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Activision Blizzard

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Industry Electronic Gaming & Multimedia
Employees 5001-10,000
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FY2004 Annual Report · Activision Blizzard
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2 5 t h   A n n i v e r s a r y

2004 Annual Report

Financial Highlights

In thousands of dollars, except per share data

2004

2003

2002

Net revenues
Operating income
Net earnings
Diluted earnings per share

$947,656
109,817
77,715
0.54

$864,116
94,847
66,180
0.43

$786,434
80,574
52,238
0.39

Net Revenues
in millions of dollars

Net Earnings
in millions of dollars

Diluted Earnings
per common share

$948

$864

$786

$78

$66

$52

$0.54

$0.43

$0.39

‘02

‘03

‘04

‘02

‘03

‘04

‘02

‘03

‘04

Activision, Inc. — 2004 Annual Report

Robert A. Kotick

Brian G. Kelly

Ronald Doornink

To our shareholders: 

Two thousand and four marks a milestone in Activision’s history—25 years of delivering
quality  interactive  entertainment  experiences  to  consumers  worldwide.  Few  companies
have created a business model that laid the foundation for a multi-billion dollar industry.
Activision can rightfully make this claim and we are proud to be at the helm of such a
tradition-rich enterprise.

Throughout  Activision’s  evolution,  our  goal  has  been  to  create  a  company  that  is  well
integrated  and  capable  of  delivering  long-term  value  to  our  shareholders.  We  have
worked  diligently  to  build  a  company  that  has  the  flexibility  to  seize  opportunities,  yet
maintains the foresight to anticipate challenges and plan for its future. In fiscal 2004,
our vision translated into the most successful year in our history.

We delivered our 12th consecutive year of revenue growth, posted record earnings and
increased  our  operating  margin.  Our  results  represent  a  five-year  compound  annual
revenue growth rate of 17% and compound annual earnings growth rate of 39%. We
further  enhanced  our  balance  sheet  ending  the  year  with  $588  million  in  cash  and
short-term investments, low days sales outstanding, a solid inventory position and $833
million in shareholder equity.
We successfully created two wholly owned game properties—Call of Duty(cid:2) and True
Crime(cid:2): Streets of L.A.(cid:2)—and introduced a new direction for the Tony Hawk brand,
resulting in three franchises from which we can develop a variety of games for multiple
platforms.  According  to  NPD,  Chart  Track,  GfK  and  Media  Control,  each  of  these
games  has  sold  more  than  one  million  units  with  life  to  date  revenues  from  the  Tony
Hawk franchise exceeding $800 million worldwide.

During the fiscal year, we substantially strengthened our business and remained focused
on  three  key  initiatives—developing  and  expanding  our  intellectual  property  portfolio,
building our development capabilities and strengthening our market presence. In addition
to  creating  three  original  game  properties,  we  expanded  our  relationships  with
DreamWorks,  LucasArts  Entertainment  Company  and  Columbia  Pictures/Marvel
Enterprises, Inc. These activities will not only increase our range of product offerings but
should  also  enhance  the  consistency  and  predictability  of  our  future  financial  results.
Under our agreement with DreamWorks, we acquired the rights to publish games based
on the blockbuster film “Shrek 2” as well as DreamWorks’ next three animated feature
films,  “Shark  Tale,”  “Madagascar”  and  “Over  the  Hedge.”  We  expanded  our  role  with
LucasArts  Entertainment  Company  to  publish  and  distribute  LucasArts’  video  game
console and PC products in more than 60 countries in Europe and Africa. Additionally,
we recently expanded our agreement with Columbia Pictures/Marvel Enterprises, Inc. to
publish  games  based  on  the  upcoming  feature  film  “Spider-Man  3,”  which  is  set  for
release in May 2007.

page 1

Activision, Inc. — 2004 Annual Report

We  added  resources  to  our  internal  development  studios  through  the  acquisition  of
Infinity  Ward  which  created  Call  of  Duty, the  #1  best-selling  PC  game  in  the  U.S.
during the holiday season. Additionally, we expanded our relationships with retailers and
increased our shelf space around the world.

Earlier this year, we announced a strategic alliance with Nielsen Entertainment to work
together  to  create  a  reliable  measurement  of  the  effectiveness  of  in-game  advertising.
We believe that there will be exciting opportunities in the future to leverage the billions of
hours that consumers spend playing games annually into advertising revenues. The first
step in this initiative is a Nielsen research study to better understand the demographic
makeup  of  U.S.  households  with  a  video  game  console  and/or  PC  gaming  system; 
an analysis of the relationship between video gaming and television viewing; and an
investigation into how the video game playing community perceives in-game advertising.

Nielsen will be developing a standardized methodology to measure advertising metrics in
video  games,  in  the  same  manner  that  they  have  created  standardized  measurement
metrics for other forms of media including television and in-theater advertising. Nielsen
will  be  able  to  provide  advertisers  with  the  tools  to  gauge  effectively  everything  from
in-game ad exposure, reach and frequency, to audience recall. They will develop these
metrics  in  a  language  that  makes  it  possible  for  media  buyers  to  evaluate  in-game
advertising the same way they evaluate other media opportunities.

We also announced our support for two new hand-held platforms—the Nintendo DS
and Sony’s PlayStation(cid:3) Portable (PSP(cid:4)). We expect to have games available at the
launch of these systems. Hand-held gaming has been a popular form of entertainment
since  the  introduction  of  the  Game  Boy(cid:3) in  1989  and  we  expect  that  these  new
devices will continue to broaden its appeal.

While our primary focus is increasing the sales of our titles, there are new and exciting
opportunities  for  growth  in  the  future.  We  are  especially  enthusiastic  about  three
developments—online interaction, broadband penetration and increased production values.

Online interaction will create more personal interest and engagement. Today, the majority
of console game playing takes place alone. The second most popular way to play is in the
same room with a sibling or friend. Playing with others over the Internet through Xbox(cid:4)
Live or the PlayStation(cid:3)2 is a relatively new concept, but it is a big part of the future.

The maturity of broadband will make this interaction possible. The telecom industry con-
tinues to provide substantial incentives for investment in broadband meaning critical infra-
structure growth is on the way. We believe the tipping point for industry-changing player
interaction  could  occur  when  broadband  reaches  50  to  60  percent  of  households.
Penetration today is about 45 percent, so we are getting closer.

And  as  the  presence  of  broadband  increases,  especially  wireless  broadband,  we  will
deliver games to more platforms and more devices including cell phones, tablet computers
and even PDAs.

page 2

Activision, Inc. — 2004 Annual Report

Production  values,  the  way  games  look  and  sound,  continue  to  increase  as  console
technology advances and we expect that the production values of the next generation
of console systems will approximate those of movies and TV. In 1981, “ER” and “Jurassic
Park”  creator  Michael  Crichton  made  a  movie  called  “Looker,”  about  a  scheme  to
replace  actors  with  computer-generated  images  indistinguishable  from  real  people.  It
seemed fantasy then, but today’s computer-made imagery does look real enough to fool
the casual observer.

The  technology  that  makes  possible  these  visual  advances  (and  audio  advances,  too,
which already approximate reality) also allows us to move beyond linear storytelling to
player-controlled development of characters and plots. Players will transcend the standard
video  game  quest  experience  to  affect  the  plot  of  the  story,  character  behavior,
settings and background, and even the nature and degree of interaction itself.

We think of it as a shift from re-creating a part in an action movie, to actually taking on
the role in a virtual arena, defining and experiencing it through players’ own choices.

For the past 25 years, Activision has been at the forefront of the video game industry.
Today, our business, the business of creating quality interactive entertainment experiences
and  distributing  them  worldwide,  spans  the  most  dynamic  part  of  the  digital  economy
with high prospects of continued expansion.

Activision’s strength and purpose reside in the shared values that bring so many extra-
ordinarily  talented  employees  here  and  cause  them  to  invest  their  abilities,  artistry  and
time in our company. We believe that by seeking a broad diversity of talent and ambi-
tion, we make ourselves stronger. We carry out this belief inside the company through the
way that we hire, promote and compensate our employees and outside the company in
our  commitment  to  community  building  initiatives.  This  year,  our  support  for  community
involvement has never been stronger. We forged an alliance with the Tomorrow’s Leaders
program which provides more than 4,000 youths with a strong foundation for academic,
social and technological success. Many of our employees are involved with the program’s
volunteer  activities  that  aim  to  help  participants  learn  about  positive  peer  interaction,
complete their homework and teach them computer skills.

As we look ahead, we are determined that Activision will remain focused on innovation,
imagination  and  finding  new  ways  to  better  serve  our  customers  and  reward  our
employees and shareholders. We will always seek to stand for quality entertainment, and
we are more confident than ever that we will meet this responsibility and be tomorrow
what  we  have  been  for  the  past  25  years,  one  of  the  world’s  leading  interactive
entertainment companies.

