2K and GameStop Announce WWE® SuperToken™ Retail Availability
      Biggest mobile game in WWE and 2K history delivers added value
      through limited edition collectible tokens featuring in-game content
    
NEW YORK–(BUSINESS WIRE)–2K
      and GameStop
      Corp. today announced that WWE® SuperToken™, the
      collectible token series offering in-game content for 2K’s popular
      mobile card-battling game, WWE SuperCard, is available now
      exclusively at GameStop retail locations nationwide.
    
      Offered as a limited edition, WWE SuperToken delivers a
      power-packed lineup of WWE talent through 10 collectible tokens,
      including WWE Superstars John Cena, Brock Lesnar, Roman Reigns and Dean
      Ambrose, as well as WWE Diva Paige. Each collectible token, available
      for $6.99, grants three cards in WWE SuperCard: one Ultra
      Rare card featuring the likeness of the featured WWE Superstar or Diva
      and two Rare mystery cards. The tokens can then be shared up to three
      times, giving others access to a Super Rare card of the featured WWE
      Superstar or Diva. In addition, each token will have a unique
      distribution quantity, making some offerings rarer in nature than others.
    
      “Since its launch in August 2014, WWE SuperCard
      has become the biggest mobile video game in WWE and 2K history,
      captivating fans with its breadth of collectible cards, as well as
      variety of quick play and team-based action,” said Chris Snyder, Vice
      President of Marketing at 2K. “Our new partnership with GameStop to
      deliver limited edition content through WWE SuperToken
      presents exciting opportunities to extend the mobile gameplay experience
      through a retail platform and reach an even larger audience.”
    
      WWE SuperToken in-game content is transferred to a mobile
      device and linked to a user’s WWE SuperCard account in one
      of two different ways. Consumers with NFC-enabled technology for Android
      can tap tokens against their devices to transfer the new cards.
      Alternatively, both Android and iOS users can utilize QR codes included
      with each WWE SuperToken retail package to acquire the
      content. In support, WWE SuperCard now includes an in-game
      QR scanner to help facilitate WWE SuperToken redemptions
      via QR code.
    
      “WWE has some of the most spirited fans out there, and their passion for
      their favorite WWE Superstars and Divas is amplified though the power of
      video games such as WWE SuperCard,” said Eric Bright,
      Senior Director of Merchandising at GameStop. “Having an exclusive
      partnership with 2K to offer WWE SuperToken in our more
      than 4,000 GameStop stores nationwide allows for gamers everywhere to
      discover and experience new limited edition content like never before.”
    
About WWE SuperCard
      WWE SuperCard challenges players to build teams of WWE
      Superstars, Divas and Legends, train them to full potential, battle in
      various match types and test their luck in fast-paced tournament action.
      Featuring more than 800 cards in active play, with each card
      representing one of eight different rarity levels, WWE SuperCard delivers
      an extensive array of collectible content with high replay value. In
      addition, players can enhance their free-to-play experience through
      purchase of individual card packs.
    
      Developed by Cat Daddy Games in conjunction with Visual Concepts, both
      2K studios, WWE SuperCard is available now for download
      free of charge on the App Store for iOS devices, including the iPhone,
      iPad and Pod touch, as well as the Google Play Store and Amazon Appstore
      for Android devices. The game has exceeded nine million downloads since
      its initial release and currently has an average rating of 4.5/5 stars
      on the App Store, as well as a 4/5 rating on Google Play.
    
      For more information on WWE SuperCard and 2K, visit wwe.2k.com,
      become a fan on Facebook,
      follow the game on Twitter
      or subscribe on YouTube.
    
      2K is a wholly owned publishing label of Take-Two Interactive Software,
      Inc. (NASDAQ:TTWO).
    
      All trademarks and copyrights contained herein are the property of their
      respective holders.
    
About WWE
      WWE,
      a publicly traded company (NYSE:WWE), is an integrated media
      organization and recognized leader in global entertainment. The company
      consists of a portfolio of businesses that create and deliver original
      content 52 weeks a year to a global audience. WWE is committed to family
      friendly entertainment on its television programming, pay-per-view,
      digital media and publishing platforms. WWE programming reaches more
      than 650 million homes worldwide in 25 languages. WWE Network, the
      first-ever 24/7 over-the-top premium network that includes live
      pay-per-views, scheduled programming and a massive video-on-demand
      library, is currently available in more than 175 countries. The company
      is headquartered in Stamford, Conn., with offices in New York, Los
      Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Dubai, Munich
      and Tokyo.
    
