and digital channels, including full-game and in-game sales, as well as by licensing software to third-party or related-party companies that distribute Activision products. Activision develops, markets, and sells products based on our internally developed intellectual properties, as well as some licensed properties. We have also established a long-term alliance with Bungie to publish its game universe, Destiny.

              Activision's key product franchises include: Call of Duty®, a first-person shooter for the console and PC platforms, and Destiny, an online universe of first-person action gameplay (which we call a "shared-world shooter") for the console and PC platforms.


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      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

      1. Description of Business (Continued)

      (ii) Blizzard Entertainment, Inc.

              Blizzard is a leading global developer and publisher of interactive software products and entertainment content, particularly for the PC platform. Blizzard primarily delivers content through retail and digital channels, including subscriptions, full-game, and in-game sales, as well as by licensing software to third-party or related-party companies that distribute Blizzard products. Blizzard also maintains a proprietary online gaming service, Blizzard Battle.net®, which facilitates digital distribution of Blizzard content, along with Activision'sDestiny 2 PC content, online social connectivity, and the creation of user-generated content. As noted above, Blizzard also includes the activities of our MLG business, which is responsible for the operations of the Overwatch League, along with other esports events, and will also continue to serve as a multi-platform network for other Activision Blizzard esports content.

              Blizzard's key product franchises include: World of Warcraft®, a subscription-based massive multi-player online role-playing game for PC; StarCraft®, a real-time strategy PC franchise; Diablo®, an action role-playing franchise for the 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 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 Google Inc.'s ("Google") Android and Apple Inc.'s ("Apple") iOS. King also distributes its content and services on the PC platform, primarily via Facebook, Inc. ("Facebook"). King's games are free to play, however, players can acquire in-game items, either with virtual currency the players purchase or directly using real currency.

              King's key product franchises, all of which are for the mobile and PC platforms, include: Candy Crush™, which features "match three" games; Farm Heroes™, which also features "match three" games; and Bubble Witch™, which features "bubble shooter" games.

      Other

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

        the Activision Blizzard Studios ("Studios") business, which is devoted to creating original film and television content based on our library of globally recognized intellectual properties, and which, in October 2017, released the second season of the animated TV seriesSkylandersAcademy on Netflix; and

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

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      ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

      Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies

        Basis of Consolidation and Presentation

                The accompanying consolidated financial statements include the accounts and operations of the Company. All intercompany accounts and transactions have been eliminated. The consolidated financial statements have been prepared in conformity with accounting principles generally accepted in the United States of America ("U.S. GAAP"). The preparation of the consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions that affect the amounts reported in the consolidated financial statements and accompanying notes. Actual results could differ from these estimates and assumptions.

                Certain reclassifications have been made to prior-year amounts to conform to the current period presentation.

                The Company considers events or transactions that occur after the balance sheet date, but before the financial statements are issued, to provide additional evidence relative to certain estimates or to identify matters that require additional disclosures.

        Cash and Cash Equivalents

                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 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 "Other current assets." In addition, investments with maturities beyond one year may be classified within "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 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 (1) the completion of the King Acquisition, or (2) the termination of the 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.

        Financial Instruments

                The carrying amounts of "Cash and cash equivalents," "Accounts receivable, net of allowances," "Accounts payable," and "Accrued expenses and other liabilities" approximate fair value due to the


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        short-term nature of these accounts. Our investments in 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.

                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 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 foreign currency forward contracts which 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.

                For foreign currency forward contracts 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 loss" and subsequently reclassifies the related amount of accumulated other comprehensive income (loss) to earnings within "General and administrative" or "Net revenues" when the hedged item impacts earnings, 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.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

                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, first party digital storefronts, 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.

                For the year ended December 31, 2017, we had three customers—Apple, Sony Interactive Entertainment, Inc. ("Sony"), and Google—who accounted for 16%, 14%, and 10%, respectively, of net revenues. For the year ended December 31, 2016, we had two customers—Sony and Apple—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.

                We had three customers—Sony, Microsoft, and Apple—who accounted for 17%, 14%, and 10%, respectively, of consolidated gross receivables at December 31, 2017. We had three customers—Sony, Microsoft, and Wal-Mart Stores, Inc.—who accounted for 17%, 10%, and 10%, respectively, of consolidated gross receivables at December 31, 2016.

        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 requires 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 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. Software development costs related to online hosted 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, if and when we believe capitalized costs are not recoverable, we expense the amounts as part of "Cost of revenues—software royalties, amortization, and intellectual property licenses." Capitalized costs for products that are canceled or are expected to be abandoned are charged to "Product development" in the period of cancellation. Amounts related to software development which are not capitalized are charged immediately to "Product development."

                Commencing upon a product's release, capitalized software development costs are amortized to "Cost of revenues—software royalties, amortization, and 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 to approximately 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


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        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 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" in the period of cancellation.

                Commencing upon a product's release, capitalized intellectual property license costs are amortized to "Cost of 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 primary evaluation criterion is the actual performance of the title 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. 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 matters resolve in 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.


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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.

        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 31.

                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, 2017 and 2016, 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, 2017, 2016 and 2015 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-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, 2017, 2016 and 2015 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 and Other Long-lived 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.

                We evaluate the recoverability of our definite-lived 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 the asset group to determine whether an impairment exists. If an impairment is indicated based on a comparison of the asset groups' carrying values and the undiscounted cash flows, the impairment loss is measured as the amount by which the carrying amount of the asset group exceeds its fair value. We did not record an impairment charge to our definite-lived intangible assets as of December 31, 2017, 2016, and 2015.

        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 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. 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).

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


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        the relative selling prices of each of the deliverables in the arrangement based on the aforementioned selling price hierarchy. Further, 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 required using BESP for the years ended December 31, 2017, 2016, and 2015. The inputs we use to determine the selling price of our significant deliverables include the actual price charged by the Company for deliverables that the Company sells separately (which represents VSOE) and the wholesale prices of the same or similar products for deliverables not sold separately (which represents TPE).

          Product Sales

                Product sales consist of sales of our games, including physical products and digital full-game downloads. We recognize revenues from the sale of our products after both (1) title and risk of loss have been transferred to our customers and (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. 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.

          Products with Online Functionality or Online Hosted Arrangements

                For our software products with online functionality or that are part of an online hosted 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 downloadable content), when it is released. Determining whether the online functionality for a particular product 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. As a result, we initially defer all of the software-related revenues from the sale of any such title (including downloadable content) and recognize the revenues ratably over the estimated service period. In addition, we initially defer the cost of revenues for the title and recognize the costs of sales as the related revenues are recognized. The cost of revenues that are initially deferred include product and distribution 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

                In certain countries, we utilize third-party licensees to distribute and host our games in accordance with license agreements, for which the licensees pay the Company a royalty. We recognize these royalties as revenues based on usage by the end user and over the estimated service period when we have continuing service obligations. We recognize any upfront licensing fees received over the term of the 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 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


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        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 goods that are accessible to the player over an extended period of time; 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.

                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, the service periods of our previously released games, and the service periods of our competitors' games that are similar in 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 are generally less than 12 months.

          Principal Agent Considerations

                We evaluate sales of our products and content via third party digital storefronts, such as Microsoft's Xbox Games Store, Sony's PSN, the Apple App Store, and the Google Play Store, to determine whether revenues should be reported gross or net of fees retained by the storefront. Key indicators that we evaluate in determining gross versus net treatment include but are not limited to the following:

          the party responsible for delivery/fulfillment of the product or service to the consumer;

          the party responsible for consumer billing, fee collection, and refunds;

          the storefront and terms of sale that govern the consumer's purchase of the product or service; and

          the party that sets the pricing with the consumer and has credit risk.

                Based on evaluation of the above indicators, we report revenues on a gross basis for sales arrangements via Apple App Store and Google Play Store, and we report revenues on a net basis (i.e. net of fees retained by the storefront) for sales arrangements via Microsoft's Xbox Games Store and Sony PSN.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        Allowances for Returns, Price Protection, and Doubtful Accounts

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

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

                Significant management judgments and estimates with respect to potential future product returns and price protection related to current period product 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 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. There may be material differences in the amount and timing of our revenues for any period if factors or market conditions change or if matters 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


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        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.

        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 revenues—product costs."

        Cost of Revenues

                Our cost of revenues consist of the following:

        Cost of revenues—product sales:

          (1)
          "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).

          (2)
          "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:

          (1)
          "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.

          (2)
          "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.

        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, 2017, 2016, and 2015 were $708 million, $641 million, and $523 million, respectively, and are included in "Sales and marketing" in the consolidated statements of operations.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        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.

                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."

                On December 22, 2017, tax reform legislation known as the Tax Cuts and Jobs Act (the "U.S. Tax Reform Act") was enacted in the United States. The U.S. Tax Reform Act, among other things, reduced the U.S. corporate income tax rate from 35% to 21% beginning in 2018 and implemented a modified territorial tax system that imposes a one-time tax on deemed repatriated earnings of foreign subsidiaries ("Transition Tax").

                On December 22, 2017, the SEC staff issued Staff Accounting Bulletin No. 118 ("SAB 118"), which provides guidance on how to account for the effects of the U.S. Tax Reform Act under ASC 740. SAB 118 enables companies to record a provisional amount for the effects of the U.S. Tax Reform Act based on a reasonable estimate, subject to adjustment during a measurement period of up to one year, until accounting is complete.

                We continue to analyze the prospective effects of the U.S. Tax Reform Act, including new provisions impacting certain foreign income, such as global intangible low-taxed income ("GILTI") of foreign subsidiaries, base erosion anti-abuse tax ("BEAT"), and foreign-derived intangible income ("FDII"), potential limitations on interest expense deductions, and changes to the provisions of Section 162(m) of the Internal Revenue Code, among other provisions of the U.S. Tax Reform Act. The Company has elected to account for the U.S. Tax Reform Act provisions related to GILTI as period costs if and when incurred pursuant to the FASB Staff Q&A guidance issued in January 2018.

                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

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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

          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 required 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 $113 million and $81 million as a reduction to income tax expense in our consolidated statement of operations for the years ended December 31, 2017 and 2016, respectively. For periods prior to 2016, such excess tax benefits were recorded to shareholders equity.

        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 loss" in shareholders' equity.

        Earnings (Loss) Per Common Share

                "Basic (loss) earnings 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 (loss) per common 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 common 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 share-based payment transactions are participating securities, unvested share-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 (loss) per common share amounts under the two-class method. The two-class method excludes from the earnings (loss) per common share calculation any dividends paid or owed to participating securities and any undistributed earnings considered to be attributable to participating securities.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        2. Summary of Significant Accounting Policies (Continued)

        Share-Based Payments

                We account for share-based payments in accordance with ASC Subtopic 718-10 and ASC Subtopic 505-50. Share-based compensation expense for a given grant is recognized over the requisite service period (that is, the period for which the employee is being compensated) and is based on the value of share-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 options using a binomial-lattice model. This estimate is affected by our stock price, as well as assumptions regarding a number of highly complex and subjective variables, 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 units based on the closing market price of the Company's common stock on the date of grant, reduced by the present value of the estimated future dividends during the vesting period in which the restricted stock units holder will not participate. Certain restricted stock units granted to our employees and senior management vest based on the achievement of pre-established performance or market conditions. For performance-based restricted stock units, each 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 units over the requisite service period, adjusting for estimated forfeitures for each separately vesting tranche of the award. For market-based restricted stock units, we estimate the fair value at the date of grant using a Monte Carlo valuation methodology and amortize those fair values over the requisite service period, adjusting 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 units 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 units 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, if any, 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.

        Additionally, any obligations that are based predominantly on fixed monetary amounts that are generally known at inception of the obligation, and are to be settled with a variable number of shares of our common stock, are liability classified with expense recognized ratably over the vesting period. Liability classified awards are subsequently reclassified to equity upon settlement in shares of our common stock.


        F-21

        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.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        3. Cash and Cash Equivalents


        The following table summarizes the components of our cash and cash equivalents (amounts in millions):


         At December 31,
         20222021
        Cash$421 $354 
        Foreign government treasury bills— 34 
        Money market funds6,639 10,035 
        Cash and cash equivalents$7,060 $10,423 

        4. Held-to-Maturity Investments
         
         At December 31, 
         
         2017 2016 

        Cash

         $269 $286 

        Foreign government treasury bills

          39  38 

        Money market funds

          4,405  2,921 

        Cash and cash equivalents

         $4,713 $3,245 

        4. Inventories, Net

                Our inventories, net consist of the following (amounts in millions):


         
         At
        December 31,
         
         
         2017 2016 

        Finished goods

         $45 $40 

        Purchased parts and components

          1  9 

        Inventories, net

         $46 $49 

                At December 31, 2017 and 2016, inventory reserves were $36 million and $45 million, respectively.

        5. Software Development and Intellectual Property Licenses

        The following table summarizes the componentsCompany's held-to-maturity investments at December 31, 2022 (amount in millions):


         Amortized CostGross Unrealized GainsGross Unrealized lossesEstimated Fair Value
        (Level 1)
        U.S. treasuries and government agency securities$4,932 $$(3)$4,930 

        At December 31, 2022, all contractual maturities of ourheld-to-maturity investments were less than 12 months.

        5. Software Development

        Our total capitalized software development costs (amounts in millions):

         
         At
        December 31,
         
         
         2017 2016 

        Internally-developed software costs

         $270 $277 

        Payments made to third-party software developers

          183  189 

        Total software development costs

         $453 $466 

                Asof $1.3 billion and $660 million as of December 31, 20172022 and December 31, 2016, capitalized intellectual property licenses were not material.

        2021, respectively, primarily relate to internal development costs.


        Amortization of capitalized software development costs and intellectual property was the followingas follows (amounts in millions):


         For the Years Ended December 31,
         202220212020
        Amortization of capitalized software development costs$236 $341 $263 

        F-22
         
         For the Years Ended
        December 31,
         
         
         2017 2016 2015 

        Amortization of capitalized software development costs and intellectual property licenses

         $314 $335 $410 

                Write-offs and impairments of capitalized software development costs and intellectual property licenses were not material for the years ended December 31, 2017, 2016, and 2015.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)


        6. Property and Equipment, Net


        Property and equipment, net was comprised of the following (amounts in millions):



         At December 31,  At December 31,

         2017 2016  20222021

        Land

         $1 $1 Land$$

        Buildings

         4 4 Buildings

        Leasehold improvements

         224 162 Leasehold improvements244 227 

        Computer equipment

         658 560 
        Computer and server equipmentComputer and server equipment653 703 

        Office furniture and other equipment

         92 78 Office furniture and other equipment90 90 

        Total cost of property and equipment

         979 805 Total cost of property and equipment991 1,025 

        Less accumulated depreciation

         (685) (547)Less accumulated depreciation(798)(856)

        Property and equipment, net

         $294 $258 Property and equipment, net$193 $169 


        Depreciation expense for the years ended December 31, 2017, 2016,2022, 2021, and 20152020 was $130$91 million, $121$105 million, and $82$117 million, respectively.

                Rental expense was $71 million, $65 million and $39 million for the years ended December 31, 2017, 2016, and 2015, respectively.


        7. Intangible Assets, Net


        Intangible assets, net, consist of the following (amounts in millions):


         At December 31, 2022
         Estimated
        useful
        lives
        Gross
        carrying
        amount
        Accumulated
        amortization
        Net
        carrying
        amount
        Acquired definite-lived intangible assets (1):
        Trade names and other1-10 years$90 $(81)$
        Acquired indefinite-lived intangible assets: 
        Activision trademarkIndefinite$386 
        Acquired trade namesIndefinite47 
        Total indefinite-lived intangible assets$433 
        Total intangible assets, net$442 

        (1) Beginning with the first quarter of 2022, the balances of the internally-developed franchises intangible assets have been removed as such amounts were fully amortized in the prior year.