Sincerely,

Robert A. Kotick
Chairman and CEO

Brian G. Kelly
Co-Chairman

Ronald Doornink
President

page 3

Activision, Inc. — 2004 Annual Report

Activision, Inc. — 2004 Annual Report

(cid:2)

(cid:2)

Capitalizing on 25 Years

of Achievement

page 4

page 5

Twenty-five

years of delivering quality &choice

Can fun be serious business? At Activision we think so. Every day, millions of people around
the world are entertained by our games. Over the past quarter century, we have built one
of the largest portfolios of recognized brands and in fiscal 2005 expect to release our
strongest game slate ever. The company’s lineup is comprised of high-profile entertainment
properties and titles created by some of the industry’s premier development talent.
Our release schedule includes games based on such highly anticipated movies as “Shrek 2(cid:2)”;
“Spider-Man  2(cid:2)”;  “DreamWorks’  Shark  Tale(cid:2)”;  and  “Lemony  Snicket’s  A  Series  of
Unfortunate Events(cid:2)”; as well as id Software’s(cid:2) gripping 3D action game DOOM 3(cid:3);
Tony  Hawk’s  Underground  2(cid:3),  the  sequel  to  the  best-selling  action  sports  game; 
X-Men Legends(cid:3), the first 3D action role-playing game based on the renowned Marvel
X-Men  characters;  The  Creative  Assembly’s  award-winning  real-time  strategy  game
Rome: Total War(cid:3); the newest installment in the award-winning  Call  of  Duty(cid:3) series,
Call of Duty: Finest Hour; and Vampire: the Masquerade Bloodlines(cid:3), an action role-
playing game based on the popular White Wolf book series.

Innovative

marketing programs that drive sales

Aggressive marketing is not a new concept at Activision. In support of our fiscal year
2004 holiday titles, we increased our trade and consumer marketing programs and raised
awareness for our products through in-store merchandising, as well as in-theater, print,
online and television advertising. This strategy drove sales of our key titles at launch and
for several months post launch.

In fiscal year 2005, the company will continue to focus on initiatives that will broaden
consumer awareness of our games. We are partnering with our retailers on new programs
that mark a series of firsts for our company and the industry. This year we introduced
pre-order programs at several key accounts and were successful in having our products
removed from glass cases and showcased in floor displays at our top retail accounts.

Developing

the games that audiencescrave

In video games, great gameplay rules. The foundation for Activision’s success has been
our ability to develop franchises from which we can produce high-quality entertainment
products year after year. Innovation, technical achievements and compelling gameplay
experiences have made us a leading developer for the PC and console platforms. At the
core of our success is our proprietary “Greenlight Process,” a disciplined methodology for
the selection, development, production and quality assurance of our titles.

With our recent acquisition of Infinity Ward, we now have eight wholly owned studios and
employ more than 700 of the best artists, programmers, designers and storytellers in the
industry. In addition to our own studio operations, we have forged long-term partnerships
with some of the premier independent developers including id Software, Peter Molyneaux’s
Lionhead  Studios  and  The  Creative  Assembly.  Each  of  these  extraordinarily  talented
development teams continues to revolutionize the game development process through
their technical mastery and originality.

Activision, Inc. — 2004 Annual Report

Financial Review

Selected Consolidated Financial Data

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Report of Independent Registered Public Accounting Firm

Consolidated Balance Sheets

Consolidated Statements of Operations

Consolidated Statements of Changes in Shareholders’ Equity

Consolidated Statements of Cash Flows

Notes to Consolidated Financial Statements

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

13

14

41

42

43

44

46

47

74

page 12

Activision, Inc. — 2004 Annual Report

Selected Consolidated Financial Data

The following table summarizes certain selected consolidated financial data, which should be read in conjunction with
our Consolidated Financial Statements and Notes thereto and with Management’s Discussion and Analysis of Financial
Condition  and  Results  of  Operations  included  elsewhere  herein.  The  selected  consolidated  financial  data  presented
below as of and for each of the fiscal years in the five-year period ended March 31, 2004 are derived from our
audited consolidated financial statements. The Consolidated Balance Sheets as of March 31, 2004 and 2003 and
the Consolidated Statements of Operations and Consolidated Statements of Cash Flows for each of the fiscal years
in the three-year period ended March 31, 2004, and the reports thereon, are included elsewhere in this Annual Report.

(In thousands, except per share data)
Year ended March 31,

Statement of Operations Data:
Net revenues
Cost of sales—product costs
Cost of sales—intellectual property licenses 
and software royalties and amortization

Income (loss) from operations
Income (loss) before income tax provision 

(benefit)

Net income (loss)
Basic earnings (loss) per share
Diluted earnings (loss) per share
Basic weighted average common shares 

outstanding

Diluted weighted average common shares 

outstanding

Cash Provided by (Used in):
Operating activities
Investing activities
Financing activities

2004(2)

2003(2)

2002(2)

2001

2000

Restated(1)

$947,656
475,541

$ 864,116
440,977

$786,434
435,725

$620,183
324,907

$572,205
319,422

91,606
109,817

124,196
94,847

115,992
77,715
0.58
0.54

103,407
66,180
0.46
0.43

99,006
80,574

83,120
52,238
0.46
0.39

89,702
39,807

32,544
20,507
0.24
0.22

91,238
(30,325)

(38,736)
(34,088)
(0.41)
(0.41)

133,249

144,359

113,966

83,921

83,334

144,893

155,483

133,775

92,475

83,334

67,403
(15,169)
117,569

90,975
(155,101)
64,090

111,792
(8,701)
50,402

81,565
(8,631)
2,547

2,883
(25,041)
42,028

As of March 31,

2004(2)

2003(2)

2002(2)

2001

2000

Balance Sheet Data:
Working capital
Cash, cash equivalents and short-term 

investments

Capitalized software development and 

intellectual property licenses

Goodwill
Total assets
Long-term debt
Shareholders’ equity

$675,796

$ 422,500

$333,199

$182,980

$158,225

587,649

406,954

279,007

125,550

49,985

135,201
76,493
968,817
—
832,738

107,921
68,019
704,816
2,671
597,740

56,742
35,992
556,887
3,122
430,091

42,205
10,316
359,957
63,401
181,306

40,808
12,347
309,737
73,778
132,009

(1) Consolidated financial information for fiscal years 2003–2000 has been restated for the effect of our three-for-two stock split effected in the form of a 50% stock

dividend to shareholders of record as of February 23, 2004, paid March 15, 2004.

(2) Effective April 1, 2001, we adopted the provisions of Statement of Financial Accounting Standards (“SFAS”) No. 142, “Goodwill and Other Intangibles.”
SFAS No. 142 addresses financial accounting and reporting requirements for acquired goodwill and other intangible assets. Under SFAS No. 142, goodwill is
deemed to have an indefinite useful life and should not be amortized but rather tested at least annually for impairment. In accordance with SFAS No. 142, we
have not amortized goodwill during the years ended March 31, 2004, 2003 and 2002.

page 13

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Overview

Our Business
We  are  a  leading  international  publisher  of  interactive  entertainment  software  products.  We  have  built  a  company 
with a diverse portfolio of products that spans a wide range of categories and target markets and that is used on a
variety of game hardware platforms and operating systems. We have created, licensed and acquired a group of highly
recognizable brands, which we market to a variety of consumer demographics.

Our products cover game categories such as action/adventure, action sports, racing, role-playing, simulation, 
first-person  action  and  strategy.  Our  target  customer  base  ranges  from  game  enthusiasts  and  children  to  mass-
market consumers and “value” buyers. We currently offer our products primarily in versions that operate on the Sony
PlayStation 2 (“PS2”), Nintendo GameCube (“GameCube”) and Microsoft Xbox (“Xbox”) console systems, Nintendo
Game Boy Advance (“GBA”) hand-held device and the personal computer (“PC”). The installed base for this current
generation of hardware platforms is significant and growing. We believe recent price cuts in calendar 2004 on the
Xbox and PS2 hardware should continue to drive the growth of the installed base of these two platforms. We also
expect the installed base of the other current-generation platforms to continue to grow. In addition, Sony announced
that  it  would  be  entering  the  hand-held  hardware  market  with  the  introduction  of  its  hand-held  gaming  device,
PlayStation Portable (“PSP”). PSP is currently expected to be released in the United States toward the end of the first
quarter of calendar 2005. Nintendo has also announced that it plans to launch a new dual-screened, portable game
system, Nintendo Dual Screen (“NDS”), before the end of calendar 2004. We are currently developing titles for the
PSP and the NDS with the objective of having one or more titles at launch for each of these platforms. We are also
planning to develop titles for the next-generation console systems expected to be developed by Sony, Microsoft and
Nintendo  for  release  in  the  next  two  to  three  years.  Though  there  are  still  many  unknowns  relating  to  these  new 
platforms, our aim is to have a significant presence at the launch of each new platform while being careful not to move
away too quickly from the current generation platforms given their large and growing installed base.

Our publishing business involves the development, marketing and sale of products directly, by license or through our
affiliate label program with certain third-party publishers. In the United States, we primarily sell our products on a direct
basis to mass-market retailers, consumer electronics stores, discount warehouses and game specialty stores. We conduct
our international publishing activities through offices in the United Kingdom (“UK”), Germany, France, Italy, Australia,
Sweden,  Canada  and  Japan.  Our  products  are  sold  internationally  on  a  direct-to-retail  basis,  through  third-party 
distribution and licensing arrangements and through our wholly-owned European distribution subsidiaries. Our distribu-
tion business consists of operations located in the UK, the Netherlands and Germany that provide logistical and sales
services to third-party publishers of interactive entertainment software, our own publishing operations and manufacturers
of interactive entertainment hardware.