      Additional information on WWE (NYSE:WWE) can be found at wwe.com
      and corporate.wwe.com.
      For information on our global activities, go to http://www.wwe.com/worldwide/.
    
      Trademarks: All WWE programming, talent names, images, likenesses,
      slogans, wrestling moves, trademarks, logos and copyrights are the
      exclusive property of WWE and its subsidiaries. All other trademarks,
      logos and copyrights are the property of their respective owners.
    
      Forward-Looking Statements: This press release contains forward-looking
      statements pursuant to the safe harbor provisions of the Securities
      Litigation Reform Act of 1995, which are subject to various risks and
      uncertainties. These risks and uncertainties include, without
      limitation, risks relating to: WWE Network; major distribution
      agreements; our need to continue to develop creative and entertaining
      programs and events; the possibility of a decline in the popularity of
      our brand of sports entertainment; the continued importance of key
      performers and the services of Vincent K. McMahon; possible adverse
      changes in the regulatory atmosphere and related private sector
      initiatives; the highly competitive, rapidly changing and increasingly
      fragmented nature of the markets in which we operate and greater
      financial resources or marketplace presence of many of our competitors;
      uncertainties associated with international markets; our difficulty or
      inability to promote and conduct our live events and/or other businesses
      if we do not comply with applicable regulations; our dependence on our
      intellectual property rights, our need to protect those rights, and the
      risks of our infringement of others’ intellectual property rights; the
      complexity of our rights agreements across distribution mechanisms and
      geographical areas; potential substantial liability in the event of
      accidents or injuries occurring during our physically demanding events
      including, without limitation, claims relating to CTE; large public
      events as well as travel to and from such events; our feature film
      business; our expansion into new or complementary businesses and/or
      strategic investments; our computer systems and online operations; a
      possible decline in general economic conditions and disruption in
      financial markets; our accounts receivable; our revolving credit
      facility; litigation; our potential failure to meet market expectations
      for our financial performance, which could adversely affect our stock;
      Vincent K. McMahon exercises control over our affairs, and his interests
      may conflict with the holders of our Class A common stock; a substantial
      number of shares are eligible for sale by the McMahons and the sale, or
      the perception of possible sales, of those shares could lower our stock
      price; and the relatively small public “float” of our Class A common
      stock. In addition, our dividend is dependent on a number of factors,
      including, among other things, our liquidity and historical and
      projected cash flow, strategic plan (including alternative uses of
      capital), our financial results and condition, contractual and legal
      restrictions on the payment of dividends (including under our revolving
      credit facility), general economic and competitive conditions and such
      other factors as our Board of Directors may consider relevant.
      Forward-looking statements made by the Company speak only as of the date
      made and are subject to change without any obligation on the part of the
      Company to update or revise them. Undue reliance should not be placed on
      these statements. For more information about risks and uncertainties
      associated with the Company’s business, please refer to the
      “Management’s Discussion and Analysis of Financial Condition and Results
      of Operations” and “Risk Factors” sections of the Company’s SEC filings,
      including, but not limited to, our annual report on Form 10-K and
      quarterly reports on Form 10-Q.
    
About GameStop
      GameStop Corp. (NYSE:GME), a Fortune 500 and S&P 500 company
      headquartered in Grapevine, Texas, is a global, multichannel video game,
      consumer electronics and wireless services retailer. GameStop operates
      more than 7,100 stores across 14 countries. The company’s consumer
      product network also includes www.gamestop.com;
      www.Kongregate.com,
      a leading browser-based game site; Game Informer® magazine, the world’s
      leading print and digital video game publication; and ThinkGeek, www.thinkgeek.com,
      the premier retailer for the global geek community featuring exclusive
      and unique video game and pop culture products. In addition, our
      Technology Brands segment includes Simply Mac and Spring Mobile stores.
      Simply Mac, www.simplymac.com,
      operates 76 stores, selling the full line of Apple products, including
      laptops, tablets, and smartphones and offering Apple certified warranty
      and repair services. Spring Mobile, http://springmobile.com,
      sells post-paid AT&T services and wireless products through its 890 AT&T
      branded stores and offers pre-paid wireless services, devices and
      related accessories through its 70 Cricket branded stores in select
      markets in the U.S.
    