        F-23

         
         At December 31, 2017 
         
         Estimated
        useful
        lives
         Gross
        carrying
        amount
         Accumulated
        amortization
         Net
        carrying
        amount
         

        Acquired definite-lived intangible assets:

                    

        Internally-developed franchises

         3 - 11 years $1,154 $(869)$285 

        Developed software

         2 - 5 years  601  (301) 300 

        Customer base

         2 years  617  (573) 44 

        Trade names

         7 - 10 years  54  (16) 38 

        Other

         1 - 15 years  19  (13) 6 

        Total definite-lived intangible assets

           $2,445 $(1,772)$673 

        Acquired indefinite-lived intangible assets:

                    

        Activision trademark

         Indefinite        386 

        Acquired trade names

         Indefinite        47 

        Total indefinite-lived intangible assets

                 $433 

        Total intangible assets, net

                 $1,106 


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        7. Intangible Assets, Net (Continued)




         At December 31, 2021
         Estimated
        useful
        lives
        Gross
        carrying
        amount
        Accumulated
        amortization
        Net carrying
        amount
        Acquired definite-lived intangible assets:
        Internally-developed franchises3-11 years$1,154 $(1,154)$— 
        Trade names and other1-10 years80 (66)14 
        Total definite-lived intangible assets$1,234 $(1,220)$14 
        Acquired indefinite-lived intangible assets: 
        Activision trademarkIndefinite$386 
        Acquired trade namesIndefinite47 
        Total indefinite-lived intangible assets$433 
        Total intangible assets, net$447 

        8. Goodwill
         
         At December 31, 2016 
         
         Estimated
        useful
        lives
         Gross
        carrying
        amount
         Accumulated
        amortization
         Net
        carrying
        amount
         

        Acquired definite-lived intangible assets:

                    

        Internally-developed franchises

         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

           $2,438 $(1,013)$1,425 

        Acquired indefinite-lived intangible assets:

                    

        Activision trademark

         Indefinite        386 

        Acquired trade names

         Indefinite        47 

        Total indefinite-lived intangible assets

                 $433 

        Total intangible assets, net

                 $1,858 

                Amortization expense

        The carrying amount of intangible assets was $759 million, $708 million, and $13 million for the years endedgoodwill by reportable segment at both December 31, 2017, 2016,2022 and 2015, respectively.

                At December 31, 2017, future amortization of definite-lived intangible assets is estimated2021, was as follows (amounts in millions):


        2018

         $369 

        2019

          209 

        2020

          72 

        2021

          12 

        2022

          7 

        Thereafter

          4 

        Total

         $673 
         ActivisionBlizzardKingTotal
        Balance at December 31, 2020$6,899 $190 $2,676 $9,765 
        Additions through acquisition (1)34 — — 34 
        Balance at December 31, 2021$6,933 $190 $2,676 $9,799 
        Additions through acquisition (2)— 97 33 130 
        Balance at December 31, 2022$6,933 $287 $2,709 $9,929 

                We did


        (1) On October 28, 2021 we acquired a mobile game developer, Digital Legends, that operates as a studio under our Activision segment. The total net assets acquired were not record any impairment charges against our intangible assetsmaterial.

        (2) The Company completed the acquisition of two businesses to acquire 100% of the respective voting equity interests of the following entities during June 2022:

        Proletariat Inc. (“Proletariat”), a privately held game development studio based in Boston, Massachusetts, was acquired by Blizzard to increase developer resources for the years ended December 31, 2017, 2016,Warcraft franchise.

        Peltarion AB (“Peltarion”), a privately held artificial intelligence (“AI”) software company based in Stockholm, Sweden, was acquired by King to acquire AI and 2015.

        machine learning talent and a machine learning operations platform that will accelerate the current use of AI and machine learning technology in King’s game platform.


        The total purchase price for these acquisitions was $152 million utilizing cash on hand. The value to the Company of both of these acquisitions is primarily in the assembled workforce of the acquired businesses and therefore the majority of the value for each acquisition has been recognized as goodwill. Goodwill attributed to the acquired businesses is not expected to be tax-deductible. The fair values assigned to assets acquired and liabilities assumed are based on management’s best estimates and assumptions at the acquisition date.

        The results of operations of Proletariat and Peltarion, in each case, since the date of acquisition, are included in our consolidated financial statements. Pro forma results of operations have not been presented because the effect of the acquisitions are not material to our consolidated statements of operations, either individually or in the aggregate.

        F-24


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        8. Goodwill

                The changes in the carrying amount of goodwill by operating segment are as follows (amounts in millions):

         
         Activision Blizzard(1) King Total 

        Balance at December 31, 2015

         $6,905 $190 $ $7,095 

        Additions through acquisition

              2,675  2,675 

        Other

          (2)     (2)

        Balance at December 31, 2016

         $6,903 $190 $2,675 $9,768 

        Other

          (5)     (5)

        Balance at December 31, 2017

         $6,898 $190 $2,675 $9,763 


        (1)
        As a result of the change in our operating segments discussed in Note 1, goodwill of $12 million previously reported within the "Other segments" is now included in the "Blizzard" reportable segment. The prior period balance has been revised to reflect this change.

                For 2016, the addition to goodwill through acquisition is attributed to the King Acquisition (see Note 20). At December 31, 2017, 2016, and 2015, there were no accumulated impairment losses.

        9. Other Assets and Liabilities


        Included in "Accrued“Accrued expenses and other liabilities" ofliabilities” in our consolidated balance sheets are accrued payroll-related costs of $441$400 million and $393$364 million at December 31, 20172022 and 2016, respectively.

                Included in "Other liabilities"2021, respectively, and the current portion of our consolidated balance sheets are income taxtaxes payable of $473$80 million and $49$144 million at December 31, 20172022 and 2016,2021, respectively.


        10. Fair Value Measurements

                FASB


        The Financial Accounting Standards Board literature regarding fair value measurements for certain 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"“observable inputs” and minimize the use of "unobservable“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, discounted cash flow methodologies, and similar techniques that use significant unobservable inputs.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        10. Fair Value Measurements (Continued)

        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, 2022 Using
         As of December 31, 2022Quoted Prices in Active Markets for Identical Assets
        (Level 1)
        Significant Other Observable Inputs
        (Level 2)
        Significant Unobservable Inputs
        (Level 3)
        Balance Sheet
        Classification
        Financial Assets:     
        Recurring fair value measurements:    
        Money market funds$6,639 $6,639 $— $— Cash and cash equivalents
        Equity securities49 49 — — Other current assets
        Foreign currency forward contracts designated as hedges— — Other current assets
        Total$6,694 $6,688 $$—  
        Financial Liabilities:
        Foreign currency forward contracts designated as hedges$(6)$— $(6)$— Accrued expenses and other liabilities

        F-25

         
          
         Fair Value Measurements at
        December 31, 2017 Using
          
         
          
         Quoted
        Prices in
        Active
        Markets for
        Identical
        Assets
          
          
          
         
          
         Significant
        Other
        Observable
        Inputs
          
          
         
          
         Significant
        Unobservable
        Inputs
          
         
         As of
        December 31,
        2017
         Balance Sheet
        Classification
         
         (Level 1) (Level 2) (Level 3)

        Financial Assets:

                      

        Recurring fair value measurements:

                      

        Money market funds

         $4,405 $4,405 $ $ Cash and cash equivalents

        Foreign government treasury bills

          39  39     Cash and cash equivalents

        U.S. treasuries and government agency securities

          55  55     Other current assets

        Total recurring fair value measurements

         $4,499 $4,499 $ $  

        Financial Liabilities:

                      

        Foreign currency forward contracts designated as hedges

         $(5)$ $(5)$ Accrued expenses and other liabilities


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        10. Fair Value Measurements (Continued)




         
          
         Fair Value Measurements at
        December 31, 2016 Using
          
         
          
         Quoted
        Prices in
        Active
        Markets for
        Identical
        Assets
          
          
          
         
          
         Significant
        Other
        Observable
        Inputs
          
          
         
          
         Significant
        Unobservable
        Inputs
          
         
         As of
        December 31,
        2016
         Balance Sheet
        Classification
         
         (Level 1) (Level 2) (Level 3)

        Financial Assets:

                      

        Recurring fair value measurements:

                      

        Money market funds

         $2,921 $2,921 $ $ Cash and cash equivalents

        Foreign government treasury bills

          38  38     Cash and cash equivalents

        Foreign currency forward contracts designated as hedges

          22    22   Other current assets

        Auction rate securities

          9      9 Other assets

        Total recurring fair value measurements

         $2,990 $2,959 $22 $9  
         Fair Value Measurements at December 31, 2021 Using 
         As of December 31, 2021Quoted Prices in Active Markets for Identical Assets
        (Level 1)
        Significant Other Observable Inputs
        (Level 2)
        Significant Unobservable Inputs
        (Level 3)
        Balance Sheet
        Classification
        Financial Assets:
        Recurring fair value measurements:     
        Money market funds$10,035 $10,035 $— $— Cash and cash equivalents
        Available-for-sale foreign government treasury bills34 34 — — Cash and cash equivalents
        Available-for-sale U.S. treasuries and government agency securities130 130 — — Other current assets
        Equity securities50 50 — — Other current assets
        Foreign currency forward contracts designated as hedges20 — 20 — Other current assets
        Total$10,269 $10,249 $20 $— 


        Foreign Currency Forward Contracts


        Foreign Currency Forward Contracts Designated as Hedges ("(“Cash Flow Hedges"Hedges”)

                At December 31, 2017, the


        The total gross notional amountamounts and fair values of outstandingour Cash Flow Hedges, was approximately $521 million. The fair value of these contracts, all of which havegenerally had remaining maturities of 12 months or less was $5 millionas of net unrealized losses. Additionally, at December 31, 2017, we had approximately $10 million2022, are as follows (amounts in millions):

        As of December 31, 2022As of December 31, 2021
        Notional amountFair value gain (loss)Notional amountFair value gain (loss)
        Foreign Currency:
        Buy USD, Sell EUR$509 $— $382 $20 

        The amounts of pre-tax net realized but unrecognized losses recorded within "Accumulatedgains (losses) associated with our Cash Flow Hedges that were reclassified out of “Accumulated other comprehensive income (loss)" associated with contracts that had settled but were deferred and will be amortized into earnings along withare as follows (amounts in millions):

        For the Years Ended December 31,
        202220212020Statement of Operations Classification
        Cash Flow Hedges$53 $(9)$(3)Net revenues

        11. Deferred Revenues

        We record deferred revenues when cash payments are received or due in advance of the fulfillment of our associated hedged revenues. Such amounts will be reclassified into earnings withinperformance obligations. The aggregate of the next 12 months.

                Atcurrent and non-current balances of deferred revenues as of December 31, 2016,2022 and December 31, 2021, were $2.1 billion and $1.1 billion, respectively. For the gross notional amountyear ended December 31, 2022, the additions to our deferred revenues balance were primarily due to cash payments received or due in advance of outstanding Cash Flow Hedges was approximately $346 million. The fair valuesatisfying our performance obligations, while the reductions to our deferred revenues balance were primarily due to the recognition of these contracts was $22 millionrevenues upon fulfillment of net unrealized gains.

        our performance obligations, which were in the ordinary course of business. During the years ended December 31, 20172022, December 31, 2021, and 2016, there was no ineffectiveness relatingDecember 31, 2020, $1.1 billion, $1.7 billion, and $1.3 billion, respectively, of revenues were recognized that were included in the deferred revenues balance at the beginning of the period.


        As of December 31, 2022, the aggregate amount of contracted revenues allocated to our Cash Flow Hedges. Duringunsatisfied performance obligations was $2.2 billion, which included our deferred revenues balances and amounts to be invoiced and recognized as revenue in future periods. We expect to recognize approximately $2.1 billion over the years ended December 31, 2017next 12 months, and 2016, the amount of pre-tax net realized gains associated with these contracts that were reclassified out of "Accumulated other comprehensive income (loss)" and into earnings wasremainder thereafter. This balance did 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 changesinclude an estimate for variable consideration arising from sales-based royalty license revenue in circumstances indicate that the carrying amountexcess of the assets may not be recoverable.

        contractual minimum guarantee or any estimated amounts of variable consideration that are subject to constraint in accordance with the revenue accounting standard.


        F-26


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes



        12. Leases

        Our lease arrangements are primarily for: (1) corporate, administrative, and development studio offices; and (2) data centers and server equipment. Our existing leases have remaining lease terms ranging from one to Consolidated Financial Statements (Continued)

        10. Fair Value Measurements (Continued)

                Forseven years. In certain instances, such leases include one or more options to renew, with renewal terms that generally extend the lease term by one to five years endedfor each option. The exercise of lease renewal options is generally at our sole discretion. All of our existing leases are classified as operating leases.


        Components of our lease costs are as follows (amounts in millions):

        Years Ended December 31,
        202220212020
        Operating leases
        Operating lease costs$85 $78 $75 
        Variable lease costs24 18 20 

        Supplemental information related to our operating leases is as follows (amounts in millions):

        Years Ended December 31,
        202220212020
        Supplemental Operating Cash Flows Information
        Cash paid for amounts included in the measurement of lease liabilities$93 $75 $77 
        ROU assets obtained in exchange for new lease obligations47 64 80 
        At December 31,
        20222021
        Weighted Average Lease terms and discount rates
        Remaining lease term3.62 years4.10 years
        Discount rate3.34 %3.01 %

        Future undiscounted lease payments for our operating lease liabilities, and a reconciliation of these payments to our operating lease liabilities at December 31, 2017, 2016,2022, are as follows (amounts in millions):

        For the years ending December 31, 
        2023$89 
        202471 
        202547 
        202626 
        202720 
        Thereafter
        Total future lease payments$260 
        Less imputed interest(15)
        Total lease liabilities$245 

        F-27

        Operating lease ROU assets and 2015, there were no impairment charges related to assets that are measuredliabilities recorded on a non-recurring basis.

        11. Debt

        Credit Facilities

                Atour consolidated balance sheet as of December 31, 2016,2022 and December 31, 2021, were as follows (amounts in millions):


        At December 31,
        20222021Balance Sheet Classification
        ROU assets$210 $237 Other assets
        Current lease liabilities$83 $77 Accrued expenses and other current liabilities
        Non-current lease liabilities162 212 Other liabilities
        $245 $289 Total lease liabilities

        13. Debt

        Credit Facilities

        As of December 31, 2022 and December 31, 2021, we had outstanding term loans "A" of approximately $2.7$1.5 billion (the "2016 TLA") and $250 million available under a revolving credit facility (the "Revolver"“Revolver”) pursuant to a credit agreement executedentered into on October 11, 2013 (as amended thereafter and from time to time, the "Credit Agreement"“Credit Agreement”).

                On February 3, 2017, To date, we entered into a sixth amendment (the "Sixth Amendment") to the Credit Agreement. The Sixth Amendment: (1) provided for a new tranche of term loans "A" in an aggregate principal amount of $2.55 billion (the "2017 TLA" and, together withhave not drawn on the Revolver the "Credit Facilities") and (2) released each of our subsidiary guarantors from their respective guarantees provided under the Credit Agreement. All proceeds of the 2017 TLA, togetherwe were in compliance with additional cash on hand of $139 million, were used to fully retire the 2016 TLA, including all accrued and unpaid interest thereon. The terms of the 2017 TLA, other than the absence of the subsidiary guarantees, are generally the same as the terms of the 2016 TLA. Credit Agreement as of December 31, 2022.


        The 2017 TLA willRevolver is scheduled to mature on August 23, 2021.

        24, 2023. Borrowings under the 2017 TLA and the Revolver will bear interest, at the Company'sCompany’s option, at either (1) 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"(“LIBOR”) for an interest period of one month beginning on such day plus 1.00%, or (2) 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 2017 TLA and Revolver will range from 1.125%0.875% to 2.00%1.375% for LIBOR borrowings and from 0.125%0% to 1.00%0.375% for base rate borrowings and will be determined by reference to a pricing grid based on the Company'sCompany’s credit ratings. At December 31, 2017, the 2017 TLA bore interest at 2.73%.

                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.

                During the year ended December 31, 2017, we reduced our total outstanding term loan balances by $1.7 billion. This included $139 million of cash used to retire the 2016 TLA, as discussed above, along with prepayments on the 2017 TLA of $361 million made on February 15, 2017, and $1.2 billion made on May 26, 2017. The May prepayment was made using proceeds from a concurrent issuance of $1.2 billion in notes, as discussed further below. As part of that refinancing, we wrote-off unamortized discount and deferred financing costs of $12 million, which is included in "Loss on extinguishment of debt" in the consolidated statement of operations. The prepayments made on our 2017 TLA have satisfied the remaining required quarterly principal repayments for the entire term of


        Under the Credit Agreement. As a result of these prepayments, at December 31, 2017, the outstanding balance of our 2017 TLA was $990 million.

                The Company isAgreement, we are subject to a financial covenant requiring the Company'sCompany’s Consolidated Total Net Debt Ratio (as defined in the Credit Agreement) not to exceed 3.50:1.00.3.75:1.00 (or, at the Company’s option and for a limited period of time upon the consummation of a Qualifying Acquisition (as defined in the Credit Agreement), 4.25:1.00). The Credit Agreement contains other covenants that are customary for transactions of this type for issuers with similar credit ratings. A violationThese include those restricting liens, debt of anynon-guarantor subsidiaries and certain fundamental changes, in each case with exceptions, including exceptions for secured debt and debt of


        Table non-guarantor subsidiaries of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notesthe Company, in each case up to Consolidated Financial Statements (Continued)

        11. Debt (Continued)

        these covenants could resultan amount not exceeding 7.5% of Total Assets (as defined in an event of default under the Credit Agreement. Upon the occurrence of an event 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 wasAgreement). We were in compliance with the terms of the Credit FacilitiesAgreement as of December 31, 2017.

                On February 1, 2018, our Board2022.