Our profitability is directly affected by the mix of revenues from our publishing and distribution businesses. Operating
margins realized from our publishing business are substantially higher than margins realized from our distribution business.
Operating margins in our publishing business are affected by our ability to release highly successful or “hit” titles. Though
many  of  these  titles  have  substantial  production  or  acquisition  costs  and  marketing  budgets,  once  a  title  recoups 
these  costs,  incremental  net  revenues  directly  and  positively  impact  our  operating  margin.  Operating  margins  in  our 
distribution business are affected by the mix of hardware and software sales, with software producing higher margins
than hardware.

Our Focus
With respect to future game development, we will continue to focus on our “big propositions,” products that are backed
by strong brands and high quality development, for which we will provide significant marketing support.

page 14

Activision, Inc. — 2004 Annual Report

A  number  of  our  fiscal  2005  “big  propositions”  will  include  well-established  brands,  which  are  backed  by  high 
profile  intellectual  property  and/or  highly  anticipated  motion  picture  releases.  Examples  of  these  brands  are  our 
superheroes and skateboarding brands. We have a long-term relationship with Marvel Enterprises through an exclusive
licensing agreement that expires in 2009. This agreement grants us the exclusive rights to develop and publish video
games  based  on  Marvel’s  comic  book  franchises  Spider-Man,  X-MEN,  Fantastic  Four  and  Iron  Man.  Through  our 
long-term relationship with Spider-Man Merchandising, LLP, we have completed the development of the video game
Spider-Man 2: The Movie, the sequel to the highly successful Spider-Man: The Movie, a key fiscal 2003 title release that
has continued to perform strongly into fiscal 2004. The video game release of Spider-Man 2: The Movie is scheduled 
to coincide with the “Spider-Man 2” theatrical release in June 2004. We also recently announced that through our
licensing agreement with Spider-Man Merchandising, LLP, we will be developing and publishing video games based on
Columbia Pictures/Marvel Enterprises, Inc.’s upcoming feature film “Spider-Man 3,” which is expected to be released in
May  2007.  In  addition,  we  have  an  exclusive  licensing  agreement  with  professional  skateboarder  Tony  Hawk  that 
continues until 2015. The agreement grants us exclusive rights to develop and publish video games using Tony Hawk’s
name and his likeness. Through fiscal 2004, we have released five successful titles in the Tony Hawk franchise with
cumulative  net  revenues  of  over  $800.0  million,  including  the  most  recent,  Tony  Hawk’s  Underground,  which  was
released in the third quarter of fiscal 2004. We will continue to promote our skateboarding franchise with the release
in fiscal 2005 of the sequel to the very successful Tony Hawk’s Underground.

We will also continue to develop new intellectual properties such as True Crime: Streets of L.A. and Call of Duty, which
were originally released in the third quarter of fiscal 2004. These highly successful titles were both ranked by third-party
sales tracking agencies as among the top-five selling games for the holiday season. We expect to develop a variety of
games  on  multiple  platforms  based  on  these  two  new  original  properties  and  hope  to  establish  them  as  a  source 
of recurring revenues. For example, in fiscal 2005, we are scheduled to release Call of Duty: Finest Hour which will be
released on multiple console platforms.

We  will  also  continue  to  evaluate  emerging  brands  that  we  believe  have  potential  to  become  successful  game 
franchises. For example, we have a multi-year, multi-property publishing agreement with DreamWorks SKG that grants
us the exclusive rights to publish video games based on DreamWorks SKG’s theatrical release “Shrek 2,” as well as
upcoming computer-animated films, “Shark Tale,” “Madagascar” and “Over the Hedge,” and their sequels. We also have
an exclusive licensing agreement to develop and publish video games for the best-selling children’s book series, Lemony
Snicket’s  A  Series  of  Unfortunate  Events,  which  is  being  developed  for  a  feature  film  by  Paramount  Pictures,
Nickelodeon Movies and DreamWorks SKG.

In addition to acquiring or creating high profile intellectual property, we have also continued our focus on establishing
and maintaining relationships with talented and experienced software development teams. We have strengthened our
internal development capabilities through the acquisition in prior fiscal years of a number of talented and experienced
development  companies.  Most  recently,  in  October  2003,  we  exercised  our  option  to  acquire  the  remaining  70% 
of  the  outstanding  capital  of  Infinity  Ward,  the  developer  of  our  PC  title,  Call of Duty.  We  had  acquired  the  initial 
30%  of  Infinity  Ward’s  outstanding  capital  stock  in  May  2002.  We  also  have  development  agreements  with  other 
top-level, third-party developers such as id Software, Valve Corporation, Spark Unlimited, Lionhead Studios and The
Creative Assembly.

We  are  utilizing  these  developer  relationships,  new  intellectual  property  acquisitions,  new  original  intellectual  property
creations and our existing library of intellectual property to further focus our game development on product lines that
will deliver significant, lasting and recurring revenues and operating profits.

page 15

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Critical Accounting Policies
We  have  identified  the  policies  below  as  critical  to  our  business  operations  and  the  understanding  of  our  financial
results. The impact and any associated risks related to these policies on our business operations is discussed throughout
Management’s Discussion and Analysis of Financial Condition and Results of Operations where such policies affect our
reported  and  expected  financial  results.  For  a  detailed  discussion  on  the  application  of  these  and  other  accounting 
policies, see Note 1 to the Notes to the Consolidated Financial Statements included elsewhere in this Annual Report.
The preparation of financial statements in conformity with generally accepted accounting principles requires manage-
ment 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.

Revenue  Recognition. We  recognize  revenue  from  the  sale  of  our  products  upon  the  transfer  of  title  and  risk  of  loss 
to our customers. Revenue from product sales is recognized after deducting the estimated allowance for returns and 
price  protection.  With  respect  to  license  agreements  that  provide  customers  the  right  to  make  multiple  copies  in
exchange for guaranteed amounts, revenue is recognized upon delivery of such copies. Per copy royalties on sales that
exceed the guarantee are recognized as earned. In addition, in order to recognize revenue for both product sales and
licensing transactions, persuasive evidence of an arrangement must exist and collection of the related receivable must
be probable. Revenue recognition also determines the timing of certain expenses, including cost of sales—intellectual
property licenses and cost of sales—software royalties and amortization.

Allowances  for  Returns,  Price  Protection,  Doubtful  Accounts  and  Inventory  Obsolescence. In  determining  the  appropriate 
unit  shipments  to  our  customers,  we  benchmark  our  titles  using  historical  and  industry  data.  We  closely  monitor  and 
analyze the historical performance of our various titles, the performance of products released by other publishers and
the anticipated timing of other releases in order to assess future demands of current and upcoming titles. Initial volumes
shipped upon title launch and subsequent reorders are evaluated to ensure that quantities are sufficient to meet the
demands from the retail markets but at the same time, are controlled to prevent excess inventory in the channel.

We may permit product returns from, or grant price protection to, our customers under certain conditions. In general,
price protection refers to the circumstances when we elect to decrease the wholesale price of a product by a certain
amount  and,  when  granted  and  applicable,  allows  customers  a  credit  against  amounts  owed  by  such  customers  to
Activision with respect to open and/or future invoices. The conditions our customers must meet to be granted the right
to return products or price protection are, among other things, compliance with applicable payment terms, delivery to us
of weekly inventory and sell-through reports, and consistent participation in the launches of our premium title releases.
We  may  also  consider  other  factors,  including  the  facilitation  of  slow-moving  inventory  and  other  market  factors.
Management  must  make  estimates  of  potential  future  product  returns  and  price  protection  related  to  current  period
product  revenue.  We  estimate  the  amount  of  future  returns  and  price  protection  for  current  period  product  revenue 
utilizing  historical  experience  and  information  regarding  inventory  levels  and  the  demand  and  acceptance  of  our 
products  by  the  end  consumer.  The  following  factors  are  used  to  estimate  the  amount  of  future  returns  and  price 
protection for a particular title: historical performance of titles in similar genres, historical performance of the hardware
platform, historical performance of the brand, console hardware lifecycle, Activision sales force and retail customer feed-
back, industry pricing, weeks of on-hand retail channel inventory, absolute quantity of on-hand retail channel inventory,
Activision  warehouse  on-hand  inventory  levels,  the  title’s  recent  sell-through  history  (if  available),  marketing  trade 
programs and competing titles. The relative importance of these factors varies among titles depending upon, among 

page 16

Activision, Inc. — 2004 Annual Report

other items, genre, platform, seasonality and sales strategy. Significant management judgments and estimates must be
made and used in connection with establishing the allowance for returns and price protection in any accounting period.
Historically,  total  actual  returns  and  price  protection  have  not  exceeded  our  allowance  estimates.  However,  actual
returns and price protection could vary materially from our allowance estimates due to a number of reasons including,
among others, a lack of consumer acceptance of a title, the release in the same period of a similarly themed title by a
competitor, or technological obsolescence due to the emergence of new hardware platforms. Material differences may
result  in  the  amount  and  timing  of  our  revenue  for  any  period  if  management  makes  different  judgments  or  utilizes 
different estimates in determining the allowances for returns and price protection.

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

We  value  inventory  at  the  lower  of  cost  or  market.  We  regularly  review  inventory  quantities  on  hand  and  in  the 
retail channel and record a provision for excess or obsolete inventory based on the future expected demand for our
products.  Significant  changes  in  demand  for  our  products  would  impact  management’s  estimates  in  establishing  our
inventory provision.