      General information about GameStop Corp. can be obtained at the
      company’s corporate website. Follow GameStop on Twitter @ www.twitter.com/GameStop
      and find GameStop on Facebook @ www.facebook.com/GameStop.
    
About 2K
      Founded in 2005, 2K develops and publishes interactive entertainment
      globally for console systems, handheld gaming systems and personal
      computers, including smartphones and tablets, which are delivered
      through physical retail, digital download, online platforms and cloud
      streaming services. 2K publishes titles in today’s most popular gaming
      genres, including shooters, action, role-playing, strategy, sports,
      casual, and family entertainment. The 2K label has some of the most
      talented development studios in the world today, including Firaxis
      Games, Visual Concepts, Hangar 13, Cat Daddy Games and 2K China. 2K’s
      stable of high quality titles includes the critically acclaimed
      BioShock®, Borderlands™, and XCOM® franchises, the beloved Sid Meier’s
      Civilization series, the innovative Evolve™, the popular WWE 2K
      franchise and NBA 2K, the #1 rated and #1 selling basketball franchise*.
      2K is headquartered in Novato, California and is a wholly owned label of
      Take-Two Interactive Software, Inc. (NASDAQ: TTWO). For more
      information, please visit www.2k.com.
    
      *According to 2008 – 2016 Metacritic.com and The NPD
      Group estimates of U.S. retail video game sales through February 2016.
    
About Take-Two Interactive Software
      Headquartered in New York City, Take-Two Interactive Software, Inc. is a
      leading developer, publisher and marketer of interactive entertainment
      for consumers around the globe. The Company develops and publishes
      products through its two wholly-owned labels Rockstar Games and 2K. Our
      products are designed for console systems and personal computers,
      including smartphones and tablets, and are delivered through physical
      retail, digital download, online platforms and cloud streaming services.
      The Company’s common stock is publicly traded on NASDAQ under the symbol
      TTWO. For more corporate and product information please visit our
      website at http://www.take2games.com.
    
Cautionary Note Regarding Forward-Looking Statements
      The statements contained herein which are not historical facts are
      considered forward-looking statements under federal securities laws and
      may be identified by words such as “anticipates,” “believes,”
      “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,”
      “projects,” “seeks,” “will,” or words of similar meaning and include,
      but are not limited to, statements regarding the outlook for the
      Company’s future business and financial performance. Such
      forward-looking statements are based on the current beliefs of our
      management as well as assumptions made by and information currently
      available to them, which are subject to inherent uncertainties, risks
      and changes in circumstances that are difficult to predict. Actual
      outcomes and results may vary materially from these forward-looking
      statements based on a variety of risks and uncertainties including: our
      dependence on key management and product development personnel, our
      dependence on our Grand Theft Auto products and our ability to
      develop other hit titles, the timely release and significant market
      acceptance of our games, the ability to maintain acceptable pricing
      levels on our games, our ability to raise capital if needed and risks
      associated with international operations. Other important factors and
      information are contained in the Company’s Annual Report on Form 10-K
      for the fiscal year ended March 31, 2015, including the risks summarized
      in the section entitled “Risk Factors,” the Company’s Quarterly Report
      on Form 10-Q for the fiscal quarter ended December 31, 2015, and the
      Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com.
      All forward-looking statements are qualified by these cautionary
      statements and apply only as of the date they are made. The Company
      undertakes no obligation to update any forward-looking statement,
      whether as a result of new information, future events or otherwise.
    
Contacts
      2K
Jaime Jensen, 415-507-7910
jaime.jensen@2k.com
or
Access
      Communications for 2K
Jessica Roache, 415-844-6203
jroache@accesspr.com
or
Take-Two
      Interactive Software, Inc.
Alan Lewis (Corporate Press),
      646-536-2983
alan.lewis@take2games.com
or
WWE
Matthew
      Altman, 203-352-1177
matthew.altman@wwecorp.com
or
GameStop
Kyle
      Stephenson, 817-722-7735
KyleStephenson@gamestop.com
    
 
			

 
		 
		 
		 
		