        F-28

        Unsecured Senior Notes

        As of up to $1.8December 31, 2022 and December 31, 2021, we had $3.7 billion of the company's outstanding debt during 2018. As of the date hereof, we have not made any additional repayments on our outstanding debt and the determination as to if and when we make any such repayment will be dependent on market conditions and other factors.

        Unsecured Senior Notes

                At December 31, 2016, we had the followinggross unsecured senior notes outstanding:

          $750 millionoutstanding. A summary of 6.125%our outstanding unsecured senior notes due September 2023 that we issued on September 19, 2013 (the "2023 Notes"),is as follows (amounts in a private offering made in accordance with Rule 144A under the Securities Act of 1933, as amended (the "Securities Act"); and

          $650 million of 2.3% unsecured senior notes due September 2021 (the "Unregistered 2021 Notes") and $850 million of 3.4% unsecured senior notes due September 2026 (the "Unregistered 2026 Notes") that we issued on September 19, 2016, in a private offering made in accordance with Rule 144A and Regulation S under the Securities Act.

                In connection with the issuance of the Unregistered 2021 Notes and the Unregistered 2026 Notes, we entered into a registration rights agreement (the "Registration Rights Agreement"), among the Company, and the representatives of the initial purchasers of the Unregistered 2021 Notes and the Unregistered 2026 Notes. Under the Registration Rights Agreement, we were required to use commercially reasonable efforts to, within one year of the issue date of the Unregistered 2021 Notes and the Unregistered 2026 Notes, among other things, (1) file a registration statement with respect to an offer to exchange each series of the Unregistered 2021 Notes and the Unregistered 2026 Notes for new notes that were substantially identical in all material respects (except for the provisions relating to the transfer restrictions and payment of additional interest) (the "Exchange Offer"), and (2) cause that registration statement (the "Exchange Offer Registration Statement") to be declared effective by the SEC under the Securities Act. The Exchange Offer Registration Statement was declared effective by the SEC on April 28, 2017, and we completed the Exchange Offer on June 1, 2017, such that all the Unregistered 2021 Notes and Unregistered 2026 Notes were exchanged for registered 2021 notes (the "2021 Notes") and registered 2026 notes (the "2026 Notes"), respectively.

                In addition, on May 26, 2017, in a public underwritten offering, we issued $400 million of 2.6% unsecured senior notes due June 2022 (the "2022 Notes"), $400 million of 3.4% unsecured senior notes due June 2027 (the "2027 Notes"), and $400 million of 4.5% unsecured senior notes due June 2047 (the "2047 Notes", and together with the 2021 Notes, the 2022 Notes, the 2023 Notes, the 2026 Notes, and the 2027 Notes, the "Notes"), which were outstanding at December 31, 2017.

        millions):


         At December 31, 2022At December 31, 2021
        Unsecured Senior NotesInterest RateSemi-Annual Interest Payments Due OnMaturityPrincipalFair Value
        (Level 2)
        PrincipalFair Value
        (Level 2)
        2026 Notes3.40%Mar. 15 & Sept. 15Sept. 2026$850 $810 $850 $912 
        2027 Notes3.40%Jun. 15 & Dec. 15Jun. 2027400 378 400 430 
        2030 Notes1.35%Mar. 15 & Sept. 15Sept. 2030500 391 500 463 
        2047 Notes4.50%Jun. 15 & Dec. 15Jun. 2047400 353 400 480 
        2050 Notes2.50%Mar. 15 & Sept. 15Sept. 20501,500 936 1,500 1,320 
        Total gross long-term debt$3,650 $3,650 
        Unamortized discount and deferred financing costs(39)(42)
        Total net carrying amount$3,611 $3,608 

        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


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        11. Debt (Continued)

        redeem some or all of each class of the 2023 Notes prior to September 15, 2018,unsecured senior notes. Any such redemption will be 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.

                We may redeem some or all of the 2021 Notes, the 2022 Notes, the 2026 Notes, the 2027 Notes, and the 2047 Notesinterest as well as, for a redemption prior to August 15, 2021, May 15, 2022, June 15, 2026, March 15, 2027, and December 15, 2046, respectively, and 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. Anypermitted redemption of all or a portion of the applicabledate for that class of note after the applicable date would be at 100% of aggregate principal amount plus accrued and unpaid interest.

        notes, a “make-whole” premium.


        Upon the occurrence of certain change of control events, we will be required to offer to repurchase the Notesnotes outstanding 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 Notesunsecured notes and are not accounted for separately upon issuance.


        The Notesoutstanding notes are general senior obligations of the Company and rankpari passu in right of payment to all of the Company'sCompany’s existing and future senior indebtedness, including the Credit FacilitiesRevolver described above. The Notesnotes are not secured and are effectively subordinatedjunior to any of the Company'sCompany’s existing orand future indebtedness that is secured.

                The 2023 Notes contain customary covenants that place restrictions in certain circumstances on, among other things,secured to the incurrence of debt, granting of liens, payment of dividends, sales of assets, and certain merger and consolidation transactions. The Notes, with the exceptionextent of the 2023 Notes,value of the collateral securing such indebtedness. The 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 wasWe were in compliance with the terms of the Notesnotes outstanding as of December 31, 2017.

                Interest is payable semi-annually in arrears on March 15 and September 15 of each year for the 2021 Notes, the 2023 Notes, and 2026 Notes, and payable semi-annually in arrears on June 15 and December 15 of each year for the 2022 Notes, the 2027 Notes, and 2047 Notes. Accrued interest payable is recorded within "Accrued expenses and other liabilities" in our consolidated balance sheets. 2022.


        As of December 31, 2017 and December 31, 2016, we had accrued interest payable of $28 million and $25 million, respectively, related to the Notes.

        Interest expense and financing costs

                Fees and discounts associated2022, with the issuanceexception of our debt instruments2026 Notes and 2027 Notes, which are recorded as debt discount, which reduces their respective carrying values,scheduled to mature in September 2026 and is amortized over their respective terms. Amortization expense is recorded within "Interest andJune 2027, respectively, no other expense (income), net" in our condensed consolidated statement of operations.

                In connection with the May 2017 note issuances, we incurred approximately $20 million of discounts and financing costs that were capitalized and recorded within "Long-term debt, net" in our consolidated balance sheet.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        11. Debt (Continued)

                For the years ended December 31, 2017, 2016, and 2015: interest expense was $150 million, $197 million, and $193 million, respectively; amortization of the debt discount and deferred financing costs was $12 million, $20 million, and $7 million, respectively; and commitment fees for the Revolver were not material.

                A summary of our outstanding debt is as follows (amounts in millions):

         
         At December 31, 2017 
         
         Gross Carrying
        Amount
         Unamortized
        Discount and
        Deferred
        Financing Costs
         Net Carrying
        Amount
         

        2017 TLA

         $990 $(8)$982 

        2021 Notes

          650  (4) 646 

        2022 Notes

          400  (4) 396 

        2023 Notes

          750  (9) 741 

        2026 Notes

          850  (9) 841 

        2027 Notes

          400  (6) 394 

        2047 Notes

          400  (10) 390 

        Total long-term debt

         $4,440 $(50)$4,390 


         
         At December 31, 2016 
         
         Gross Carrying
        Amount
         Unamortized
        Discount and
        Deferred
        Financing Costs
         Net Carrying
        Amount
         

        2016 TLA

         $2,690 $(27)$2,663 

        2021 Notes

          650  (5) 645 

        2023 Notes

          750  (11) 739 

        2026 Notes

          850  (10) 840 

        Total long-term debt

         $4,940 $(53)$4,887 

                As of December 31, 2017 the scheduled maturities and contractual principal repayments of our long-term debt for each ofwere due within the next five succeeding years are as follows (amounts in millions):

        years.

        For the year ending December 31,

            

        2018

         $ 

        2019

           

        2020

           

        2021

          1,640 

        2022

          400 

        Thereafter

          2,400 

        Total

         $4,440 

        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        11. Debt (Continued)

                With the exception of the 2023 Notes and the 2047 Notes, using Level 2 inputs (i.e., observable market prices in less-than-active markets), the carrying values of our debt instruments approximated their fair values as of December 31, 2017, as the interest rates are similar to current rates at which we can borrow funds over the selected interest periods. At December 31, 2017, based on Level 2 inputs, the fair values of the 2023 Notes and the 2047 Notes were $795 million and $421 million, respectively.

                At December 31, 2016, the carrying value of the 2016 TLA approximated its fair value, based on Level 2 inputs. At December 31, 2016, based on Level 2 inputs, the fair values of the 2021 Notes, 2023 Notes, and 2026 Notes were $635 million, $818 million, and $808 million, respectively.

        12.14. Accumulated Other Comprehensive Income (Loss)


        The components of accumulated other comprehensive income (loss) were as follows (amounts in millions):


        For the Year Ended December 31, 2022
        Foreign currency
        translation
        adjustments
        Unrealized gain (loss)
        on available-for-
        sale securities
        Unrealized gain (loss)
        on forward
        contracts
        Total
        Balance at December 31, 2021$(606)$$25 $(578)
        Other comprehensive income (loss) before reclassifications(30)19 39 28 
        Amounts reclassified from accumulated other comprehensive income (loss) into earnings— (22)(53)(75)
        Balance at December 31, 2022$(636)$— $11 $(625)

        F-29

         
         For the Year Ended December 31, 2017 
         
         Foreign currency
        translation
        adjustments
         Unrealized gain
        (loss)
        on available-for-
        sale securities
         Unrealized gain
        (loss)
        on forward
        contracts
         Total 

        Balance at December 31, 2016

         $(659)$1 $29 $(629)

        Other comprehensive income (loss) before reclassifications

          20  (1) (45) (26)

        Amounts reclassified from accumulated other comprehensive income (loss) into earnings

          16    1  17 

        Balance at December 31, 2017

         $(623)$ $(15)$(638)



         
         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 

        Balance at December 31, 2015

         $(630)$1 $(4)$(633)

        Other comprehensive income (loss) before reclassifications

          (29)   37  8 

        Amounts reclassified from accumulated other comprehensive income (loss) into earnings

              (4) (4)

        Balance at December 31, 2016

         $(659)$1 $29 $(629)

                Income taxes were not provided for foreign currency translation items, as these are considered indefinite investments in non-U.S. subsidiaries. Due to the U.S. Tax Reform Act, we are re-evaluating our indefinite reinvestment assertions, but we have not yet completed this evaluation. In accordance with SAB 118, we intend to complete this evaluation during the measurement period of up to one year and will record adjustments, if any, during those respective periods.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        13.



         For the Year Ended December 31, 2021
         Foreign currency
        translation
        adjustments
        Unrealized gain (loss)
        on available-for-
        sale securities
        Unrealized gain (loss)
        on forward
        contracts
        Total
        Balance at December 31, 2020$(589)$(5)$(28)$(622)
        Other comprehensive income (loss) before reclassifications(17)(2)44 25 
        Amounts reclassified from accumulated other comprehensive income (loss) into earnings— 10 19 
        Balance at December 31, 2021$(606)$$25 $(578)

        15. Operating Segments and Geographic Region

                Currently, weRegions


        We have three reportable segments.segments—Activision, Blizzard, and King. Our operating segments are consistent with the manner in which our operations are reviewed and managed by our Chief Executive Officer, who is our chief operating decision maker ("CODM"(“CODM”). The CODM reviews segment performance exclusive of: the impact of the change in deferred revenues and related cost of revenues with respect to certain of our online-enabled games; share-based compensation expense;expense (including liability awards accounted for under ASC 718); amortization of intangible assets as a result of purchase price accounting; fees and other expenses (including legal fees, expenses, and accruals) related to acquisitions, associated integration activities, and financings; certain restructuring and related costs; certain partnership wind down related costs; and certain other non-cash charges. 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 organizationorganizational structure, the way we assess operating performance and allocate resources, and the availability of separate financial information. We do not aggregate operating segments. As discussed in Note 1, commencing with the second quarter

        F-30

        Information on reportable segment. Prior period amounts have been revised to reflect this change. The change had no impact on consolidatedsegment net revenues or operating income.

                Information on the reportable segments net revenues and segment operating income are presented below (amounts in millions):


         
         Year Ended December 31, 2017 
         
         Activision Blizzard King Total 

        Segment Revenues

                     

        Net revenues from external customers

         $2,628 $2,120 $1,998 $6,746 

        Intersegment net revenues(1)

            19    19 

        Segment net revenues

         $2,628 $2,139 $1,998 $6,765 

        Segment operating income

         $1,005 $712 $700 $2,417 


        Year Ended December 31, 2022
        ActivisionBlizzardKingTotal
        Segment Revenues
        Net revenues from external customers$3,275 $1,936 $2,785 $7,996 
        Intersegment net revenues (1)— 76 — 76 
        Segment net revenues$3,275 $2,012 $2,785 $8,072 
        Segment operating income$1,317 $625 $1,121 $3,063 
        Year Ended December 31, 2021
        ActivisionBlizzardKingTotal
        Segment Revenues
        Net revenues from external customers$3,478 $1,733 $2,580 $7,791 
        Intersegment net revenues (1)— 94 — 94 
        Segment net revenues$3,478 $1,827 $2,580 $7,885 
        Segment operating income$1,667 $698 $1,140 $3,505 
        Year Ended December 31, 2020
        ActivisionBlizzardKingTotal
        Segment Revenues
        Net revenues from external customers$3,942 $1,794 $2,164 $7,900 
        Intersegment net revenues (1)— 111 — 111 
        Segment net revenues$3,942 $1,905 $2,164 $8,011 
        Segment operating income$1,868 $693 $857 $3,418 
         
         Year Ended December 31, 2016 
         
         Activision Blizzard King Total 

        Segment Revenues

                     

        Net revenues from external customers

         $2,220 $2,439 $1,586 $6,245 

        Intersegment net revenues(1)

                 

        Segment net revenues

         $2,220 $2,439 $1,586 $6,245 

        Segment operating income

         $788 $995 $537 $2,320 

        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        13. Operating Segments and Geographic Region (Continued)


         
         Year Ended December 31, 2015 
         
         Activision Blizzard King Total 

        Segment Revenues

                     

        Net revenues from external customers

         $2,700 $1,565 $ $4,265 

        Intersegment net revenues(1)

                 

        Segment net revenues

         $2,700 $1,565 $ $4,265 

        Segment operating income

         $868 $561 $ $1,429 

        (1)
        Intersegment revenues reflect licensing and service fees charged between segments.


        F-31

        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 are presented in the table below (amounts in millions):

         
         Years Ended December 31, 
         
         2017 2016 2015 

        Reconciliation to consolidated net revenues:

                  

        Segment net revenues

         $6,765 $6,245 $4,265 

        Revenues from other segments(1)

          410  354  356 

        Net effect from recognition (deferral) of deferred net revenues

          (139) 9  43 

        Elimination of intersegment revenues(2)

          (19)    

        Consolidated net revenues

         $7,017 $6,608 $4,664 

        Reconciliation to consolidated income before income tax expense:

                  

        Segment operating income

         $2,417 $2,320 $1,429 

        Operating (loss) income from other segments(1)

          (19) 14  37 

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

          (71) (10) (39)

        Share-based compensation expense

          (178) (159) (92)

        Amortization of intangible assets

          (757) (706) (11)

        Fees and other expenses related to the King Acquisition(3)

          (15) (47) (5)

        Restructuring costs(4)

          (15)    

        Other non-cash charges(5)

          (14)    

        Discrete tax-related items(6)

          (39)    

        Consolidated operating income

          1,309  1,412  1,319 

        Interest and other expense (income), net

          146  214  198 

        Loss on extinguishment of debt

          12  92   

        Consolidated income before income tax expense

         $1,151 $1,106 $1,121 


        Years Ended December 31,
        202220212020
        Reconciliation to consolidated net revenues:
        Segment net revenues$8,072 $7,885 $8,011 
        Revenues from non-reportable segments (1)518 563 519 
        Net effect from recognition (deferral) of deferred net revenues (2)(986)449 (333)
        Elimination of intersegment revenues (3)(76)(94)(111)
        Consolidated net revenues$7,528 $8,803 $8,086 
        Reconciliation to consolidated income before income tax expense:
        Segment operating income$3,063 $3,505 $3,418 
        Operating income (loss) from non-reportable segments (1)22 (55)
        Net effect from recognition (deferral) of deferred net revenues and related cost of revenues (2)(848)347 (238)
        Share-based compensation expense (4)(462)(508)(218)
        Amortization of intangible assets (5)(13)(10)(79)
        Restructuring and related costs (6)(77)(94)
        Partnership wind down and related costs (7)(27)— — 
        Merger and acquisition-related fees and other expenses (8)(68)— — 
        Consolidated operating income1,670 3,259 2,734 
        Interest expense from debt108 108 99 
        Other (income) expense, net(182)(13)(12)
        Loss on extinguishment of debt— — 31 
        Consolidated income before income tax expense$1,744 $3,164 $2,616 

        (1)
        Includes other income and expenses from operating segments managed outside theof our reportable segments, including our StudiosDistribution business and Distribution businesses. Also includes unallocated corporate income and expenses.