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.

We account for software development costs in accordance with Statement of Financial Accounting Standard (“SFAS”)
No.  86,  “Accounting  for  the  Costs  of  Computer  Software  to  Be  Sold,  Leased,  or  Otherwise  Marketed.”  Software
development costs are capitalized once technological feasibility of a product is established and such costs are deter-
mined to be recoverable. Technological feasibility of a product encompasses both technical design documentation and
game  design  documentation.  For  products  where  proven  technology  exists,  this  may  occur  early  in  the  development
cycle.  Technological  feasibility  is  evaluated  on  a  product-by-product  basis.  Prior  to  a  product’s  release,  we  expense, 
as  part  of  cost  of  sales—software  royalties  and  amortization,  capitalized  costs  when  we  believe  such  amounts  are 
not  recoverable.  Capitalized  costs  for  those  products  that  are  cancelled  or  abandoned  are  charged  to  product 
development expense in the period of cancellation. Amounts related to software development which are not capitalized
are charged immediately to product development expense. We evaluate the future recoverability of capitalized amounts
on a quarterly basis. The recoverability of capitalized software development costs is evaluated based on the expected
performance of the specific products for which the costs relate. Criteria used to evaluate expected product performance
include: historical performance of comparable products using comparable technology; orders for the product prior to 
its release; and estimated performance of a sequel product based on the performance of the product on which the
sequel is based.

Commencing upon product release, capitalized software development costs are amortized to cost of sales—software
royalties and amortization based on the ratio of current revenues to total projected revenues, generally resulting in an
amortization period of six months or less. For products that have been released in prior periods, we evaluate the future
recoverability of capitalized amounts on a quarterly basis. The primary evaluation criterion is actual title performance.

page 17

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Significant  management  judgments  and  estimates  are  utilized  in  the  assessment  of  when  technological  feasibility  is
established, as well as in the ongoing assessment of the recoverability of capitalized costs. In evaluating the recover-
ability  of  capitalized  costs,  the  assessment  of  expected  product  performance  utilizes  forecasted  sales  amounts  and 
estimates of additional development costs to be incurred. If revised forecasted or actual product sales are less than
and/or revised forecasted or actual costs are greater than the original forecasted amounts utilized in the initial recover-
ability analysis, the actual impairment charge may be larger than originally estimated in any given quarter.

Intellectual Property Licenses. Intellectual property license costs represent license fees paid to intellectual property rights
holders for use of their trademarks, copyrights, software, technology or other intellectual property or proprietary rights in
the development of our products. Depending upon the agreement with the rights holder, we may obtain the rights to
use acquired intellectual property in multiple products over multiple years, or alternatively, for a single product.

We evaluate the future recoverability of capitalized intellectual property licenses on a quarterly basis. The recoverability
of  capitalized  intellectual  property  license  costs  is  evaluated  based  on  the  expected  performance  of  the  specific 
products in which the licensed trademark or copyright is to be used. As many of our 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. Prior to the
related  product’s  release,  we  expense,  as  part  of  cost  of  sales—intellectual  property  licenses,  capitalized  intellectual
property  costs  when  we  believe  such  amounts  are  not  recoverable.  Capitalized  intellectual  property  costs  for  those
products that are cancelled or abandoned are charged to product development expense in the period of cancellation.
Criteria used to evaluate expected product performance include: historical performance of comparable products using
comparable  technology;  orders  for  the  product  prior  to  its  release;  and  estimated  performance  of  a  sequel  product
based on the performance of the product on which the sequel is based.

Commencing upon the related product’s release, capitalized intellectual property license costs are amortized to cost of
sales—intellectual property licenses based on the ratio of current revenues for the specific product to total projected
revenues for all products in which the licensed property will be utilized. As intellectual property license contracts may
extend for multiple years, the amortization of capitalized intellectual property license costs relating to such contracts may
extend beyond one year. For intellectual property included in products that have been released, we evaluate the future
recoverability of capitalized amounts on a quarterly basis. The primary evaluation criterion is actual title performance.

Significant management judgments and estimates are utilized in the assessment of 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 development costs to be incurred. If revised forecasted or actual product
sales are less than and/or revised forecasted or actual costs are greater than the original forecasted amounts utilized in
the  initial  recoverability  analysis,  the  actual  impairment  charge  may  be  larger  than  originally  estimated  in  any  given
quarter. Additionally, as noted above, as many of our 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. Material differences may result in the
amount and timing of charges for any period if management makes different judgments or utilizes different estimates in
evaluating these qualitative factors.

page 18

Activision, Inc. — 2004 Annual Report

Selected Consolidated Statements of Operations Data
The following table sets forth certain consolidated statements of operations data for the periods indicated as a per-
centage of consolidated net revenues and also breaks down net revenues by territory and platform, as well as operating
income by business segment:

(In thousands)
Year ended March 31,

Net revenues
Costs and expenses:

Cost of sales—product costs
Cost of sales—software royalties 

and amortization

Cost of sales—intellectual property 

licenses

Product development
Sales and marketing
General and administrative

Total costs and expenses

Income from operations
Investment income, net

Income before income tax provision

Income tax provision

Net income

Net Revenues by Territory:

United States
Europe
Other

2004

2003

2002

$947,656

100% $864,116

100% $786,434

100%

475,541

50

440,977

51

435,725

56

59,744

31,862
97,859
128,221
44,612

837,839

109,817
6,175

115,992
38,277

6

3
10
14
5

88

12
—

12
4

79,194

45,002
56,971
100,646
46,479

769,269

94,847
8,560

103,407
37,227

9

5
7
12
5

89

11
1

12
4

58,892

40,114
40,960
86,161
44,008

705,860

80,574
2,546

83,120
30,882

7

5
5
11
6

90

10
1

11
4

$ 77,715

8% $ 66,180

8% $ 52,238

7%

$446,812
479,224
21,620

47% $432,261
413,125
51
18,730
2

50% $404,905
368,799
48
12,730
2

51%
47
2

Total net revenues

$947,656

100% $864,116

100% $786,434

100%

Net Revenues by Segment/Platform Mix:

Publishing:
Console
Hand-held
PC

$508,418
24,945
132,369

76% $466,116
49,966
99,893

4
20

76% $312,986
119,177
117,345

8
16

57%
22
21

Total publishing net revenues

665,732

70

615,975

71

549,508

70

Distribution:
Console
Hand-held
PC

Total distribution net revenues

Total net revenues

Operating Income by Segment:

Publishing
Distribution

223,802
18,361
39,761

281,924

79
7
14

30

208,505
14,103
25,533

248,141

84
6
10

29

167,709
39,865
29,352

236,926

71
17
12

30

$947,656

100% $864,116

100% $786,434

100%

$ 93,223
16,594

10% $ 79,139
15,708

2

9% $ 68,675
11,899
2

9%
1

Total operating income

$109,817

12% $ 94,847

11% $ 80,574

10%

page 19

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Results of Operations—Fiscal Years Ended March 31, 2004 and 2003
Net income for the year ended March 31, 2004 was $77.7 million or $0.54 per diluted share, as compared to
$66.2 million or $0.43 per diluted share for the year ended March 31, 2003.

Net Revenues
We  primarily  derive  revenue  from  sales  of  packaged  interactive  software  games  designed  for  play  on  video  game 
consoles  (such  as  the  PS2,  Xbox  and  GameCube),  PCs  and  hand-held  game  devices  (such  as  the  GBA).  We 
also  derive  revenue  from  our  distribution  business  in  Europe  that  provides  logistical  and  sales  services  to  third-party 
publishers of interactive entertainment software, our own publishing operations and third-party manufacturers of inter-
active entertainment hardware.

The following table details our consolidated net revenues by business segment and our publishing net revenues by territory
for the years ended March 31, 2004 and 2003 (in thousands):

Year ended March 31,

Publishing Net Revenues

North America

Europe
Other

Total International

Total Publishing Net Revenues
Distribution Net Revenues

Consolidated Net Revenues

2004

2003

Increase/
(Decrease)

Percent
Change

$446,812

$432,261

$14,551

197,300
21,620

164,984
18,730

218,920

183,714

665,732
281,924

615,975
248,141

32,316
2,890

35,206

49,757
33,783

$947,656

$864,116

$83,540

3%

20%
15%

19%

8%
14%

10%

Consolidated  net  revenues  increased  10%  from  $864.1  million  for  the  year  ended  March  31,  2003  to  $947.7 
million  for  the  year  ended  March  31,  2004.  This  increase  was  generated  by  both  our  publishing  and  distribution 
businesses. The increase in consolidated net revenue was driven by the following:

• Strong  performance  of  our  fiscal  2004  third  quarter  releases  of  True  Crime:  Streets  of  L.A. and  Tony  Hawk’s
Underground for the PS2, Xbox and GameCube and Call of Duty for the PC. We continued to see strong sales
of these titles through March 2004. In addition, we had strong results from several other titles released during fis-
cal  2004  including  Return to Castle Wolfenstein, X2: Wolverine’s Revenge, Cabela’s Dangerous Hunts, Cabela’s Deer
Hunt 2004 Season, and in select European markets, Jedi Knight: Jedi Academy. We also had strong catalog sales
from  a  number  of  our  franchises,  including  Spider-Man.  Catalog  sales  are  sales  of  titles  released  prior  to  the 
current fiscal year.

• Publishing console net revenues increased by 9% from $466.1 million for the year ended March 31, 2003 to
$508.4  million  for  the  year  ended  March  31,  2004.  As  expected,  within  the  mix  of  specific  consoles,  net 
revenues from the sale of software for the prior generation console hardware systems, such as PS1, continued to
decline while the net revenues from the sale of software for the current generation of console hardware systems
continued to grow.

page 20

Activision, Inc. — 2004 Annual Report

• Net revenues were positively impacted from titles selling at higher average retail prices throughout fiscal 2004 as
compared to fiscal 2003. As a result of the strong performance of our key fiscal 2004 releases, we were able to
maintain the original price points for those titles for an extended period of time.

• International net revenues benefited from the strong year-over-year strengthening of the Euro (“EUR”) and Great
British Pound (“GBP”) in relation to the U.S. dollar. We estimate that foreign exchange rates increased reported
net revenue by approximately $52.1 million. Excluding the impact of changing foreign currency rates, our interna-
tional net revenue increased 4% year-over-year.

• The increase in publishing net revenues was offset by fewer titles released in fiscal 2004 as compared to 

fiscal 2003.

North America Publishing Net Revenue
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$446,812

47%

March 31,
2003

$432,261

% of
Consolidated
Net Revenue

50%

Increase/
(Decrease)

$14,551

Percent
Change

3%

Domestic publishing net revenues increased 3% from $432.3 million for the year ended March 31, 2003 to $446.8
million for the year ended March 31, 2004. The increase reflects the strong performance of our fiscal 2004 third
quarter releases of True Crime: Streets of L.A. and Tony Hawk’s Underground for the PS2, Xbox and GameCube and
Call of Duty for the PC. We continued to see strong sales of these titles through March 2004. The increase in net 
revenues was offset by fewer titles released in fiscal 2004 as compared to fiscal 2003.

International Publishing Net Revenue
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$218,920

23%

March 31,
2003

$183,714

% of
Consolidated
Net Revenue

21%

Increase/
(Decrease)

$35,206

Percent
Change

19%

International publishing net revenues increased by 19% from $183.7 million for the year ended March 31, 2003 to
$218.9 million for the year ended March 31, 2004. International publishing also saw strong results from our 2004
releases of True Crime: Streets of L.A. and Tony Hawk’s Underground for the PS2, Xbox and GameCube and Call of
Duty for the PC. We also had strong results from several other titles released during fiscal 2004 including Return to
Castle Wolfenstein, X2: Wolverine’s Revenge and Jedi Knight: Jedi Academy. In addition, we had strong catalog sales from a
number of our franchises, including Spider-Man. There also was a positive strengthening of the EUR and the GBP in
relation to the U.S. dollar of approximately $22.2 million. Excluding the impact of changing foreign currency rates, our
international publishing net revenue increased 7% year-over-year. The increase in net revenues was offset by fewer titles
released in fiscal 2004 as compared to fiscal 2003.

page 21

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Publishing Net Revenue by Product Line
Publishing net revenues increased 8% from $616.0 million for the year ended March 31, 2003 to $665.7 million 
for the year ended March 31, 2004. The following table details our publishing net revenues by platform and as a 
percentage of total publishing net revenues for the years ended March 31, 2004 and 2003 (in thousands):

Year Ended
March 31,
2004

% of

Year Ended
Publishing March 31,

Net Revenues

2003

% of
Publishing

Increase/
Net Revenues (Decrease)

Percent
Change

$132,369

20%

$ 99,893

16%

$ 32,476

33%

289,048
145,111

52,909
20,843
507

508,418

24,621
324

24,945

43%
22%

8%
3%
—%

76%

4%
—%

4%

260,307
75,329

74,694
52,722
3,064

466,116

44,060
5,906

49,966

42%
12%

12%
9%
1%

76%

7%
1%

8%

28,741
69,782

11%
93%

(21,785)
(31,879)
(2,557)

(29%)
(60%)
(83%)

42,302

9%

(19,439)
(5,582)

(44%)
(95%)

(25,021)

(50%)

$665,732

100%

$615,975

100%

$ 49,757

8%

Publishing Net Revenues

PC

Console

PlayStation 2
Microsoft Xbox
Nintendo 

GameCube

PlayStation
Other

Total Console

Hand-held

Game Boy Advance
Game Boy Color

Total Hand-held

Total Publishing 
Net Revenues

Personal Computer Net Revenue
% of
(In thousands)
Publishing
March 31,
Net Revenue
2004

$132,369

20%

March 31,
2003

$99,893

% of
Publishing
Net Revenue

16%

Increase/
(Decrease)

$32,476

Percent
Change

33%

Net revenue from sales of titles for the PC increased 33% from $99.9 million for the year ended March 31, 2003
to $132.4 million for the year ended March 31, 2004. Though the number of premium PC titles released in fiscal
2004 remained relatively consistent with fiscal 2003, certain of our fiscal 2004 releases, Call of Duty, Empires: Dawn
of the Modern World and, in select European markets, Jedi Knight: Jedi Academy, performed very well in both the domestic
and international markets. According to NPD Group, a third-party sales tracking agency, Call of Duty was the number
one selling PC title in North America during the quarter of its release, our third quarter of fiscal 2004. We expect 
fiscal 2005 PC publishing net revenues to increase as a percentage of total publishing net revenues over fiscal 2004
reflecting the release of more PC titles in fiscal 2005, including the highly anticipated Doom 3.

page 22

Activision, Inc. — 2004 Annual Report

PlayStation 2 Net Revenue
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

$289,048

43%

March 31,
2003

$260,307

% of
Publishing
Net Revenue

42%

Increase/
(Decrease)

$28,741

Percent
Change

11%

Net revenue from sales of titles for the PS2 increased 11% from $260.3 million for the year ended March 31, 2003
to $289.0 million for the year ended March 31, 2004. Though the number of new PS2 titles reduced in fiscal 2004
to 10 from 13 in fiscal 2003, we were able to increase our PS2 sales in both the domestic and international markets.
The increase is primarily due to strong worldwide sales of several of our PS2 titles including True Crime: Streets of L.A.,
Tony Hawk’s Underground, X2: Wolverine’s Revenge, Return to Castle Wolfenstein, Cabela’s Dangerous Hunts and  Cabela’s
Deer Hunt 2004 Season. We expect the growth of the installed base of PS2 hardware to be driven by the recent price
cut announced by Sony in May 2004.

Microsoft Xbox Net Revenue
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

$145,111

22%

March 31,
2003

$75,329

% of
Publishing
Net Revenue

12%

Increase/
(Decrease)

$69,782

Percent
Change

93%

Net revenue from sales of titles for the Xbox increased 93% from $75.3 million for the year ended March 31, 2003
to $145.1 million for the year ended March 31, 2004. Though the number of new Xbox titles remained relatively
consistent  from  fiscal  2003  to  fiscal  2004,  we  were  able  to  increase  our  Xbox  sales  in  both  the  domestic  and 
international  markets.  The  increase  is  primarily  due  to  strong  worldwide  sales  of  several  of  our  Xbox  titles  including 
True Crime: Streets of L.A., Tony Hawk’s Underground, Return to Castle Wolfenstein, Soldier of Fortune 2, X2: Wolverine’s
Revenge, Tenchu: Return from Darkness and, in select European markets, Jedi Knight: Jedi Academy. The increase was also
due to an increased installed base of the Xbox. We expect the growth of the installed base of Xbox hardware to be
driven by the recent price cut announced by Microsoft in March 2004.

Nintendo GameCube Net Revenue
% of
(In thousands)
Publishing
March 31,
Net Revenue
2004

$52,909

8%

March 31,
2003

$74,694

% of
Publishing
Net Revenue

12%

Increase/
(Decrease)

$(21,785)

Percent
Change

(29%)

Net revenue from sales of titles for the Nintendo GameCube decreased 29% from $74.7 million for the year ended
March 31, 2003 to $52.9 million for the year ended March 31, 2004. The decrease is primarily due to a reduction
in the number of GameCube new title releases from 9 in fiscal 2003 to 5 in fiscal 2004. The titles that were released
for GameCube performed strongly, including Tony Hawk’s Underground and True Crime: Streets of L.A. We expect the
installed base of GameCube hardware to continue to grow at its current low price point.

page 23

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

PlayStation Net Revenue
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

$20,843

3%

March 31,
2003

$52,722

% of
Publishing
Net Revenue

9%

Increase/
(Decrease)

$(31,879)

Percent
Change

(60%)

Net revenue from sales of titles for the Sony PlayStation console system (“PS1”) for the year ended March 31, 2004
decreased 60% from the prior fiscal year, from $52.7 million to $20.8 million. The decrease was expected due to the
market transition away from the prior generation of hardware platforms, such as PS1, to the current generation console
systems. We expect sales of PS1 products to continue to decline in fiscal 2005.