        (2)
        Reflects the net effect from recognition (deferral) of deferred net revenues, along with related cost of revenues, on certain of our online-enabled products.

        (3)Intersegment revenues reflect licensing and service fees charged between segments.


        Table


        (5)Reflects amortization of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notesintangible assets from purchase price accounting.


        (6)Reflects restructuring initiatives, primarily severance and other restructuring-related costs.

        (7)Reflects expenses related to Consolidated Financial Statements (Continued)

        13. Operating Segments and Geographic Region (Continued)

        the wind down of our partnership with NetEase in Mainland China in regards to licenses covering the publication of several Blizzard titles which expired in January 2023.
        (3)

        (8)Reflects fees and other expenses such as legal, banking, and professional services fees, related to the King Acquisitionour proposed transaction with Microsoft, which primarily consist of legal and associated integration activities, inclusiveadvisory fees.

        F-32

        Net revenues by distribution channelschannel, including a reconciliation to each of our reportable segment’s revenues, were as follows (amounts in millions):


        Year Ended December 31, 2022
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by distribution channel:
        Digital online channels (1)$2,324 $1,600 $2,785 $— $(76)$6,633 
        Retail channels274 16 — — — 290 
        Other (2)45 56 — 504 — 605 
        Total consolidated net revenues$2,643 $1,672 $2,785 $504 $(76)$7,528 
        Change in deferred revenues:
        Digital online channels (1)$629 $341 $— $— $— $970 
        Retail channels— — — — 
        Other (2)— (1)— 14 — 13 
        Total change in deferred revenues$632 $340 $— $14 $— $986 
        Segment net revenues:
        Digital online channels (1)$2,953 $1,941 $2,785 $— $(76)$7,603 
        Retail channels277 16 — — — 293 
        Other (2)45 55 — 518 — 618 
        Total segment net revenues$3,275 $2,012 $2,785 $518 $(76)$8,514 

        Year Ended December 31, 2021
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by distribution channel:
        Digital online channels (1)$3,287 $1,873 $2,597 $— $(94)$7,663 
        Retail channels449 30 — — — 479 
        Other (2)40 72 — 549 — 661 
        Total consolidated net revenues$3,776 $1,975 $2,597 $549 $(94)$8,803 
        Change in deferred revenues:
        Digital online channels (1)$(264)$(140)$(17)$— $— $(421)
        Retail channels(34)(8)— — — (42)
        Other (2)— — — 14 — 14 
        Total change in deferred revenues$(298)$(148)$(17)$14 $— $(449)
        Segment net revenues:
        Digital online channels (1)$3,023 $1,733 $2,580 $— $(94)$7,242 
        Retail channels415 22 — — — 437 
        Other (2)40 72 — 563 — 675 
        Total segment net revenues$3,478 $1,827 $2,580 $563 $(94)$8,354 

         
         Years Ended December 31, 
         
         2017 2016 2015 

        Net revenues by distribution channel:

                  

        Digital online channels(1)

         $5,479 $4,865 $2,502 

        Retail channels

          1,033  1,386  1,806 

        Other(2)

          505  357  356 

        Total consolidated net revenues

         $7,017 $6,608 $4,664 
        F-33

        Year Ended December 31, 2020
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by distribution channel:
        Digital online channels (1)$2,930 $1,672 $2,167 $— $(111)$6,658 
        Retail channels702 39 — — — 741 
        Other (2)57 92 — 538 — 687 
        Total consolidated net revenues$3,689 $1,803 $2,167 $538 $(111)$8,086 
        Change in deferred revenues:
        Digital online channels (1)$365 $102 $(3)$— $— $464 
        Retail channels(112)— — — — (112)
        Other (2)— — — (19)— (19)
        Total change in deferred revenues$253 $102 $(3)$(19)$— $333 
        Segment net revenues:
        Digital online channels (1)$3,295 $1,774 $2,164 $— $(111)$7,122 
        Retail channels590 39 — — — 629 
        Other (2)57 92 — 519 — 668 
        Total segment net revenues$3,942 $1,905 $2,164 $519 $(111)$8,419 
        (1)
        IncludeNet revenues from “Digital online channels” include revenues from digitally-distributed subscriptions, licensing royalties, value-added services, downloadable content, microtransactions, subscriptions, and products.

        products, as well as licensing royalties.

        (2)
        IncludeNet revenues from “Other” primarily include revenues from our Studios and Distribution businesses, as well as revenues from MLGbusiness, the Overwatch League, and the OverwatchCall of Duty League.

                Geographic information presented below is based on the location


        (3)Intersegment revenues reflect licensing and service fees charged between segments.


        F-34

        Net revenues by geographic region, including a reconciliation to each of our reportable segment’s net revenues, were as follows (amounts in millions):


        Year Ended December 31, 2022
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (2)Total
        Net revenues by geographic region:
        Americas$1,732 $716 $1,809 $— $(49)$4,208 
        EMEA (1)652 434 668 504 (22)2,236 
        Asia Pacific259 522 308 — (5)1,084 
        Total consolidated net revenues$2,643 $1,672 $2,785 $504 $(76)$7,528 
        Change in deferred revenues:
        Americas$420 $188 $— $— $$609 
        EMEA (1)145 99 (1)14 — 257 
        Asia Pacific67 53 — (1)120 
        Total change in deferred revenues$632 $340 $— $14 $— $986 
        Segment net revenues:
        Americas$2,152 $904 $1,809 $— $(48)$4,817 
        EMEA (1)797 533 667 518 (22)2,493 
        Asia Pacific326 575 309 — (6)1,204 
        Total segment net revenues$3,275 $2,012 $2,785 $518 $(76)$8,514 

        Year Ended December 31, 2021
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (2)Total
        Net revenues by geographic region:
        Americas$2,446 $876 $1,664 $— $(55)$4,931 
        EMEA (1)976 638 665 549 (31)2,797 
        Asia Pacific354 461 268 — (8)1,075 
        Total consolidated net revenues$3,776 $1,975 $2,597 $549 $(94)$8,803 
        Change in deferred revenues:
        Americas$(198)$(79)$(11)$— $— $(288)
        EMEA (1)(80)(65)(5)14 — (136)
        Asia Pacific(20)(4)(1)— — (25)
        Total change in deferred revenues$(298)$(148)$(17)$14 $— $(449)
        Segment net revenues:
        Americas$2,248 $797 $1,653 $— $(55)$4,643 
        EMEA (1)896 573 660 563 (31)2,661 
        Asia Pacific334 457 267 — (8)1,050 
        Total segment net revenues$3,478 $1,827 $2,580 $563 $(94)$8,354 

         
         Years Ended December 31, 
         
         2017 2016 2015 

        Net revenues by geographic region:

                  

        Americas

         $3,607 $3,423 $2,409 

        EMEA(1)

          2,464  2,221  1,741 

        Asia Pacific

          946  964  514 

        Total consolidated net revenues

         $7,017 $6,608 $4,664 
        F-35

        Year Ended December 31, 2020
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (2)Total
        Net revenues by geographic region:
        Americas$2,316 $794 $1,384 $— $(60)$4,434 
        EMEA (1)1,061 550 568 538 (37)2,680 
        Asia Pacific312 459 215 — (14)972 
        Total consolidated net revenues$3,689 $1,803 $2,167 $538 $(111)$8,086 
        Change in deferred revenues:
        Americas$228 $58 $(1)$— $— $285 
        EMEA (1)36 43 (1)(19)— 59 
        Asia Pacific(11)(1)— — (11)
        Total change in deferred revenues$253 $102 $(3)$(19)$— $333 
        Segment net revenues:
        Americas$2,544 $852 $1,383 $— $(60)$4,719 
        EMEA (1)1,097 593 567 519 (37)2,739 
        Asia Pacific301 460 214 — (14)961 
        Total segment net revenues$3,942 $1,905 $2,164 $519 $(111)$8,419 
        (1)
        Consists    “EMEA” consists of the Europe, Middle East, and Africa geographic regions.

        (2)    Intersegment revenues reflect licensing and service fees charged between segments.
        The Company'sCompany’s net revenues in the U.S. were 45%49%, 45%49%, and 48% of consolidated net revenues for the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020, respectively. The Company'sCompany’s net revenues in the United Kingdom ("U.K.") were 12%11%, 11%, and 14%12% of consolidated net revenues for the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020, respectively. No other country'scountry’s net revenues exceeded 10% of consolidated net revenues for the years ended December 31, 2017, 2016,2022, 2021, or 2015.

        2020.





        F-36


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        13. Operating Segments and Geographic Region (Continued)



        Net revenues by platform, including a reconciliation to each of our reportable segment’s net revenues, were as follows (amounts in millions):


        Year Ended December 31, 2022
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by platform:
        Console$1,661 $92 $— $— $— $1,753 
        PC456 1,203 70 — (76)1,653 
        Mobile and ancillary (1)481 321 2,715 — — 3,517 
        Other (2)45 56 — 504 — 605 
        Total consolidated net revenues$2,643 $1,672 $2,785 $504 $(76)$7,528 
        Change in deferred revenues:
        Console$286 $27 $— $— $— $313 
        PC252 239 — — — 491 
        Mobile and ancillary (1)94 75 — — — 169 
        Other (2)— (1)— 14 — 13 
        Total change in deferred revenues$632 $340 $— $14 $— $986 
        Segment net revenues:
        Console$1,947 $119 $— $— $— $2,066 
        PC708 1,442 70 — (76)2,144 
        Mobile and ancillary (1)575 396 2,715 — — 3,686 
        Other (2)45 55 — 518 — 618 
        Total segment net revenues$3,275 $2,012 $2,785 $518 $(76)$8,514 

         
         Years Ended December 31, 
         
         2017 2016 2015 

        Net revenues by platform:

                  

        Console

         $2,389 $2,453 $2,391 

        PC

          2,042  2,124  1,499 

        Mobile and ancillary(1)

          2,081  1,674  418 

        Other(2)

          505  357  356 

        Total consolidated net revenues

         $7,017 $6,608 $4,664 
        F-37

        Year Ended December 31, 2021
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by platform:
        Console$2,502 $135 $— $— $— $2,637 
        PC660 1,673 84 — (94)2,323 
        Mobile and ancillary (1)574 95 2,513 — — 3,182 
        Other (2)40 72 — 549 — 661 
        Total consolidated net revenues$3,776 $1,975 $2,597 $549 $(94)$8,803 
        Change in deferred revenues:
        Console$(248)$(6)$— $— $— $(254)
        PC(82)(145)(1)— — (228)
        Mobile and ancillary (1)32 (16)— — 19 
        Other (2)— — — 14 — 14 
        Total change in deferred revenues$(298)$(148)$(17)$14 $— $(449)
        Segment net revenues:
        Console$2,254 $129 $— $— $— $2,383 
        PC578 1,528 83 — (94)2,095 
        Mobile and ancillary (1)606 98 2,497 — — 3,201 
        Other (2)40 72 — 563 — 675 
        Total segment net revenues$3,478 $1,827 $2,580 $563 $(94)$8,354 

        Year Ended December 31, 2020
        ActivisionBlizzardKingNon-reportable segmentsElimination of intersegment revenues (3)Total
        Net revenues by platform:
        Console$2,668 $116 $— $— $— $2,784 
        PC582 1,489 96 — (111)2,056 
        Mobile and ancillary (1)382 106 2,071 — — 2,559 
        Other (2)57 92 — 538 — 687 
        Total consolidated net revenues$3,689 $1,803 $2,167 $538 $(111)$8,086 
        Change in deferred revenues:
        Console$140 $(8)$— $— $— $132 
        PC64 115 — — — 179 
        Mobile and ancillary (1)49 (5)(3)— — 41 
        Other (2)— — — (19)— (19)
        Total change in deferred revenues$253 $102 $(3)$(19)$— $333 
        Segment net revenues:
        Console$2,808 $108 $— $— $— $2,916 
        PC646 1,604 96 — (111)2,235 
        Mobile and ancillary (1)431 101 2,068 — — 2,600 
        Other (2)57 92 — 519 — 668 
        Total segment net revenues$3,942 $1,905 $2,164 $519 $(111)$8,419 
        F-38

        (1)
        Net revenues from "Mobile“Mobile and ancillary"ancillary” primarily include revenues from mobile devices, as well as non-platform specific game-related revenues, such as standalone sales of toys and accessories from our Skylanders® franchise and other physical merchandise and accessories.

        devices.

        (2)
        Net revenues from "Other"“Other” primarily include revenues from our Studios and Distribution businesses, as well as revenues from MLGbusiness, the Overwatch League, and the OverwatchCall of Duty League.


        (3)Intersegment revenues reflect licensing and service fees charged between segments.

        Long-lived assets by geographic region were as follows (amounts in millions):

         
         At December 31, 
         
         2017 2016 2015 

        Long-lived assets* by geographic region:

                  

        Americas

         $197 $154 $138 

        EMEA

          75  87  42 

        Asia Pacific

          22  17  9 

        Total long-lived assets by geographic region

         $294 $258 $189 


         At December 31,
         202220212020
        Long-lived assets* by geographic region:   
        Americas$279 $264 $270 
        EMEA103��122 166 
        Asia Pacific21 20 17 
        Total long-lived assets by geographic region$403 $406 $453 

        *
        The only long-lived assets that we classify by region are our long-term tangible fixed assets, which consist of property, plant, and equipment assets; allassets and lease right-of-use assets. All other long-term assets are not allocated by location.


        For information regarding significant customers, see "Concentration“Concentration of Credit Risk"Risk” in Note 2.

        14.2.


        16. Share-Based Payments


        Activision Blizzard Equity Incentive Plans


        On June 5, 2014, the Activision Blizzard, Inc. 2014 Incentive Plan (the "2014 Plan"“2014 Plan”) became effective. Under the 2014 Plan, the Compensation Committee of our Board of Directors is authorized to provide share-based compensation in the form of stock options, share appreciation rights, restricted stock, restricted stock units (“RSUs”), performance shares, and other performance- or value-based awards structured by the Compensation Committee within parameters set forth in the 2014 Plan. UponAs of the effective date of the 2014 Plan, we had ceased making awards under our prior equity incentive plans


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        14. Share-Based Payments (Continued)

        (collectively, (collectively, the "Prior Plans"“Prior Plans”), although such plans will remain in effect andto the extent that they continue to govern outstanding awards.


        While the Compensation Committee has broad discretion to create equity incentives, our current share-based compensation program currentlygenerally utilizes a combination of options and restricted stock units. The majority of our options have time-based vesting schedules, generally vesting annually over a period of three years to five years, and expire ten10 years from the grant date. 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. Restricted stock units have time-based vesting schedules, generally vesting in their entirety on an anniversary of the date of grant, or vest annually over a period of three years to five years, and may also be contingent on the achievement of specified performance measures.

        measures, including those which are market-based. Achievement against such performance measures typically results in vesting of amounts that are different than the target shares at grant based on over- or under-achievement against the performance targets. Typically, performance-based RSUs provide for vesting up to 125% of the grant date target shares if performance targets are sufficiently overachieved (and will be cancelled without the vesting of any shares if the threshold level of performance measures is not met), but in certain instances some of our unvested performance-based RSUs can vest up to 250% of the grant date target amount based on achievement against the performance targets.


        F-39

        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: (1) the number of shares relating to awards outstanding under any Prior Plan that: (i) expire, or are forfeited, terminated or canceled, without the issuance of shares; (ii) are settled in cash in lieu of shares; or (iii) are exchanged, prior to the issuance of shares of our common stock, for awards not involving our common stock; (2) if the exercise price of any option outstanding under any Prior Plans is, or the tax withholding requirements with respect to any award outstanding under any Prior Plans are, satisfied by withholding shares otherwise then deliverable in respect of the award or the actual or constructive transfer to the Company of shares already owned, the number of shares equal to the withheld or transferred shares; and (3) 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, 2017,2022, we had approximately 309 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.

                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 20 for further discussion). As part of the conversion, we assumed King's equity incentive plan (the "King Plan") and amended the King Plan to 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 the King Plan, but it continues to govern outstanding awards.