Game Boy Advance Net Revenue
% of
(In thousands)
Publishing
March 31,
Net Revenue
2004

$24,621

4%

March 31,
2003

$44,060

% of
Publishing
Net Revenue

7%

Increase/
(Decrease)

$(19,439)

Percent
Change

(44%)

Net revenue from sales of titles for the GBA for the year ended March 31, 2004 decreased 44% from the prior 
fiscal  year,  from  $44.1  million  to  $24.6  million.  This  is  due  to  a  decrease  in  the  number  of  GBA  games  released 
year-over-year.  In  fiscal  2003,  we  released  11  GBA  titles,  whereas  in  fiscal  2004  we  released  4  GBA  titles.  We
expect  the  hand-held  installed  base  to  grow  with  the  release  of  the  NDS  and  PSP  which  are  expected  to  launch 
in  late  calendar  year  2004  and  early  calendar  year  2005,  respectively.  In  addition,  in  fiscal  2005,  as  the  GBA 
hardware approaches the peak of its life cycle, we expect to increase our focus on developing GBA games for mass-
market consumers.

The  platform  mix  of  our  future  publishing  net  revenues  will  likely  be  impacted  by  a  number  of  factors,  including  the 
ability of hardware manufacturers to continue to increase their installed hardware base, the introduction of new hard-
ware platforms, as well as the timing of key product releases from our product release schedule. We expect that net 
revenues from console titles will continue to represent the largest component of our publishing net revenues with PS2
having the largest percentage of that business due to its larger installed hardware base. We expect net revenues from
hand-held titles to remain the smallest component of our publishing net revenues. However, if the PSP and/or the NDS
hand-held devices are introduced in fiscal 2005, we may see an increase in our hand-held business in comparison to
prior periods. Our net revenues from PC titles will be primarily driven by our product release schedule.

A significant portion of our revenues and profits are derived from a relatively small number of popular titles and brands
each year as revenues and profits are significantly affected by our ability to release highly successful or “hit” titles. For
example,  for  the  year  ended  March  31,  2004,  28%  of  our  consolidated  net  revenues  and  40%  of  worldwide 
publishing  net  revenues  were  derived  from  net  revenues  from  our  Tony  Hawk’s  Underground and  True  Crime:  Streets 
of L.A. titles. Though many of these titles have substantial production or acquisition costs and marketing budgets, once
a  title  recoups  these  costs,  incremental  net  revenues  directly  and  positively  impact  operating  profits  resulting  in  a 
disproportionate amount of operating income being derived from these select titles. We expect that a limited number of
titles and brands will continue to produce a disproportionately large amount of our net revenues and profits.

page 24

Activision, Inc. — 2004 Annual Report

Two factors that could affect future publishing and distribution net revenue performance are console hardware pricing
and software pricing. As console hardware moves through its life cycle, hardware manufacturers typically enact price
reductions. Reductions in the price of console hardware typically result in an increase in the installed base of hardware
owned by consumers. Price cuts on Xbox and PS2 hardware were announced in March and May 2004, respectively.
Historically, we have also seen that lower console hardware prices put downward pressure on software pricing. While
we expect console software launch pricing for most genres to hold at $49.99 through the calendar 2004 holidays,
we believe we could see additional software price declines thereafter.

Distribution Net Revenue
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$281,924

30%

March 31,
2003

$248,141

% of
Consolidated
Net Revenue

29%

Increase/
(Decrease)

$33,783

Percent
Change

14%

Distribution net revenues for the year ended March 31, 2004 increased 14% from the prior fiscal year, from $248.1
million to $281.9 million. The increase was primarily due to the positive impact of the year-over-year strengthening of
the EUR and the GBP in relation to the U.S. dollar. Excluding the impact of the changing foreign currency rates, our
distribution net revenue was in line with our prior fiscal year, with a slight increase of 2% year-over-year. The mix of 
distribution net revenues between hardware and software sales varied year-over-year with approximately 28% 
hardware in the year ended March 31, 2004 as compared to 38% hardware in the prior fiscal year. This is mainly
attributed to an increase in business with large, mass-market customers that generate a higher percentage of sales from
software. In both fiscal years, hardware sales were principally comprised of sales of console hardware. The mix of future
distribution net revenues will be driven by a number of factors including the occurrence of further hardware price reduc-
tions instituted by hardware manufacturers, the introduction of new hardware platforms and our ability to establish and
maintain distribution agreements with hardware manufacturers and third-party software publishers. We are expecting our
fiscal 2005 distribution results to be in line with fiscal 2004.

Costs and Expenses

Cost of Sales—Product Costs
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$475,541

50%

March 31,
2003

$440,977

% of
Consolidated
Net Revenue

51%

Increase/
(Decrease)

$34,564

Percent
Change

8%

Cost of sales—product costs represented 50% and 51% of consolidated net revenues for the years ended March 31,
2004 and 2003, respectively. In absolute dollars, cost of sales—product costs increased due to higher sales volume in
fiscal 2004 as compared to fiscal 2003. There were two primary factors that affected cost of sales—product costs as
a percentage of consolidated net revenues:

• The product mix of our publishing business for the year ended March 31, 2004 reflects a lower proportion of net
revenues from titles for hand-held devices, as compared to the year ended March 31, 2003. Titles for hand-held
devices generally have the highest manufacturing per unit cost of all platforms.

• Due to the lower manufacturing costs for PC titles, we were able to benefit from the strong sales of Call of Duty

for the year ended March 31, 2004.

page 25

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

We expect cost of sales—product costs as a percentage of net revenue to decrease primarily due to a lower percent-
age of revenue generated from our distribution business in fiscal 2005, which is a lower margin business. We may also
receive a benefit from changes in product mix in fiscal 2005 due to an increase in PC publishing net revenues as a
percentage of total publishing net revenues and the focus on “big proposition” titles, for which we could benefit from 
volume discounts.

Cost of Sales—Software Royalties and Amortization
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

March 31,
2003

% of
Publishing
Net Revenue

$59,744

9%

$79,194

13%

Increase/
(Decrease)

$(19,450)

Percent
Change

(25%)

Cost of sales—software royalties and amortization for the year ended March 31, 2004 decreased as a percentage
of  publishing  net  revenues  from  the  prior  fiscal  year,  from  13%  to  9%.  In  absolute  dollars,  cost  of  sales—software 
royalties and amortization for the year ended March 31, 2004 also decreased from the prior fiscal year, from $79.2
million  to  $59.7  million.  The  decrease  in  absolute  dollars  reflects  that  there  were  approximately  fifteen  major  titles
released in fiscal 2004 as compared to over twenty in fiscal 2003. The decrease in the percentage reflects the strong
performance of our internally developed key fiscal 2004 third quarter releases.

Cost of Sales—Intellectual Property Licenses
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

$31,862

5%

March 31,
2003

$45,002

% of
Publishing
Net Revenue

7%

Increase/
(Decrease)

$(13,140)

Percent
Change

(29%)

Cost of sales—intellectual property licenses for the year ended March 31, 2004 decreased in absolute dollars and as
a percentage of publishing net revenues over the same period last year, from 7% to 5%. The decreases reflect the fact
that two of our top performing titles in fiscal 2004, True Crime: Streets of L.A. and Call of Duty, were based on our
wholly-owned original intellectual property. Additionally, during fiscal 2003, we recorded an approximate $7.0 million
charge related to an assessment of the recoverability of certain of our investments in long-term licensing agreements. 
We expect cost of sales—intellectual property licenses to increase in fiscal 2005 as compared to fiscal 2004, as we
expect to have more titles releasing with licensed intellectual property.

Product Development
(In thousands)
March 31,
2004

% of
Publishing
Net Revenue

$97,859

15%

March 31,
2003

$56,971

% of
Publishing
Net Revenue

9%

Increase/
(Decrease)

$40,888

Percent
Change

72%

Product  development  expenses  for  the  year  ended  March  31,  2004  increased  as  a  percentage  of  publishing  net 
revenues from the prior fiscal year, from 9% to 15%. In absolute dollars, product development expenses for the year
ended March 31, 2004 also increased from the prior fiscal year, from $57.0 million to $97.9 million. The increase in
product development as a percentage of publishing net revenues and in absolute dollars resulted from:

page 26

Activision, Inc. — 2004 Annual Report

• A $21 million game cancellation charge recorded in the fiscal 2004 third quarter. We executed a realignment 
of  our  product  portfolio  driven  by  the  evolution  of  the  video  game  market,  which  is  increasingly  dominated  by 
high quality products that are based on recognizable franchises and supported with big marketing programs. We
completed  a  comprehensive  review  of  our  product  portfolio  in  which  we  evaluated  each  product  based  on  a 
number of criteria, including: the strength of the franchise, the projected product quality, the potential responsive-
ness of the product to aggressive marketing support and the financial risk in the event of product failure. As a
result  of  this  review,  we  believe  that  we  have  an  extensive  slate  of  high  potential  properties  in  development.
However,  we  found  that  certain  projects  had  a  lower  likelihood  of  achieving  acceptable  levels  of  operating 
performance and that continued pursuit of these projects would create a substantial opportunity cost as it related
to our slate of high potential projects. Accordingly, in the three months ended December 31, 2003, we cancelled
the development of ten products that we believed were unlikely to produce an acceptable level of return on our
investment. In connection with the cancellation of these products, we recorded a pre-tax charge of approximately
$21 million.

• Our increased emphasis on product quality and the lengthening of product development schedules. To maintain
the competitiveness of our products and to take advantage of increasingly sophisticated technology associated
with new hardware platforms, we have increased the amount of time spent play-testing new products, conducted
more extensive product quality evaluations and lengthened product development schedules to allow time to make
the  improvements  indicated  by  our  testing  and  evaluations.  We  are  focused  on  improved  game  quality,  and  in
many cases, this has resulted in an increase in product development costs.

• The increase in absolute dollars is also due to an increase in studio employee incentive compensation as a result

of the strong performances of key fiscal 2004 title releases.

Sales and Marketing
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$128,221

14%

March 31,
2003

$100,646

% of
Consolidated
Net Revenue

12%

Increase/
(Decrease)

$27,575

Percent
Change

27%

Sales and marketing expenses of $128.2 million and $100.6 million represented 14% and 12% of consolidated net
revenues for the years ended March 31, 2004 and 2003, respectively. The increase in sales and marketing expense
dollars  and  as  a  percentage  of  net  revenues  for  the  year  ended  March  31,  2004  from  the  prior  fiscal  year  was 
primarily  generated  by  our  publishing  business  as  a  result  of  significant  marketing  programs,  including  television  and 
in-theatre ad campaigns and in-store promotions, run in support of our three key fiscal 2004 third quarter title releases,
Tony Hawk’s Underground, and our two new original properties, True Crime: Streets of L.A. and Call of Duty. We expect
to continue to provide significant marketing support for our future “big proposition” titles. Accordingly, we expect fiscal
2005 sales and marketing costs to exceed fiscal 2004 spending levels.

General and Administrative
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$44,612

5%

March 31,
2003

$46,479

% of
Consolidated
Net Revenue

5%

Increase/
(Decrease)

$(1,867)

Percent
Change

(4%)

page 27

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

General and administrative expenses for the year ended March 31, 2004 decreased $1.9 million over the same
period  last  year,  from  $46.5  million  to  $44.6  million.  As  a  percentage  of  consolidated  net  revenues,  general  and
administrative expenses remained constant at 5%. The decrease in absolute dollars was primarily due to:

• Lower bad debt expense of approximately $3.9 million.
• The incurrence in the first quarter of fiscal 2003 of $1.0 million of merger related expenses by our publishing

business.

• An approximate $2.0 million charge incurred in fiscal 2003 by our distribution business for the relocation of our

UK distribution facility.

Partially offset by:

• A $5.2 million year-over-year increase in general and administrative employee related costs in both our publishing

and distribution businesses.

Operating Income

(In thousands)

Publishing
Distribution

Consolidated

% of

March 31,
2004

Segment March 31,
Net Revs

2003

$ 93,223
16,594

$109,817

14%
6

12%

$79,139
15,708

$94,847

% of
Segment
Net Revs

13%
6

11%

Increase/
(Decrease)

Percent
Change

$14,084
886

$14,970

18%
6

16%

Publishing operating income for the year ended March 31, 2004 increased $14.1 million from the same period last
year,  from  $79.1  million  to  $93.2  million.  International  publishing  operating  income  for  the  year  ended  March  31,
2004 benefited from the positive impact of the year-over-year strengthening of the EUR and the GBP in relation to
the  U.S.  dollar.  Excluding  the  impact  of  changes  in  foreign  currency  rates,  publishing  operating  income  for  the  year
ended March 31, 2004 increased approximately $7.8 million from the same period last year. This increase is prima-
rily due to:

• Strong performance in both the domestic and international markets of our fiscal 2004 third quarter title releases.

Partially offset by:

• Increased sales and marketing spending.
• The product development charge recorded in the fiscal 2004 third quarter in connection with the cancellation of

ten products.

Distribution operating income for the year ended March 31, 2004 increased slightly over the same period last year,
from $15.7 million to $16.6 million. Distribution operating income for the year ended March 31, 2004 benefited from
the positive impact of the year-over-year strengthening of the EUR and the GBP in relation to the U.S. dollar. Excluding
the impact of changes in foreign currency rates, distribution operating income for the year ended March 31, 2004 was
down slightly by approximately $0.9 million from the same period last year. This decrease is primarily due to an increase
in general and administrative employee related costs.

Investment Income, Net
(In thousands)
March 31,
2004

% of
Consolidated
Net Revenue

$6,175

—%

March 31,
2003

$8,560

% of
Consolidated
Net Revenue

1%

Increase/
(Decrease)

$(2,385)

Percent
Change

(28%)

page 28

Activision, Inc. — 2004 Annual Report

Investment income, net for the year ended March 31, 2004 was $6.2 million as compared to $8.6 million for the year
ended March 31, 2003. The decrease was primarily due to interest rate reductions and the utilization of excess cash
to enter into structured stock repurchase transactions and to purchase treasury stock during the year ended March 31,
2004. Premiums earned on structured stock repurchase transactions are recorded in additional paid-in capital.

Provision for Income Taxes
(In thousands)
March 31,
2004

% of
Pre-Tax
Income

$38,277

33%

March 31,
2003

$37,227

% of
Pre-Tax
Income

36%

Increase/
(Decrease)

$1,050

Percent
Change

3%

The income tax provision of $38.3 million for the year ended March 31, 2004 reflects our effective income tax rate
of 33%. The significant items that generated the variance between our effective rate and our statutory rate of 35%
were  research  and  development  tax  credits  and  the  impact  of  foreign  tax  rate  differentials,  partially  offset  by  an
increase in our deferred tax asset valuation allowance and state taxes. The realization of deferred tax assets depends
primarily on the generation of future taxable income. We believe that it is more likely than not that we will generate 
taxable income sufficient to realize the benefit of net deferred tax assets recognized.

Results of Operations—Fiscal Years Ended March 31, 2003 and 2002
Net income for the year ended March 31, 2003 was $66.2 million or $0.43 per diluted share, as compared to
$52.2 million or $0.39 per diluted share for the year ended March 31, 2002.

Net Revenues
Net revenues for the year ended March 31, 2003 increased 10% from the prior fiscal year, from $786.4 million to
$864.1 million. This increase was generated by our publishing business and, to a lesser degree, our distribution business.

The following table details our consolidated net revenues by business segment and our publishing net revenues by terri-
tory for the years ended March 31, 2003 and 2002 (in thousands):

Year ended March 31,

Publishing Net Revenues

North America
Europe
Other

Total International

Total Publishing Net Revenues
Distribution Net Revenues

Consolidated Net Revenues

2003

2002

Increase/
(Decrease)

Percent
Change

$432,261

$404,905

$27,356

164,984
18,730

131,873
12,730

183,714

144,603

615,975
248,141

549,508
236,926

33,111
6,000

39,111

66,467
11,215

$864,116

$786,434

$77,682

7%

25%
47%

27%

12%
5%

10%

page 29

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Publishing net revenues for the year ended March 31, 2003 increased 12% from the prior fiscal year, from $549.5
million to $616.0 million. The following table details our publishing net revenues by platform as a percentage of total
publishing net revenues for the years ended March 31, 2003 and 2002 (in thousands):

Year Ended
March 31,
2003

% of

Year Ended
Publishing March 31,

Net Revenues

2002

% of
Publishing

Increase/
Net Revenues (Decrease)

Percent
Change

$ 99,893

16%

$117,345

21%

$ (17,452)

(15%)

260,307
75,329

74,694
52,722
3,064

466,116

44,060
5,906

49,966

42%
12%

12%
9%
1%

76%

7%
1%

8%

110,120
32,921

16,773
113,655
39,517

312,986

79,168
40,009

119,177

20%
6%

3%
21%
7%

57%

15%
7%

22%

150,187
42,408

136%
129%

57,921
(60,933)
(36,453)

345%
(54%)
(92%)

153,130

49%

(35,108)
(34,103)

(44%)
(85%)

(69,211)

(58%)

$615,975

100%

$549,508

100%

$ 66,467

12%

Publishing Net Revenues

PC

Console

PlayStation 2
Microsoft Xbox
Nintendo 

GameCube

PlayStation
Other

Total Console

Hand-held

Game Boy Advance
Game Boy Color

Total Hand-held

Total Publishing 
Net Revenues

There  were  several  factors  that  affected  the  fiscal  2003  net  revenue  performance  of  our  publishing  business.  First, 
positively impacting our performance, was an improvement in console sales. Our publishing console net revenues for the
year ended March 31, 2003 increased 49% from the prior fiscal year, from $313.0 million to $466.1 million. Fiscal
2003  publishing  console  net  revenues  reflect  the  simultaneous  cross-platform,  multi-national  releases  of  Spider-Man: 
The  Movie in  the  first  quarter  and  Tony  Hawk’s  Pro  Skater  4 in  the  third  quarter.  In  addition,  publishing  console  net 
revenue performance was also driven by the following releases: Tenchu: Wrath of Heaven, Street Hoops and Cabela’s Big
Game Hunter for PS2. Second, publishing hand-held net revenues for the year ended March 31, 2003 decreased by
58% from the prior fiscal year, from $119.2 million to $50.0 million. This decrease reflects the fact that the GBA
hardware was launched in June 2001. Our GBA software sales for the year ended March 31, 2002 benefited from
the related hardware launch. We also released fewer titles for the hand-held platforms in fiscal 2003—11 titles, in
comparison to 19 titles in fiscal 2002. Additionally, the average retail price of titles for hand-held devices was lower in
fiscal 2003 than in fiscal 2002. Third, PC net revenues for the year ended March 31, 2003 decreased 15% from
the prior fiscal year, from $117.3 million to $99.9 million. Though the number of PC titles released in fiscal 2003 was
relatively consistent with fiscal 2002, during fiscal 2002, we released Return to Castle Wolfenstein for the PC, which
was one of our top performing titles of fiscal 2002. PC net revenues for the year ended March 31, 2002 reflect that
title’s worldwide strong performance. Lastly, net revenues from our international publishing business for the year ended
March  31,  2003  benefited  by  approximately  $14.1  million  from  a  year-over-year  strengthening  of 
the EUR and the GBP in relation to the U.S. dollar. Excluding the impact of foreign currency fluctuations, our domes-
tic publishing business and our international publishing business experienced similar year-over-year improvements for the
reasons detailed above.