        Fair Value Valuation Assumptions


        Valuation of Stock Options


        The fair value of stock options granted are principally estimated using a binomial-lattice model. The inputs in our binomial-lattice model include expected stock price volatility, risk-free interest rate, dividend yield, contractual term, and vesting schedule, as well as measures of employees' cancellations,employees’ cancellation, exercise, and post-vesting termination behavior. Statistical methods are used to estimate employee rank-specific termination rates.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        14. Share-Based Payments (Continued)

        The following table presents the weighted-average assumptions, weighted average grant date fair value, and the range of expected stock price volatilities:

        volatility (the Company did not grant any stock options during the year ended December 31, 2022):


         Employee and Director
        Options
          Employee Stock Options

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

         2017 2016 2015  20212020

        Expected life (in years)

         7.01 6.86 6.26 Expected life (in years)7.617.70

        Volatility

         35.00% 35.31% 36.13%Volatility31.06 %30.89 %

        Risk free interest rate

         2.14% 1.56% 1.90%Risk free interest rate1.29 %0.70 %

        Dividend yield

         0.50% 0.67% 0.72%Dividend yield0.51 %0.53 %

        Weighted-average grant date fair value

         $21.11 $12.83 $9.87 Weighted-average grant date fair value$30.65 $25.93 

        Stock price volatility range:

               Stock price volatility range:

        Low

         28.19% 29.20% 26.96%Low31.00 %30.00 %

        High

         35.00% 36.00% 37.00%High35.00 %39.00 %


          Expected life


        The expected life of employee stock options is a derived output of the binomial-lattice model and represents the weighted-average period the stock options are expected to remain outstanding. A binomial-lattice model can be viewed as assumingassumes that employees will exercise their options when the stock price equals or exceeds an exercise multiple, of which themultiple. The exercise multiple is based on historical employee exercise behaviors.


        Volatility


        To estimate volatility for the binomial-lattice model, we consider the implied volatility of exchange-traded options on our stock to estimate short-term volatility, the historical volatility of our common shares during the option'soption’s contractual term to estimate long-term volatility, and a statistical model to estimate the transition from short-term volatility to long-term volatility.


        Risk-free interest rate


        As is the case for volatility, the risk-free interest rate is assumed to change during the option'soption’s contractual term. The risk-free interest rate, which is based on U.S. Treasury yield curves, reflects the expected movement in the interest rate from one time period to the next ("forward rate").

          next.


        F-40

        Dividend yield


        The expected dividend yield assumption is based on our historical and expected future amount of dividend payouts.


        Share-based compensation expense recognized is based on awards ultimately expected to vest and therefore has been reduced for estimated forfeitures in the consolidated statement of operations for the years ended December 31, 2017, 2016, and 2015.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.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        14. Share-Based Payments (Continued)

        Valuation of Restricted Stock Units ("RSUs")


        The fair value of the Company'sCompany’s RSU awards granted is principallyare generally based upon the closing price of the Company'sCompany’s common stock price on the date of grant reduced by the present value of dividends expected to be paid on our common stock prior to vesting.

        We also grant market-based RSU awards, from time to time, the fair value of which is determined using a Monte Carlo simulation. Such market-based RSU awards include performance conditions based on our own stock price and may also include performance conditions that compare our stock price performance to an index, such as the S&P 500 Total Shareholder Return index. The valuation assumptions utilized in the Monte Carlo model are generally consistent with the inputs discussed in the valuation of stock options above. The weighted average risk-free interest rate, volatility, and dividend yield utilized in the Monte Carlo model for market-based RSU awards in 2020 were 0.11%, 37.39%, and 0.47%, respectively.


        On December 14, 2021, we granted approximately 1.6 million RSU awards which were valued at approximately $70.00 per share rather than the closing share price on the date of grant of $59.52. None of these awards were granted to named executive officers of the Company. While these grants were not made in contemplation of the Company’s announcement of the Merger Agreement (see Note 1) entered into with Microsoft, in light of the proximity to when the Company became aware of a potential merger and the signing date of the Merger Agreement, the Company has determined the fair value for these awards should consider potential subsequent value appreciation that would be expected from the market upon announcement of the Merger. In determining the adjustment to the closing share price to estimate the fair value of these awards, the Company considered various factors such as observable share prices before and after announcement of a merger in recent transactions, the offer price range known at time of the grants being made, the final merger per share consideration, the actual increase in share price seen after announcement of the Merger, industry practices in applying liquidity discounts and probability of the Merger being entered into. The awards vest over their requisite service period and do not provide for any accelerated vesting or other features as a result of entering into or upon closing of the Merger.

        Accuracy of Fair Value Estimates


        We developed the assumptions used in the models above, including model inputs and measures of employees'employees’ exercise and post-vesting termination behavior. Our ability to accurately estimate the fair value of share-based payment awards at the grant date depends upon the accuracy of the model and our ability to accurately forecast model inputs for as long as 10ten 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 isseller as there are not current active markets for the case, as markets do not currently exist that permit the active trading of employee stock optionoptions and other share-based instruments.


        F-41

        Stock Option Activity


        Stock option activity is as follows:


         
         Number of
        Shares
        (in thousands)
         Weighted-
        average
        exercise price
         Weighted-
        average
        remaining
        contractual
        term (in years)
         Aggregate
        intrinsic value
        (in millions)
         

        Outstanding stock options at December 31, 2016

          31,485 $26.79       

        Granted

          2,579  59.89       

        Exercised

          (10,861) 16.44       

        Forfeited

          (2,650) 41.32       

        Expired

          (9) 16.41       

        Outstanding stock options at December 31, 2017

          20,544 $34.54  7.07 $591 

        Vested and expected to vest at December 31, 2017

          16,077 $31.79  7.26 $507 

        Exercisable at December 31, 2017

          6,747 $21.36  5.79 $283 
         Number of shares (in thousands)Weighted-average
        exercise price per stock option
        Weighted-average
        remaining
        contractual term (in years)
        Aggregate
        intrinsic value (in millions)
        Outstanding stock options at December 31, 20219,133 $57.77 
        Exercised(1,022)45.22 
        Forfeited(181)74.12 
        Expired(69)76.97 
        Outstanding stock options at December 31, 20227,861 $58.85 6.17$157 
        Vested and expected to vest at December 31, 20227,749 $58.46 6.15$157 
        Exercisable at December 31, 20226,297 $53.10 5.77$153 

                For options assumed in the King Acquisition, 0.4 million of the options are based on performance conditions which do not have an accounting grant date as of December 31, 2017, as there is not a mutual understanding between the Company and the employee of the performance terms.


        The aggregate intrinsic valuesvalue 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 closing stock price is greater than the exercise price) that would have been received by the option holders had all option holders exercised their options on


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        14. Share-Based Payments (Continued)

        that date. This amount changes based on the market value of our stock. The total intrinsic value of options actually exercised was $372$34 million, $161$88 million, and $125$174 million for the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020, respectively. The total grant date fair value of options that vested was $47 million, $40 million, and $19 million forduring the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020 was $37 million, $57 million, and $62 million, respectively.


        At December 31, 2017, $802022, $10 million of total unrecognized compensation cost related to stock options is expected to be recognized over a weighted-average period of 1.270.75 years.


        RSU Activity


        We grant RSUs, which represent the right to receive shares of our common stock. Vesting for RSUs is generally contingent upon the holders'holder’s 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-based RSUs, including those that are market-based, include a range of shares that may be released at vesting, which are above or below the targeted number of RSUs based on actual performance relative to the grant date performance measure. If the vesting conditions are not met, unvested RSUs will be forfeited. Upon vesting of the RSUs, we may withhold shares otherwise deliverable to satisfy tax withholding requirements.


        The following table summarizes our RSU activity with performance-based RSUs, including those with market conditions, presented at 100% of the maximum potentialtarget level shares that could be earned and issued at vestingmay potentially vest (amounts in thousands, except per share amounts)data):


         Number of sharesWeighted-
        average grant
        date fair value per RSU
        Unvested RSUs at December 31, 202113,258 $75.51 
        Granted9,082 78.14 
        Vested(7,075)79.45 
        Forfeited(1,511)82.14 
        Unvested RSUs at December 31, 202213,754 $74.53 

        F-42

         
         Number of
        shares
         Weighted-
        Average Grant
        Date Fair Value
         

        Unvested RSUs at December 31, 2016

          11,977 $17.44 

        Granted

          3,298  63.75 

        Vested

          (2,233) 29.50 

        Forfeited

          (1,221) 26.41 

        Unvested RSUs at December 31, 2017

          11,821 $27.20 

        Certain of our performance-based RSUs did not have an accounting grant date as of December 31, 2017,2022, as for each such grant there is not a mutual understanding between the Company and the employee of the performance terms. Generally, these performance terms relate to operating income performance for future years, where the performance goals for which have not yet beento be set. As of December 31, 2017,2022, based on the target potential shares that could be earned, there were 4.40.9 million performance-based RSUs outstanding for which the accounting grant date hashad not been set, of which 1.9 million were 2017 grants.set. Accordingly, no grant date fair value was established and the weighted average grant date fair valuevalues calculated above for 2017 grants excludes these RSUs.


        At December 31, 2017,2022, approximately $111$481 million of total unrecognized compensation cost was related to RSUs and is expected to be recognized over a weighted-average period of 1.44 years. Of the total unrecognized compensation cost, $102 million was related to performance-based RSUs, which is expected to be recognized over a weighted-average period of 1.541.43 years. The total grant date fair value of RSUs that vested RSUs was $64 million, $123 million and $93 million forduring the years ended December 31, 2017, 20162022, 2021, and 2015,2020 was $335 million, $306 million, and $82 million, respectively.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        14. Share-Based Payments (Continued)

        The income tax benefit from stock option exercises and RSU vestings was $160$83 million, $134$70 million, and $109$61 million for the years ended December 31, 2017, 2016,2022, 2021, and 2015,2020, respectively.


        Share-Based Compensation Expense


        The following table sets forth the total share-based compensation expense included in our consolidated statements of operations (amounts in millions):


         For the Years Ended December 31,
        202220212020
        Cost of revenues—product sales: Software royalties and amortization$21 $17 $14 
        Cost of revenues—in-game, subscription, and other: Game operations and distribution costs
        Cost of revenues—in-game, subscription, and other: Software royalties and amortization— — 
        Product development224 211 42 
        Sales and marketing58 44 21 
        General and administrative149 229 140 
        Share-based compensation expense before income taxes462 508 218 
        Income tax benefit(77)(36)(28)
        Total share-based compensation expense, net of income tax benefit$385 $472 $190 

        Share-based compensation expense for the years ended December 31, 2022 and 2021 includes $95 million and $194 million, respectively, for liability awards accounted for under ASC 718. The liability awards primarily relate to the portion of Company’s compensation payments for 2022 and 2021 for which the Company determined to settle certain amounts not yet paid as of year-end under its annual performance plans in stock as opposed to cash.

        Total share-based compensation expense capitalized to our consolidated balance sheets as a component of “Software Development” for the years ended December 31, 2022, 2021, and 2020 was $170 million, $63 million, and $23 million, respectively.

        17. Restructuring

        During 2019, we began implementing a plan aimed at refocusing our resources on our largest opportunities and removing unnecessary levels of complexity from certain parts of our business. We substantially completed all actions under our plan and accrued for these costs accordingly as of December 31, 2021. The remaining activity under the plan is primarily related to cash outlays to be made over time to impacted personnel.

        F-43

         
         For the Years Ended
        December 31,
         
         
         2017 2016 2015 

        Cost of revenues—product sales: Software royalties, amortization, and intellectual property licenses

         $10 $20 $12 

        Cost of revenues—subscription, licensing, and other revenues: Game Operations and Distribution Costs

          1  2   

        Cost of revenues—subscription, licensing, and other revenues: Software royalties, amortization, and intellectual property licenses

          3  2  3 

        Product development

          57  47  25 

        Sales and marketing

          15  15  9 

        General and administrative

          92  73  43 

        Share-based compensation expense before income taxes

          178  159  92 

        Income tax benefit

          (34) (42) (27)

        Total share-based compensation expense, net of income tax benefit

         $144 $117 $65 


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes



        The following table summarizes accrued restructuring and related costs included in “Accrued expenses and other liabilities” and “Other liabilities” in our consolidated balance sheet and the cumulative charges incurred (amounts in millions):

        Severance and employee related costsFacilities and related costsOther costsTotal
        Balance at December 31, 2020$88 $— $$91 
        Costs charged to expense36 16 27 79 
        Cash payments(55)— (6)(61)
        Non-cash charge adjustment (1)(5)(16)(3)(24)
        Balance at December 31, 2021$64 $— $21 $85 
        Cash payments(34)— (8)(42)
        Non-cash charge and other adjustments(4)— (5)(9)
        Balance at December 31, 2022$26 $— $$34 

        (1)Adjustments primarily relate to Consolidated Financial Statements (Continued)

        15.non-cash charges included in “Costs charged to expense” for write-down of assets for our lease facilities, inclusive of lease right-of-use assets and associated fixed assets, that were vacated.


        Total restructuring and related costs by segment are (amounts in millions):

        For the Years Ended December 31,
        202220212020
        Activision$— $$13 
        Blizzard(3)70 71 
        King— (1)
        Other segments (1)— 
        Total$(3)$79 $87 
        (1)Includes charges outside of our reportable segments, including charges for our corporate and administrative functions.

        During the years ended December 31, 2021 and 2020, we incurred additional restructuring charges and adjustments that are not included in the plan discussed above. Such amounts were not material.

        18. Other (Income) Expense, Net

        Other (income) expense, net is comprised of the following (amounts in millions):

        For the Years Ended December 31,
        202220212020
        Interest income$(165)$(5)$(21)
        Realized and unrealized loss (gain) on equity investment(28)(3)
        Other (income) expense(18)20 12 
        Other (income) expense, net$(182)$(13)$(12)

        F-44

        19. 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,

         2017 2016 2015  202220212020

        Income before income tax expense:

               Income before income tax expense:   

        Domestic

         $185 $228 $355 Domestic$490 $1,451 $1,160 

        Foreign

         966 878 766 Foreign1,254 1,713 1,456 

         $1,151 $1,106 $1,121 $1,744 $3,164 $2,616 

        Income tax expense (benefit):

               Income tax expense (benefit):

        Current:

               Current:

        Federal

         $696 $(15)$169 Federal$269 $189 $206 

        State

         26 16 31 State28 35 92 

        Foreign

         335 150 40 Foreign102 229 218 

        Total current

         1,057 151 240 Total current399 453 516 

        Deferred:

               Deferred:

        Federal

         (111) 40 1 Federal(324)73 (84)

        State

         (32) (13) (21)State(28)12 (10)

        Foreign

         (36) (38) 9 Foreign184 (73)(3)

        Total deferred

         (179) (11) (11)Total deferred(168)12 (97)

        Income tax expense

         $878 $140 $229 Income tax expense$231 $465 $419 

                For the year ended December 31, 2017 and 2016, excess tax benefits attributable to share-based compensation transactions are recognized to the extent that tax deduction on share-based compensation exceeds the corresponding compensation cost recorded on the financial statement. For the years ended December 31, 2017 and 2016, we recognized $113 million and $81 million, respectively, of excess tax benefits from share-based payments as a reduction to income tax expense due to our adoption of a new accounting standard in 2016. For periods prior to 2016, such excess tax benefits were recorded to shareholders' equity.



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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        15. Income Taxes (Continued)

        The items accounting for the difference between income taxes computed at the U.S. federal statutory income tax rate and the income tax expense (benefit) at the effective tax rate for each of the years are as follows (amounts in millions):


         
         For the Years Ended December 31, 
         
         2017 2016 2015 

        Federal income tax provision at statutory rate

         $403  35%$387  35%$392  35%

        State taxes, net of federal benefit

          4    9  1  5   

        Research and development credits

          (26) (2) (36) (3) (26) (2)

        Foreign rate differential

          (271) (24) (239) (22) (228) (20)

        Change in tax reserves

          291  25  210  19  136  12 

        Net operating loss tax attribute assumed from the Purchase Transaction

          (36) (3) (114) (10) (63) (6)

        Excess tax benefits related to share-based payments

          (113) (10) (81) (7)    

        U.S. Tax Reform Act

          636  55         

        Other

          (10)   4    13  1 

        Income tax expense

         $878  76%$140  13%$229  20%
         For the Years Ended December 31,
         202220212020
        Federal income tax provision at statutory rate$367 21 %$664 21 %$549 21 %
        State taxes, net of federal benefit20 67 43 
        Research and development credits(65)(4)(81)(2)(70)(3)
        Foreign earnings taxed at different rates(72)(4)(120)(4)(93)(4)
        Foreign-derived intangible income(46)(3)(50)(1)(40)(2)
        Change in tax reserves43 60 
        Change in tax legislation— — (53)(2)(23)(1)
        Change in valuation allowance11 11 — 35 
        Intra-entity IP transfer— — — — (31)(1)
        Other— (16)— (11)— 
        Income tax expense$231 13 %$465 15 %$419 16 %


        The Company'sCompany’s tax rate is affected by the tax rates in the jurisdictions in which the Company operates, the relative amountsome of income earned by jurisdiction, and the jurisdictions withwhich have a statutory tax rate less than the U.S. rate and the relative amount of 35%.

                On December 22, 2017, the U.S. Tax Reform Act was enacted. The U.S. Tax Reform Act, among other things, reduced the U.S. corporate income tax rate from 35% to 21% beginningearned in 2018 and implemented a modified territorial tax system that imposes a one-time tax on deemed repatriated earnings of foreign subsidiaries ("Transition Tax").

                On December 22, 2017, the SEC staff issued SAB 118, which provides guidance on how to account for the effects of the U.S. Tax Reform Act under ASC 740. SAB 118 enables companies to record a provisional amount for the effects of the U.S. Tax Reform Act based on a reasonable estimate, subject to adjustment during a measurement period of up to one year, until accounting is complete.

                We recorded a provisional amount for the effects of the U.S. Tax Reform Act based on a reasonable estimate in the fourth quarter of 2017 resulting in a charge of $636 million. This includes current tax expense of $555 million related to the Transition Tax, which is payable over eight years, and deferred tax expense of $81 million related to the remeasurement of deferred taxes resulting from the U.S. corporate income tax rate reduction. Accounting for the income tax effects of the U.S. Tax Reform Act requires complex new calculations to be performed and significant judgments in interpreting the legislation. Additional guidance may be issued on how the provisions of the U.S. Tax Reform Act will be applied or otherwise administered that is different from our interpretation. We may make adjustments to the provisional amounts as we collect and prepare the data necessary to finalize our calculations, interpret the U.S. Tax Reform Act and any additional guidance issued, and consider the effects of any additional actions we may take as a result of the U.S. Tax Reform Act.

                We continue to analyze the prospective effects of the U.S. Tax Reform Act, including new provisions impacting certain foreign income, such as GILTI, BEAT, and FDII, potential limitations on interest expense deductions, and changes to the provisions of Section 162(m) of the Internal Revenue Code, among other provisions of the U.S. Tax Reform Act.

        each jurisdiction.


        F-45


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes



        In October 2019, we completed an intra-entity transfer of certain intellectual property rights to Consolidated Financial Statements (Continued)

        15. Income Taxes (Continued)

                In 2013,one of our subsidiaries in the U.K., aligning the ownership of these rights with our evolving business. The transfer did not result in a taxable gain; however, our U.K. subsidiary received a step-up in tax basis based on the fair value of the transferred intellectual property rights. The U.K. amortizable tax basis is recoverable over a period of three years to 25 years and the related deferred tax asset was measured using the enacted U.K. corporate tax rates for the years in which the amortization will be realized. During the year ended December 31, 2021, we recognized a one-time net benefit of $53 million from remeasuring this deferred tax asset due to the enactment of a change in the UK corporate tax rate.


        During the year ended December 31, 2020, we completed an intra-entity transfer of certain intellectual property rights to the U.S. to better align the profits related to these rights with our evolving business activities. As a result, a significant portion of these earnings began qualifying for preferential treatment as foreign-derived intangible income during 2020. The transfer resulted in a one-time benefit of $31 million in connection with the October 11, 2013 repurchaseremeasurement of approximately 429 million sharesa U.S. deferred tax asset related to foreign earnings.

        Income tax expense for 2022 reflects the impact of our common stock ("Purchase Transaction"), we assumed certain tax attributes, generally consisting of net operating loss ("NOL") carryforwards of approximately $760 million, which represent a potentialelections and comparable changes the Company intends to include in its 2022 income tax benefit of approximately $266 million. The Company also obtained indemnification from Vivendi against losses attributablereturns and related statutory filings. To take these actions, the Merger Agreement requires Microsoft’s approval (which may not be unreasonably withheld, conditioned, or delayed), subject to the disallowance of claimed utilization of such NOL carryforwards of upcertain exceptions. Failure to $200 million in unrealizedobtain this approval could have an adverse effect on our income 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. As of December 31, 2017, we had utilized approximately $760 million of the original NOL and had recorded an indemnification asset of $200 million in "Other assets." Correspondingly, the same amount was recorded as a reduction to the consideration paid for the shares repurchased in "Treasury stock." In each of the years ended December 31, 2017, 2016, and 2015, we utilized $103 million, $326 million, and $180 million of the NOL and recognized a corresponding reserve of $36 million, $114 million, and $63 million in each of those years ended, respectively.

        expense.


        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, 
         
         2017 2016 

        Deferred tax assets:

               

        Allowance for sales returns and price protection

         $47 $64 

        Inventory reserve

          5  9 

        Accrued expenses

          26  25 

        Deferred revenue

          245  233 

        Tax credit carryforwards

          60  48 

        Net operating loss carryforwards

          11  10 

        Share-based compensation

          59  61 

        Acquired intangibles

          149  111 

        State taxes

          22  24 

        Other

          39  28 

        Deferred tax assets

          663  613 

        Valuation allowance

             

        Deferred tax assets, net of valuation allowance

          663  613 

        Deferred tax liabilities:

               

        Acquired intangibles

          (146) (219)

        Prepaid royalties

          (19) (60)

        Capitalized software development expenses

          (55) (91)

        Other

          (5) (4)

        Deferred tax liabilities

          (225) (374)

        Net deferred tax assets

         $438 $239 
         As of December 31,
         20222021
        Deferred tax assets:  
        Deferred revenue$324 $210 
        Tax attributes carryforwards191 143 
        Share-based compensation47 46 
        Intangibles1,333 1,458 
        Capitalized software development expenses52 — 
        Other136 141 
        Deferred tax assets2,083 1,998 
        Valuation allowance(305)(278)
        Deferred tax assets, net of valuation allowance1,778 1,720 
        Deferred tax liabilities:
        Intangibles(171)(158)
        Capitalized software development expenses— (10)
        U.S. deferred taxes on foreign earnings(491)(603)
        Other(72)(78)
        Deferred tax liabilities(734)(849)
        Net deferred tax assets$1,044 $871 


        As of December 31, 2017,2022, we had gross tax credit carryforwards of $152$287 million for state purposes. The tax credit carryforwards are presentedincluded in "Deferreddeferred tax assets"assets net of unrealized tax benefits that


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        15. Income Taxes (Continued)

        would apply upon the realization of uncertain tax positions. In addition, we had foreign NOL carryforwards of $33 million at December 31, 2017, attributed mainly to losses in France which can be carried forward indefinitely.


        We evaluate our deferred tax assets including net operating losses and tax credits, to determine ifeach period for recoverability. We record a valuation allowance is required. We assess whether a valuation allowance shouldfor assets that do not meet the threshold of “more likely than not” to be established or releasedrealized in the future. To make that determination, we evaluate the likelihood of realization based on the considerationweight of all availablepositive and negative 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, 2017 and 2016, there are no valuation allowances on deferred tax assets.

        available. As of December 31, 2017,2022 and December 31, 2021, we no longer consider the available cash balancesmaintained a valuation allowance related to undistributed earningsour California research and development credit carryforwards of our most significant foreign subsidiaries to be indefinitely reinvested. As$129 million and $118 million, respectively. We will reassess this determination quarterly and record a resulttax benefit if and when future evidence allows for a partial or full release of the U.S. Tax Reform Act, we continue to assess and may change our intentions related to the indefinite reinvestment assertion. Any impact resulting from such a change in this assertion during the SAB 118 measurement period will be recorded as an adjustment to the provisional amount recorded for the effectsvaluation allowance.

        F-46


        Activision Blizzard'sBlizzard’s tax years 2009 through 2016after 2008 remain open to examination by thecertain major taxing jurisdictions to which we are subject. The IRSInternal Revenue Service is currently examining the Company'sour federal tax returns for the 20092012 through 20112019 tax years. In addition, King’s pre-acquisition tax returns remain open in various jurisdictions, primarily as a result of transfer pricing matters. We anticipate resolving King’s transfer pricing for both pre- and post-acquisition tax years and during February 2018,through a collaborative multilateral process with the Company was notified that our tax returns for 2012 through 2016 tax years will be subject to examination. 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 currentlyauthorities in negotiations with the relevant jurisdictions, which include the U.K. and taxing authorities with respect to King's transfer pricing, whichSweden. While the outcome of this process remains uncertain, it could result in a differentan agreement that changes the allocation of profits and losses between thethese and other relevant jurisdictions.

                On December 28, 2017, we receivedjurisdictions or a Notice of Reassessment from the French Tax Authority ("FTA") relatedfailure to transfer pricing concerning intercompany transactions involving one of our French subsidiaries for the 2011 through 2013 tax years. The total assessment, including penalties and interest, was approximately €571 million ($680 million). We disagree with the proposed assessment and intend to vigorously contest it. We plan to pursue all remedies available to us to successfully resolve this matter, including administrative remedies with the FTA, and judicial remedies, if necessary. While we believe our tax provisions at December 31, 2017 are appropriate, until such time as this matter is ultimately resolved we could be subject to significant additional tax liabilities. In additionreach an agreement that results in unilateral adjustments to the riskamount and timing of additional tax for years 2011 through 2013, if litigation regarding this matter were adversely determined and/or iftaxable income in the FTA were to seek adjustments of a similar nature for subsequent years, we could be subject to significant additional tax liabilities.

        jurisdictions in which King operates.


        In addition, certain of our subsidiaries are under examination or investigation, or may be subject to examination or investigation, by tax authorities in various jurisdictions. 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'sCompany’s consolidated financial position, liquidity, or results of operations in the earlier of the period or periods in which the matters are resolved orand in which appropriate tax provisions are taken into account in our financial statements. If we were to receive a


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        15. Income Taxes (Continued)

        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, 2017,2022, we had approximately $1,138 million$1.2 billion of gross unrecognized tax benefits, $734 million of which $1,114 million would affect our effective tax rate, if recognized. A reconciliation of total gross unrecognized tax benefits is as follows (amounts in millions):


         
         For the Years Ended
        December 31,
         
         
         2017 2016 2015 

        Unrecognized tax benefits balance at January 1

         $846 $552 $419 

        Gross increase for tax positions of prior-years

          66  89  8 

        Gross decrease for tax positions of prior-years

            (17) (11)

        Gross increase for tax positions of current year

          229  240  136 

        Settlement with taxing authorities

          (1) (18)  

        Lapse of statute of limitations

          (2)    

        Unrecognized tax benefits balance at December 31

         $1,138 $846 $552 
         For the Years Ended December 31,
         202220212020
        Unrecognized tax benefits balance at January 1$1,289 $1,166 $1,037 
        Gross increase for tax positions taken during a prior year98 97 
        Gross decrease for tax positions taken during a prior year(52)(18)(1)
        Gross increase for tax positions taken during the current year22 52 38 
        Settlement with taxing authorities(5)(6)(3)
        Lapse of statute of limitations(38)(3)(2)
        Unrecognized tax benefits balance at December 31$1,223 $1,289 $1,166 


        As of December 31, 20172022, 2021, and 2016,2020, we had approximately $121$113 million, $102 million, and $71$93 million, respectively, of accrued interest and penalties related to uncertain tax positions. For the yearyears ended December 31, 2017, 2016,2022, 2021, and 2015,2020, we recorded $28$13 million, $17$11 million, and $10$19 million, respectively, of interest expense related to uncertain tax positions.


        We regularly assess the likelihood of adverse outcomes resulting from these examinations and monitor the progress of ongoing discussions with tax authorities in determining the appropriateness of our tax provisions. The final resolution of the Company'sCompany’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'sCompany’s management, the ultimate resolution of these matters is not expected to have a material adverse effect on the Company'sCompany’s consolidated financial position, liquidity, or results of operations, except as noted above.

        operations.


        F-47


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        16.



        20. 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,
         202220212020
        Numerator:   
        Consolidated net income$1,513 $2,699 $2,197 
        Denominator:
        Denominator for basic earnings per common share—weighted-average common shares outstanding782 777 771 
        Effect of dilutive stock options and awards under the treasury stock method
        Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive common shares under the treasury stock method789 784 778 
        Basic earnings per common share$1.94 $3.47 $2.85 
        Diluted earnings per common share$1.92 $3.44 $2.82 

         
         For the Years Ended
        December 31,
         
         
         2017 2016 2015 

        Numerator:

                  

        Consolidated net income

         $273 $966 $892 

        Less: Distributed earnings to unvested share-based awards that participate in earnings

            (2) (4)

        Less: Undistributed earnings allocated to unvested share-based awards that participate in earnings

            (2) (7)

        Numerator for basic and diluted earnings per common share—income available to common shareholders

         $273 $962 $881 

        Denominator:

                  

        Denominator for basic earnings per common share—weighted-average common shares outstanding

          754  740  728 

        Effect of dilutive stock options and awards under the treasury stock method

          12  14  11 

        Denominator for diluted earnings per common share—weighted-average common shares outstanding plus dilutive common shares under the treasury stock method

          766  754  739 

        Basic earnings per common share

         $0.36 $1.30 $1.21 

        Diluted earnings per common share

         $0.36 $1.28 $1.19 

                Certain of our unvested restricted stock units meet 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, 2017, 2016, and 2015, on a weighted-average basis, we had outstanding unvested restricted stock units of less than 1 million, 3 million, and 8 million shares of common stock, respectively, that are participating in earnings.

                The vesting of certain of our employee-related restricted stock units and options are contingent upon the satisfaction of pre-defined performance measures. The shares underlying these equity awards 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 7 million, 8 million, and 3 million shares are not included in the computation of diluted earnings per common share for the years ended December 31, 2017, 2016, and 2015, respectively, as their respective performance measures had not yet 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. Therefore, options to acquire 1 million, 5 million, and 1 million shares of common stock were not included in the calculation of diluted earnings per common share for the years ended December 31, 2017, 2016, and 2015, respectively, as the effect of their inclusion would be anti-dilutive.


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        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        17.21. Capital Transactions


        Repurchase Programs


        On February 2, 2017,January 27, 2021, our Board of Directors authorized a stock repurchase program under which we are authorized to repurchase up to $1$4 billion of our common stock during the two-year period from February 14, 2021 until the earlier of February 13, 2017 through February 12, 2019. As2023, or a determination by the Board of Directors to discontinue the date hereof, we haverepurchase program. We did not repurchasedrepurchase any shares under this program through its expiry and we are restricted from making any repurchases during the period between the execution of the Merger Agreement with Microsoft and the determination as to if and when we make any such stock repurchases willEffective Time without Microsoft’s approval (which may not be dependent on market conditions and other factors.

        unreasonably withheld, conditioned, or delayed).


        Dividends


        On February 1, 2018,3, 2022, our Board of Director approvedDirectors declared a cash dividend of $0.34 per common share. Such dividend is payable on May 9, 2018, to shareholders of record at the close of business on March 30, 2018.

                On February 2, 2017, our Board of Directors approved a cash dividend of $0.30$0.47 per common share. On May 10, 2017,6, 2022, we made an aggregate cash dividend payment of $226$367 million to shareholders of record at the close of business on March 30, 2017. On May 26, 2017, we made related dividend equivalent payments of less than $1 million to certain holders of restricted stock units.

        April 15, 2022.


        On February 2, 2016,4, 2021, our Board of Directors approveddeclared a cash dividend of $0.26$0.47 per common share. On May 11, 2016,6, 2021, we made an aggregate cash dividend payment of $192$365 million to shareholders of record at the close of business on March 30, 2016. On May 27, 2016, we made related dividend equivalent payments of $3 million to certain holders of restricted stock units.

                On February 3, 2015, our Board of Directors approved a cash dividend of $0.23 per common share. On May 13, 2015, we made an aggregate cash dividend payment of $167 million to shareholders of record at the close of business on March 30,2015. On May 29, 2015, we made related dividend equivalent payments of $3 million to certain holders of restricted stock units.

        18. Supplemental Cash Flow Information

                Supplemental cash flow information is as follows (amounts in millions):

        April 15, 2021.

         
         For the Years Ended
        December 31,
         
         
         2017 2016 2015 

        Supplemental cash flow information:

                  

        Cash paid for income taxes, net of refunds

         $176 $121 $20 

        Cash paid for interest

          145  209  193 

                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 20 for further discussion.


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        19.22. Commitments and Contingencies


        Commitments and Obligations


        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 thewhich may include obtaining rights to intellectual property.property, and for hosting services to support our games and our administrative functions. Under these agreements, we commit to provide specified payments to a lessor, developer, or intellectual property holder,hosting provider, 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 recoupable against future royalties earned by the developer or intellectual property holder based on sales of the related game. Additionally, we also enter into arrangements in connection with certain intellectual property rights, acquisitions and development agreements,which we commit to spend specified amounts for marketing to support for the game(s) which is (are) to be developed or in which the intellectual property will be utilized.and promote our content and services. Assuming all contractual provisions are met, the total future minimum commitments for these and other contractual arrangements in place at December 31, 20172022, are scheduled to be paid as follows (amounts in millions):


         
         Contractual Obligations(1) 
         
         Facility and
        Equipment
        Leases
         Developer and
        Intellectual
        Properties
         Marketing Long-Term
        Debt
        Obligations(2)
         Total 

        For the years ending December 31,

                        

        2018

         $81 $202 $19 $159 $461 

        2019

          70  2    159  231 

        2020

          61  1    159  221 

        2021

          48      1,790  1,838 

        2022

          41      512  553 

        Thereafter

          88      3,064  3,152 

        Total

         $389 $205 $19 $5,843 $6,456 
        F-48

         Contractual Obligations (1)
         Facility and
        Equipment
        Leases
        Developer and HostingMarketingLong-Term Debt Obligations (2)Total
        For the years ending December 31,    
        2023$91 $184 $85 $105 $465 
        202471 27 — 105 203 
        202547 12 — 105 164 
        202625 — — 955 980 
        202720 — — 469 489 
        Thereafter— — 3,633 3,640 
        Total$261 $223 $85 $5,372 $5,941 

        (1)
        We have omitted uncertain income tax liabilities from this table due to the inherent uncertainty regarding the timing of the potential issue 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 matters for certain jurisdictions are not currently under audit. At December 31, 2017,2022, we had $455 million and $495$476 million of net unrecognized tax benefits included in "Accrued expenses and other liabilities" and "Other“Other liabilities," respectively, in our consolidated balance sheet.


        Additionally, asat December 31, 2022, we have a resultremaining net Transition Tax liability of $127 million associated with the U.S. Tax Reform Act, we recorded a liability at December 31, 2017, of $467 million which reflects our estimated Transition Tax net payments. This provisional amount is subject to change as we collect and prepare the data necessary to finalize our calculations, interpret the U.S. Tax Reform Act and any additional guidance issued.Act. The remaining Transition Tax liability is payable over up to eightthe next four years and is not reflected in our Contractual Obligations table above. We expect to pay $77 million of the Transition Tax during 2018.



        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        19. Commitments and Contingencies (Continued)

        (2)
        Long-term debt obligations represent our obligations related to the contractual principal repayments and interest payments under the 2017 TLA and the Notesfor our outstanding unsecured notes, which are subject to fixed interest rates, as of December 31, 2017.2022. There was no outstanding balance under our Revolver as of December 31, 2017. The Notes are subject to fixed interest rates and we have calculated the interest obligation based on the applicable rates and payment dates. The 2017 TLA bears a variable interest rate and interest is payable at least quarterly.2022. We have calculated the expected interest obligation based on the outstanding principal balance and interest rate applicable at December 31, 2017.2022. Refer to Note 1113 for additional information on our debt obligations.


        Legal Proceedings

                As described in Note 15, on December 28, 2017, we received a Notice of Reassessment from the FTA related to transfer pricing concerning intercompany transactions involving one of our French subsidiaries for the 2011 through 2013 tax years. The total assessment, including penalties and interest, was approximately €571 million ($680 million).


        We disagree with the proposed assessment and intend to vigorously contest it. We plan to pursue all remedies available to us to successfully resolve this matter, including administrative remedies with the FTA, and judicial remedies, if necessary. While we believe our tax provisions at December 31, 2017 are appropriate, until such time as this matter is ultimately resolved we could be subject to significant additional tax liabilities. In addition to the risk of additional tax for years 2011 through 2013, if litigation regarding this matter were adversely determined and/or if the FTA were to seek adjustments of a similar nature for subsequent years, we could be subject to significant additional tax liabilities.

                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

        We are also party to the proceedings set forth below.


        EEOC Settlement

        In prior periods,September 2021, the Company entered into a proposed consent decree with the U.S. Equal Employment Opportunity Commission (the “EEOC”) to settle claims regarding certain employment practices. The consent decree was approved by the United States District Court, Central District of California on March 29, 2022. The consent decree, among other things, provides for the creation of an $18 million settlement fund for eligible claimants; upgrading Company policies, practices, and training to further prevent and eliminate harassment and discrimination in its workplaces, including implementing an expanded performance review system with a new equal opportunity focus; and providing ongoing oversight and review of the Company’s training programs, investigation policies, disciplinary framework and compliance by appointing a third-party equal opportunity consultant for the next three years whose findings will be regularly reported to the EEOC and shared with our Board of Directors.

        F-49

        The California Civil Rights Department (formerly known as the Department of Fair Employment and Housing) (the “CRD”) filed a motion to intervene in the matter, seeking to object to the consent decree, including the amount of the settlement fund; that motion was denied. The CRD filed a notice of appeal of the order denying the CRD’s motion to intervene. The CRD filed its opening brief for its appeal of the Court’s order denying its motion to intervene with the United States Court of Appeals for the Ninth Circuit on litigationMay 18, 2022. On April 19, 2022, the CRD filed a second motion to intervene with the United States District Court. The CRD’s second motion to intervene was denied on June 3, 2022. On June 7, 2022, the CRD filed a notice of appeal of the order denying the CRD’s second motion to intervene with the United States Court of Appeals for the Ninth Circuit. On March 4, 2022, Jessica Gonzalez, a former Blizzard Entertainment employee, filed a motion to intervene with the United States District Court; it was denied on March 22, 2022. On May 23, 2022, Gonzalez filed a notice of appeal of the order denying her motion to intervene with the United States Court of Appeals for the Ninth Circuit. The CRD appeals and Gonzalez appeal are pending before the Ninth Circuit.

        Pending Employment-Related Matters

        On July 20, 2021, the CRD filed a complaint (the “CRD Matter”) in California Superior Court, County of Los Angeles against Activision Blizzard, Blizzard Entertainment and Activision Publishing (together, the “Defendants”) alleging violations of the California Fair Employment and Housing Act and the California Equal Pay Act. The CRD filed a First Amended Complaint in the CRD Matter on August 23, 2021. The Defendants moved to dismiss the First Amended Complaint; the motion was heard on February 15, 2022. The Defendants’ motion was denied in part and granted in part, and the CRD did not amend with respect to the granted portion. On May 6, 2022, Defendants moved for partial summary adjudication seeking to dismiss claims asserted under the Fair Employment & Housing Act, which the Court denied. Defendants filed a Petition for Peremptory Writ or Other Appropriate Relief regarding the Court’s denial of Defendants’ motion for partial summary adjudication, which was denied. Defendants appealed the denial of their writ to the California Supreme Court, which was denied. On October 27, 2022, the CRD filed a Motion for Summary Adjudication on certain of Defendants’ affirmative defenses with a hearing date scheduled for June 29, 2023. The February 27, 2023 trial date has been vacated and a new trial date will be set by the Court. In addition, in January 2022, the Company’s Board of Directors received notice of an investigation by the CRD and investigatory subpoenas; on February 8, 2023, the CRD issued a letter indicating that it had decided to close this matter.

        On August 3, 2021, a putative class action was filed in the United States District Court, Central District of California, entitled Gary Cheng v. Activision Blizzard, Inc., et al., Case No. 2:21-cv-06240-PA-JEM. Plaintiffs assert claims under Sections 10(b) and 20(a) of the Securities Exchange Act of 1934, as amended (the “Exchange Act”), against the Company and five current or former officers. An amended complaint was filed on December 3, 2021, purportedly on behalf of a class of the Company’s shareholders who purchased stock between February 28, 2017 and November 16, 2021. In an order dated April 18, 2022, the Court granted defendants’ motion to dismiss the amended complaint with leave to amend. Plaintiffs filed a second amended complaint on May 18, 2022, on behalf of shareholders who purchased stock between November 8, 2018 and November 16, 2021, which defendants moved to dismiss on June 16, 2022. In an order dated August 30, 2022, the Court granted defendants’ motion to dismiss the second amended complaint with leave to amend. Plaintiff filed a third amended complaint on September 29, 2022. Defendants’ motion to dismiss the third amended complaint was filed October 31, 2022. In an order entered January 23, 2023, the Court granted defendants’ motion to dismiss the third amended complaint without leave to amend and on the same date entered judgment in accordance with that order.

        F-50

        Beginning on August 6, 2021, three putative shareholder derivative actions were filed in California Superior Court, County of Los Angeles, and those cases have now been consolidated in an action entitled York County on Behalf of County of York Retirement Fund v. Robert A. Kotick, et al., Case No. 21STCV28949. Another related putative shareholder derivative action, entitled Lesley Warren Savage v. Robert A. Kotick, et al., Case No. 22STCV17478, was filed in California Superior Court, County of Los Angeles on May 23, 2022. These related shareholder derivative actions in California Superior Court are currently stayed. On November 15, 2021, a putative shareholder derivative action was filed in the United States District Court, Central District of California, entitled Luke Kahnert v. Robert A. Kotick, et al., Case No. 2:21-cv-08968-PA-JEM. The putative derivative actions collectively assert claims on the Company’s behalf against a number of current or former officers, employees and directors for breach of fiduciary duty, corporate waste, unjust enrichment, misappropriation, contribution, and alleged violation of Section 14(a) of the Exchange Act based on allegations similar to those in the CRD Matter and in the securities class action. The Company is named as a nominal defendant. An amended complaint in the Kahnert case was filed on January 7, 2022 and, in an order dated May 20, 2022, the Court granted defendants’ motion to dismiss the amended complaint with leave to amend. Plaintiffs filed a second amended complaint on June 1, 2022 in the Kahnert case. In an order dated September 8, 2022, the Court granted defendants’ motion to dismiss the second amended complaint with leave to amend. Plaintiffs in the Kahnert case filed a third amended complaint on September 23, 2022. Defendants’ motion to dismiss the third amended complaint in the Kahnert case was filed October 24, 2022. In an order dated January 17, 2023, the Court granted defendants’ motion to dismiss the third amended complaint without leave to amend and on the same date entered judgment in accordance with that order.

        On February 3, 2023, the Company settled the previously-disclosed investigation by the Securities and Exchange Commission related to the Purchase Transaction. DuringCompany’s disclosures on employment matters and related issues without admitting or denying the period ended June 30, 2015, the cases were resolved and dismissed with prejudice.SEC’s findings. As part of the resolutionsettlement, the Company consented to the entry of an order finding violations of Exchange Act Rule 13a-15, requiring issuers to maintain effective disclosure controls and procedures, and Exchange Act Rule 21F-17(a), providing certain whistleblower protections. The order requires the Company to cease and desist from future violations of these provisions and to pay a $35 million civil monetary penalty.

        We are unable to predict the impact of the claims, weabove pending matters on our business, financial condition, results of operations, or liquidity at this time.

        Legal Proceedings Regarding the Merger

        Following the announcement of the proposed transaction with Microsoft, complaints were filed in the United States District Court for the Southern District of New York, the United States District Court for the Eastern District of New York, the United States District Court for the Central District of California, the United States District Court for the Eastern District of Pennsylvania and the United States District Court for the District of Delaware against the Company and its directors: Stein v. Activision Blizzard, Inc. et al., No. 1:22-cv-01560 (S.D.N.Y.); Perry v. Activision Blizzard, Inc. et al., No. 1:22-cv-02074 (S.D.N.Y.); Whitfield v. Activision Blizzard, Inc. et al., 2:22-cv-01182 (E.D.N.Y.); Lande v. Activision Blizzard, Inc. et al., No. 1:22-cv-01267 (E.D.N.Y.); Watson v. Activision Blizzard, Inc. et al., No. 2:22-cv-01268 (C.D. Cal.); Rubin v. Activision Blizzard, Inc. et al., No. 2:22-cv-01343 (C.D. Cal.); Baker v. Activision Blizzard, Inc. et al., No. 2:22-cv00875 (E.D. Pa.); and David v. Activision Blizzard, Inc. et al., No. 1:22-cv-00339 (D. Del.). The complaints each assert violations of Section 14(a) and Section 20(a) of the Exchange Act and allege that the preliminary proxy statement filed in connection with the proposed transaction between the Company and Microsoft omitted certain purportedly material information which rendered the preliminary proxy statement incomplete and misleading. Specifically, the complaints allege that the preliminary proxy statement failed to disclose material information regarding the sales process, the Company’s projections and the financial analyses of the Company’s financial advisor. The complaints sought, among other things, an order to enjoin the transaction unless additional disclosures were issued; and, if the transaction closes, damages. The Watson complaint also alleges that the Company’s directors entered into the transaction for self-interested reasons, including receipt of personal benefits in the transaction. All of the complaints have been voluntarily dismissed.

        F-51

        Following the announcement of the proposed transaction with Microsoft, the Company also received several demand letters from purported stockholders and two lawsuits, Sjunde AP-Fonden v. Activision Blizzard, Inc., No. 2022-0281-KSJM (Del. Ch.) and New York City Employees’ Retirement System et. al. v. Activision Blizzard, Inc., No. 2022-0365-KSJM (Del. Ch.) (together, the “220 Complaints”), for books and records pursuant to 8 Del. C. § 220. Among other things, the demand letters and the 220 Complaints seek to investigate purported breaches of fiduciary duty related to the proposed transaction with Microsoft. Specifically, the demands seek to investigate Mr. Kotick’s role in the proposed transaction with one of the demands alleging that Mr. Kotick’s position at the Company was at risk given workplace issues and he chose to pursue a settlement paymenttransaction rather than resign. Such demand further alleges that Mr. Kotick agreed to a price range without authorization from our Board of $202 millionDirectors and that our Board of Directors allowed Mr. Kotick to control the transaction process. Such demand also alleges that the transaction price is inadequate because Microsoft’s opportunistic offer took advantage of the Company’s purportedly depressed stock price and that management may have attempted to validate the consideration through downward adjustments to the Company’s long-range plan.

        On November 3, 2022 a lawsuit captioned, Sjunde AP-Fonden v. Activision Blizzard, Inc. et al., C.A. No. 2022-1001-CM (Del. Ch.) was filed under seal in July 2015the Court of Chancery of the State of Delaware on behalf of a class of stockholders of the Company. The complaint names the Company, our directors, Microsoft and Merger Sub as defendants. The complaint alleges that the director defendants breached their fiduciary duty in connection with the initiation, timing, negotiation, approval and disclosure of the Merger. The complaint also alleges that the Merger was not approved in compliance with the requirements of 8 Del. C. § 251, and seeks a declaration that the Merger would be invalid if consummated. The complaint also asserts a claim against Microsoft and Merger Sub for aiding and abetting the purported breaches of fiduciary duty and conspiring with the director defendants in those breaches. On January 25, 2023, an amended complaint was filed in the Sjunde AP-Fonden action.

        On December 8, 2022, the United States Federal Trade Commission (“FTC”) issued an administrative complaint against the Company and Microsoft alleging that the Company and Microsoft executed the Merger Agreement in violation of Section 5 of the FTC Act, as amended, 15 U.S.C. § 45, which, if consummated, would violate Section 7 of the Clayton Act, as amended, 15 U.S.C. § 18 and Section 5 of the FTC Act, as amended, 15 U.S.C. § 45. The Company filed an answer to the FTC’s administrative complaint on December 22, 2022, and thereafter filed an amended answer on January 4, 2023. The administrative trial is currently scheduled to take place before an FTC administrative law judge starting August 2, 2023.

        We are unable to predict the impact of the above pending matters on our business, financial condition, results of operations, or liquidity at this time.

        The Company has received voluntary requests for information from Vivendi, ASAC LP,the SEC and our insurers. We recordeda grand jury subpoena from the settlement within "Shareholders' equity" United States Department of Justice related to their respective investigations into trading by third parties—including persons known to the Company’s CEO—in our consolidated balance sheet assecurities prior to the announcement of December 31, 2015.

        the proposed transaction with Microsoft. The Company is fully cooperating with these investigations.


        Letters of Credit


        As described in Note 11,13, 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, 2017,2022, we did not have any letters of credit issued or outstanding under the Revolver.



        F-52

        SCHEDULE II

        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        20. 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 believed that the addition of King's highly-complementary mobile business positioned the Company as a global leader in interactive entertainment across console, PC, and mobile platforms, and aligned 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. 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.

                The final purchase price allocation was 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

          57 2 - 7 years

        Deferred income tax assets, net

          27  

        Other assets

          47  

        Accounts payable

          (9) 

        Accrued expenses and other liabilities

          (272) 

        Other liabilities

          (110) 

        Deferred income tax liabilities, net

          (52) 

        Intangible assets

             

        Internally-developed franchises

          845 3 - 5 years

        Customer base

          609 2 years

        Developed software

          580 3 - 4 years

        Trade name

          46 7 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 discounts and financing costs that were capitalized and recorded within "Long-term debt, net" on our consolidated balance sheet. The amortization of these capitalized


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        20. Acquisitions (Continued)

        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 other equity 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 options and other equity awards of 10 million and 3 million, respectively, were issued. The portion of the fair value related to 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 unvested stock options and equity 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.

          Identifiable Intangible Assets Acquired and Goodwill

                The internally-developed franchises, customer base, developed software, and trade name intangible assets from the acquisition of King 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.

          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, the period of the King Acquisition, are included in the table below. The amounts presented represent the net revenues and earnings after


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        20. Acquisitions (Continued)

        adjustments for purchase price accounting, inclusive of amortization of intangible assets, share-based payments, and deferrals 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 2016 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 issued 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 2015 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 

        21. Recently Issued Accounting Pronouncements

        Recently adopted accounting pronouncements

        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. We adopted this new standard as of January 1, 2017, and applied it prospectively. The adoption of this guidance did not have a material impact on our financial statements.


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        21. Recently Issued Accounting Pronouncements (Continued)

        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 to which the company expects to be entitled in exchange for those goods or services. This guidance is effective for us beginning with the first quarter of 2018. We are adopting the accounting standard using the modified retrospective method, which recognizes the cumulative effect upon adoption as an adjustment to retained earnings at the adoption date. We will report our adoption in our Form 10-Q for the first quarter of 2018.

                The most significant impacts of the new revenue recognition standard are expected to be:

          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 will 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 service period. We expect this difference to primarily impact revenues from our Call of Duty franchise, where we expect that approximately 20% of the sales price will be recognized as revenue upon delivery of the games to our customers. Many of our other franchises, such as Destiny, Overwatch, World of Warcraft, and Candy Crush, are online hosted arrangements, and we do not expect any significant impact on the accounting for our sales of these games; and

          The accounting for certain of our software licensing arrangements. While the impacts of the new standard may differ on a contract-by-contract basis (the actual revenue recognition treatment required under the standard will depend on contract-specific terms), we generally expect earlier revenue recognition for these arrangements under the new revenue standard.

                We estimate that the cumulative effect of adopting this standard will result in an adjustment to retained earnings at the adoption date of approximately $60 million to $100 million, inclusive of the associated tax impacts. Additionally, we expect that the new disclosure requirements will require us to design and implement additional internal controls over financial reporting, and we are in process of adjusting our processes and internal controls in preparation for adopting the new standard.

        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 a straight-line expense pattern, 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


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        21. Recently Issued Accounting Pronouncements (Continued)

        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, with certain transition practical expedients available to provide relief in adopting the new standard. We are evaluating the impact of this new accounting guidance on our financial statements. Currently, we do not plan to early adopt this new standard but we do expect to elect and apply the available transition practical expedients upon adoption.

        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, among 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. Based on our current financial instruments held, we do not anticipate this new guidance will have a material impact on our 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 statement of cash flows explain any change during the period in total cash, cash equivalents, and restricted cash. Therefore, restricted cash will be included with "Cash and cash equivalents" when reconciling the beginning-of-period and end-of-period total amounts shown on the statement of cash flows. The new standard is effective for fiscal years beginning after December 15, 2018, and should be applied retrospectively. Early adoption is permitted.

                We are evaluating the impact, if any, of adopting this new accounting guidance on our financial statements. We expect there will be a significant impact to the consolidated statements of cash flows for the years ended December 31, 2015 and 2016, as those years include, as an investing activity, the $3.6 billion movement in restricted cash as a result of transferring cash into escrow at December 31, 2015 to facilitate the King Acquisition and the subsequent release of that cash in 2016 in connection with the King Acquisition. Under this new standard, the restricted cash balance will be included in the beginning and ending total cash, cash equivalents, and restricted cash balances and hence would not be included as an investing activity in the statement of cash flows.

        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


        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        21. Recently Issued Accounting Pronouncements (Continued)

        determined in Step 1 from the goodwill 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 goodwill allocated to the reporting unit. The new standard is effective for fiscal years beginning after December 15, 2019 and should be applied prospectively. Early adoption is permitted. The effect of adoption should be reflected as of the beginning of the fiscal year of adoption. We are evaluating the impact, if any, of adopting this new accounting guidance on our consolidated financial statements.

        Derivatives and Hedging

                In August 2017, the FASB issued new guidance related to the accounting for derivatives and hedging. The new guidance expands and refines hedge accounting for both financial and non-financial risk components, aligns the recognition and presentation of the effects of hedging instruments and hedged items in the financial statements, and includes certain targeted improvements to ease the application of current guidance related to the assessment of a hedge's effectiveness. The new standard is effective for fiscal years beginning after December 15, 2018. Early adoption is permitted. If early adopted, the new standard must generally be applied as of the beginning of the fiscal year of adoption. We are evaluating the impact of this new accounting guidance on our financial statements and related disclosures. We expect, based on our current outstanding derivative instruments, the new guidance will not have a material impact on our financial statements.

        22. Quarterly Financial Information (Unaudited)

         
         For the Quarters Ended 
         
         December 31,
        2017
         September 30,
        2017
         June 30,
        2017
         March 31,
        2017
         
         
         (Amounts in millions, except per share data)
         

        Net revenues

         $2,043 $1,618 $1,631 $1,726 

        Cost of revenues

          803  552  561  585 

        Operating income

          221  257  339  493 

        Net income (loss)

          (584) 188  243  426 

        Basic earnings (loss) per common share

          (0.77) 0.25  0.32  0.57 

        Diluted earnings (loss) per common share

          (0.77) 0.25  0.32  0.56 

        Table of Contents


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        Notes to Consolidated Financial Statements (Continued)

        22. Quarterly Financial Information (Unaudited) (Continued)


         
         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 common share(1)

          0.34  0.27  0.20  0.49 

        Diluted earnings per common 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 share-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 operations. The adoption of the standard impacted our previously reported results for the quarters ended June 30, 2016 and March 31, 2016. As a result of the adoption of this standard, our net income, basic earnings per common share, and diluted earnings per common share increased by $24 million, $0.03, and $0.03, respectively, for the quarter ended June 30, 2016, and $27 million, $0.04, and $0.03, respectively, for the quarter ended March 31, 2016.

        Table of Contents


        SCHEDULE II


        ACTIVISION BLIZZARD, INC. AND SUBSIDIARIES

        VALUATION AND QUALIFYING ACCOUNTS


        (Amounts in millions)

        Col. A Description
         Col. B
        Balance at
        Beginning of
        Period
         Col. C
        Additions(A)
         Col. D
        Deductions(B)
         Col. E
        Balance at End
        of Period
         

        At December 31, 2017

                     

        Allowances for sales returns and price protection and other allowances

         $257 $83 $(66)$274 

        Allowance for doubtful accounts

          4  1    5 

        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 

        Allowance for doubtful accounts

          4  1  (1) 4 

        Col. A DescriptionCol. B
        Balance at
        Beginning of
        Period
        Col. C
        Additions(A)
        Col. D
        Deductions(B)
        Col. E
        Balance at End
        of Period
        At December 31, 2022    
        Allowances for sales returns and price protection and other allowances$17 $$(8)$16 
        Valuation allowance for deferred tax assets$278 $33 $(6)$305 
        At December 31, 2021   
        Allowances for sales returns and price protection and other allowances$63 $$(49)$17 
        Valuation allowance for deferred tax assets$228 $52 $(2)$278 
        At December 31, 2020   
        Allowances for sales returns and price protection and other allowances$118 $(29)$(26)$63 
        Valuation allowance for deferred tax assets$181 $49 $(2)$228 

        (A)
        Includes increases and reversals of allowances for sales returns, price protection, and doubtful accountsvaluation allowance for deferred tax assets due to normal reserving terms.


        (B)
        Includes actual write-offs and utilization of allowances for sales returns, price protection, and uncollectible accounts receivable, netreleases of recoveries,income tax valuation allowances and foreign currency translation and other adjustments.


        F-53

        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)(1) may have been qualified by disclosures made to such other party or parties, (ii)(2) 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'sCompany’s public disclosure, (iii)(3) may reflect the allocation of risk among the parties to such agreements, and (iv)(4) may apply materiality standards different from what may be viewed as material to investors. Accordingly, these representations and warranties may not describe the Company'sCompany’s actual state of affairs at the date hereof and should not be relied upon.


        Exhibit NumberExhibit
        2.13.1
        3.1

        3.2

        3.2



        4.1

        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 4.1 of the Company's Form 8-K, filed September 19, 2013).


        4.2



        4.2

        4.3



        4.3

        4.4



        4.4

        4.5

        4.5

        4.6

        4.6



        4.7

        4.7


        4.8

        4.9

        10.1*



        4.10

        10.2*

        10.1*

        Table of Contents

        10.2*
        Exhibit NumberExhibit
        10.3*

        10.3*

        10.4*



        10.4*

        10.5*


        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).


        10.6*


        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).


        10.7*


        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).


        10.8*


        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).


        10.9*


        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).


        10.10*




        10.11*


        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).


        10.12*


        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).


        10.13*


        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).


        10.14*


        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).

        Table of Contents

        E-1


        Exhibit Number

        10.17*


        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 Form10-Q for the quarter ended March 31, 2013).

        10.6*

        10.18*


        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 10-Q for the quarter ended March 31, 2013).


        10.19*


        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 10-Q for the quarter ended March 31, 2013).


        10.20*


        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 10-Q for the quarter ended March 31, 2013).


        10.21*


        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).


        10.22*


        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).


        10.23*


        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).


        10.24*


        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).


        10.25*



        Table of Contents

        10.7*
        Exhibit NumberExhibit
        10.26*

        10.8*

        10.27*


        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).


        10.28*


        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) (incorporated by reference to Exhibit 10.44 of the Company's Form 10-K for the year ended December 31, 2016).


        10.29*


        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) (incorporated by reference to Exhibit 10.45 of the Company's Form 10-K for the year ended December 31, 2016).


        10.30*


        Form of Notice of 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) (incorporated by reference to Exhibit 10.46 of the Company's Form 10-K for the year ended December 31, 2016).


        10.31*



        10.9*

        10.32*



        10.10*

        10.33*

        10.11*
        10.12*
        10.13*
        10.14*
        10.15*
        10.16*
        10.17*
        10.18*
        10.19*
        10.20*
        10.21*
        10.22*
        10.23*
        10.24*
        E-2

        Exhibit NumberExhibit
        10.25*
        10.26*
        10.27*

        10.28*

        10.34*



        10.29*

        10.35*


        Employment Agreement, dated May 5, 2017, between Activision Blizzard, Inc. and Thomas Tippl (incorporated by reference to Exhibit 10.3 of the Company's Form 8-K, filed May 11, 2017).


        10.36*


        Transition Agreement, dated November 22, 2016, between the Company and Brian G. Kelly (incorporated by reference to Exhibit 10.56 of the Company's Form 10-K for the year ended December 31, 2016).


        10.37*


        Employment Agreement, dated May 10, 2017, between Activision Blizzard, Inc. and Dennis Durkin (incorporated by reference to Exhibit 10.4 of the Company's Form 8-K, filed May 11, 2017).


        10.38*



        Table of Contents

        10.30*
        Exhibit NumberExhibit
        10.31*10.39*

        10.32*

        10.40*


        10.33*

        10.34*

        10.41*

        10.35*
        10.36*
        10.37*
        10.38*
        10.39*

        10.40*

        10.42*



        10.41

        10.43*


        Service Agreement, dated November 2, 2015, between Riccardo Zacconi and the Company (incorporated by reference to Exhibit 10.4 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.44*


        Individual Option and Subscription Agreement, dated as of January 31, 2014 (incorporated by reference to Exhibit 10.5 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.45*


        Option Exchange/Supplemental Subscription Agreement, dated as of March 21, 2014 (incorporated by reference to Exhibit 10.6 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.46*


        Notice of Share Option Grant, dated as of February 16, 2015, to Riccardo Zacconi (incorporated by reference to Exhibit 10.7 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.47*


        Notice of Restricted Stock Unit Award, dated as of February 16, 2015, to Riccardo Zacconi (incorporated by reference to Exhibit 10.8 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.48*


        Notice of Restricted Stock Unit Award, dated as of November 10, 2015, to Riccardo Zacconi (incorporated by reference to Exhibit 10.9 of the Company's Form 10-Q for the quarter ended March 31, 2017).


        10.49*


        Employment Agreement, dated May 10, 2017, between Activision Blizzard, Inc. and Collister Johnson (incorporated by reference to Exhibit 10.1 of the Company's Form 8-K, filed May 11, 2017).


        10.50*


        Employment Agreement, dated May 5, 2017, between Activision Blizzard, Inc. and Spencer Neumann (incorporated by reference to Exhibit 10.2 of the Company's Form 8-K, filed May 11, 2017).


        10.51*†


        King Profit Sharing Plan, effective as of February 23, 2016 (incorporated by reference to Exhibit 10.10 of the Company's Form 10-Q for the quarter ended March 31, 2017).

        Table of Contents

        Exhibit NumberExhibit
        10.52Credit 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., MistubishiMitsubishi 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 10.1 of the Company'sCompany’s Form 8-K, filed October 18, 2013).

        10.42

        10.53



        10.43

        10.54



        10.44

        10.55



        10.45

        10.56


        E-3


        Exhibit Number

        10.57

        Exhibit
        10.46

        10.47

        10.58



        10.48

        10.59



        10.49†

        10.60*



        Table of Contents

        10.7 of the Company’s Form 10-Q for the quarter ended March 31, 2022).
        10.50†
        10.51†
        Exhibit
        10.52†21.1
        10.53†
        21.1

        23.1

        23.1



        24.1

        24.1



        31.1

        31.1



        31.2

        31.2



        32.1

        32.1



        32.2

        32.2



        101.INS

        101.INS


        Inline XBRL Instance Document.Document - The instance document does not appear in the interactive data file because its XBRL tags are embedded within the Inline XBRL document.

        101.SCH

        101.SCH


        Inline XBRL Taxonomy Extension Schema Document.

        101.CAL

        101.CAL


        Inline XBRL Taxonomy Calculation Linkbase Document.

        101.LAB

        101.LAB


        Inline XBRL Taxonomy Label Linkbase Document.

        101.PRE

        101.PRE


        Inline XBRL Taxonomy Presentation Linkbase Document.

        101.DEF

        101.DEF


        Inline XBRL Taxonomy Extension Definition Document.
        104Cover Page Interactive Data File (formatted as Inline XBRL and contained in Exhibit 101).


        *
        Indicates a management    Management contract or compensatory plan, contract or arrangement in which a director or executive officer of the Company participates.


        Confidential treatment requested asPortions of this exhibit omitted pursuant to portionsItem 601(b)(10)(iv) of the exhibit. Confidential materials omitted and filed separately with the Securities and Exchange Commission.
        Regulation S-K.

        E-4


        SIGNATURES
        Pursuant to the requirements of Section 13 or 15(d) of the Securities Exchange Act of 1934, Activision Blizzard, Inc.the registrant has duly caused this report to be signed on its behalf by the undersigned, thereunto duly authorized.

        Date: February 27, 2018

        23, 2023
        ACTIVISION BLIZZARD, INC.

        By:


        /s/ ROBERT A. KOTICK

        Robert A. Kotick
        Director 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 Spencer NeumannArmin Zerza 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,
        Chief Executive Officer, and
        Principal Executive Officer
        February 27, 2018

        By:


        /s/ SPENCER NEUMANN


        (Spencer Neumann)



        Chief Financial Officer and
        Principal Financial Officer



        February 27, 2018


        By:


        /s/ STEPHEN WEREB


        (Stephen Wereb)



        Deputy Chief Financial Officer,
        Chief Accounting Officer, and
        Principal Accounting Officer



        February 27, 2018


        By:


        /s/ REVETA BOWERS


        (Reveta Bowers)



        Director



        February 27, 2018


        Table of Contents

        By:/s/ ROBERT A. KOTICK

        Director, Chief Executive Officer (Principal Executive Officer)

        February 23, 2023
        (Robert A. Kotick)
        By: /s/ ARMIN ZERZAChief Financial Officer
        (Principal Financial Officer)
        February 23, 2023
        (Armin Zerza)
        By:/s/ JESSE YANGDeputy Chief Financial Officer and Comptroller
        (Principal Accounting Officer)
        February 23, 2023
        (Jesse Yang)
        By:/s/ REVETA BOWERSDirectorFebruary 23, 2023
        (Reveta Bowers)
        By: /s/ KERRY CARRDirectorFebruary 23, 2023
        (Kerry Carr)
        By:/s/ ROBERT J. CORTI

        DirectorFebruary 23, 2023
        (Robert J. Corti)

        Director

        February 27, 2018


        By:


        /s/ /s/ BRIAN G. KELLY


        Chairman of the Board and DirectorFebruary 23, 2023
        (Brian G. Kelly)



        Chairman and Director



        February 27, 2018


        By:


        /s/ HENDRIK J. HARTONG III


        (Hendrik J. Hartong III)



        Director



        February 27, 2018


        By:


        /s/ BARRY MEYER


        DirectorFebruary 23, 2023
        (Barry Meyer)



        Director



        February 27, 2018


        By:


        /s/ ROBERT J. MORGADO


        DirectorFebruary 23, 2023
        (Robert J. Morgado)



        Director



        February 27, 2018


        By:


        /s/ PETER NOLAN


        DirectorFebruary 23, 2023
        (Peter Nolan)



        Director



        February 27, 2018


        By:


        /s/ CASEY WASSERMAN


        (Casey Wasserman)

        DAWN OSTROFF

        Director


        Director



        February 27, 2018

        23, 2023

        By:

        (Dawn Ostroff)


        /s/ ELAINE P. WYNN


        (Elaine P. Wynn)



        Director



        February 27, 2018


        E-5