page 30

Activision, Inc. — 2004 Annual Report

A significant portion of our revenues and profits are derived from a relatively small number of popular titles and brands
each year as revenues and profits are significantly affected by our ability to release highly successful or “hit” titles. For
example,  for  the  year  ended  March  31,  2003,  30%  of  our  consolidated  net  revenues  and  43%  of  worldwide 
publishing net revenues were derived from net revenues from our Spider-Man: The Movie and Tony Hawk’s Pro Skater 4
titles. Though many of these titles have substantial production or acquisition costs and marketing budgets, once a title
recoups these costs, incremental net revenues directly and positively impacts operating profits resulting in a dispropor-
tionate amount of operating income being derived from these select titles. We expect that a limited number of titles and
brands will continue to produce a disproportionately large amount of our net revenues and profits.

Distribution net revenues for the year ended March 31, 2003 increased 5% from the prior fiscal year, from $236.9
million  to  $248.1  million.  The  increase  was  due  to  the  positive  impact  of  the  year-over-year  strengthening  of  the 
EUR and the GBP in relation to the U.S. dollar. Distribution console net revenues for the year ended March 31, 2003
also benefited from the international hardware launches of Xbox and GameCube in March 2002 and May 2002,
respectively. It additionally benefited from the price reduction on PS2 hardware that was effective September 2001,
as this resulted in both an increase in sales of PS2 hardware, as well as an increase in sales of PS2 software due to
the corresponding larger installed hardware base. This increase was partially offset by declines in distribution hand-held
and PC net revenues for the reasons detailed in the discussion of publishing net revenues. The mix of distribution net 
revenues  between  hardware  and  software  sales  remained  relatively  constant  year-over-year  at  approximately  38%
hardware and 62% software.

Domestic net revenues increased 7% from $404.9 million for the year ended March 31, 2002 to $432.3 million 
for  the  year  ended  March  31,  2003  for  the  reasons  detailed  above  in  the  discussion  of  our  publishing  business 
net revenues. International net revenues increased by 13% from $381.5 million for the year ended March 31, 2002
to  $431.9  million  for  the  year  ended  March  31,  2003  for  the  reasons  detailed  above  in  the  discussion  of  our 
publishing business, as well as the result of the year-over-year strengthening of the EUR and the GBP in relation to the
U.S. dollar.

Costs and Expenses

Cost of Sales—Product Costs
(In thousands)
March 31,
2003

% of
Consolidated
Net Revenue

$440,977

51%

March 31,
2002

$435,725

% of
Consolidated
Net Revenue

56%

Increase/
(Decrease)

$5,252

Percent
Change

1%

Cost of sales—product costs represented 51% and 56% of consolidated net revenues for the years ended March 31,
2003  and  2002,  respectively.  There  were  two  primary  factors  that  affected  cost  of  sales—product  costs  as  a 
percentage of consolidated net revenues. First, the product mix of our publishing business for the year ended March 31,
2003 reflects a lower proportion of net revenues from titles for hand-held devices, as compared to the year ended
March 31, 2002. Titles for hand-held devices generally have the highest manufacturing per unit cost of all platforms.
Second, our manufacturing costs for console titles for the year ended March 31, 2003 benefited from the economies
of scale due to the high volume of Spider-Man: The Movie units manufactured.

Cost of Sales—Software Royalties and Amortization
(In thousands)
March 31,
2003

% of
Publishing
Net Revenue

March 31,
2002

% of
Publishing
Net Revenue

$79,194

13%

$58,892

11%

Increase/
(Decrease)

$20,302

Percent
Change

34%

page 31

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Cost of sales—software royalties and amortization for the year ended March 31, 2003 increased as a percentage 
of publishing net revenues from the prior fiscal year, from 11% to 13%. In absolute dollars, cost of sales—software 
royalties and amortization for the year ended March 31, 2003 also increased from the prior fiscal year, from $58.9
million to $79.2 million. The increases reflect the change in the product mix of our publishing business. Though titles 
for  hand-held  devices  generally  have  the  highest  per  unit  manufacturing  cost  of  all  platforms,  they  have  the  lowest 
product  development  cost  structure.  In  the  year  ended  March  31,  2002  in  which  titles  for  hand-held  devices
accounted for a higher proportion of publishing net revenues, the related cost of sales—software royalties and amorti-
zation  was  correspondingly  low.  This  is  in  comparison  to  the  year  ended  March  31,  2003  in  which  console  titles
accounted for a higher proportion of publishing net revenues. Console titles such as PS2, Xbox and GameCube have
high product development cost structures, and the release of titles on these platforms will result in a correspondingly 
high  cost  of  sales—software  royalties  and  amortization.  In  addition,  we  recorded  during  the  fourth  quarter  of  fiscal
2003  approximately  $8.0  million  related  to  an  assessment  of  the  recoverability  of  capitalized  development  costs 
pertaining to certain products.

Cost of Sales—Intellectual Property Licenses
(In thousands)
March 31,
2003

% of
Publishing
Net Revenue

$45,002

7%

March 31,
2002

$40,114

% of
Publishing
Net Revenue

7%

Increase/
(Decrease)

$4,888

Percent
Change

12%

Cost of sales—intellectual property licenses for the year ended March 31, 2003 remained constant as a percentage
of  publishing  net  revenues  with  the  prior  fiscal  year  at  7%.  In  absolute  dollars,  cost  of  sales—intellectual  property
licenses for the year ended March 31, 2003 increased from the prior fiscal year, from $40.1 million to $45.0 million.
During the fourth quarter of fiscal 2003, we recorded an approximate $7.0 million related to an assessment of the
recoverability of certain of our investments in long-term licensing agreements. We recorded additional costs relating to
common stock warrants issued in connection with those licensing agreements. The impact of these costs was partially
offset  by  the  fact  that  one  of  our  top  performing  titles  released  in  fiscal  2002  had  a  higher  intellectual  property 
royalty rate structure than the majority of the top performing titles released in fiscal 2003.

Product Development
(In thousands)
March 31,
2003

% of
Publishing
Net Revenue

$56,971

9%

March 31,
2002

$40,960

% of
Publishing
Net Revenue

7%

Increase/
(Decrease)

$16,011

Percent
Change

39%

Product  development  expenses  for  the  year  ended  March  31,  2003  increased  as  a  percentage  of  publishing  net 
revenues  from  the  prior  fiscal  year,  from  7%  to  9%.  In  absolute  dollars,  product  development  expense  for  the  year
ended March 31, 2003 also increased from the prior fiscal year, from $41.0 million to $57.0 million. These increases
reflect the change in the product mix of titles in development—more console and less hand-held—during fiscal 2003.
The cost to develop titles for current console systems, such as PS2, Xbox and GameCube, is higher than the cost to
develop titles for the legacy console systems and hand-held devices. Additionally, we had more titles in development
during  fiscal  2003  than  fiscal  2002.  Lastly,  in  the  fourth  quarter  of  fiscal  2003,  we  decided  to  eliminate  certain
smaller and non-core projects from our future development plan. The cost relating to the cancellation of those titles was
approximately $2.6 million.

page 32

Activision, Inc. — 2004 Annual Report

Sales and Marketing
(In thousands)
March 31,
2003

% of
Consolidated
Net Revenue

$100,646

12%

March 31,
2002

$86,161

% of
Consolidated
Net Revenue

11%

Increase/
(Decrease)

$14,485

Percent
Change

17%

Sales and marketing expenses of $100.6 million and $86.2 million represented 12% and 11% of consolidated net
revenues for the years ended March 31, 2003 and 2002, respectively. The increase in sales and marketing expense
dollars for the year ended March 31, 2003 from the prior fiscal year was the result of increased costs in both our 
publishing and distribution businesses. The increase in sales and marketing expense dollars in our publishing business was
the  result  of  a  significant  marketing  program  in  support  of  the  simultaneous  cross-platform,  multinational  release  of
Spider-Man: The Movie during  the  first  quarter  of  fiscal  2003,  as  well  as  increased  TV  and  print  ads  in  support  of 
second, third and fourth quarter releases such as Street Hoops, Tony Hawk’s Pro Skater 4 and Tenchu: Wrath of Heaven.
Additionally, in the year ended March 31, 2003, we provided sponsorship for select action sports tours/tournaments in
support of our Activision action sports brands. The increase in sales and marketing expense dollars in our distribution
business was due to an increasing percentage of our distribution business being generated from large national accounts.
Such large national accounts generally result in increased sales costs.

General and Administrative
(In thousands)
March 31,
2003

% of
Consolidated
Net Revenue

$46,479

5%

March 31,
2002

$44,008

% of
Consolidated
Net Revenue

6%

Increase/
(Decrease)

$2,471

Percent
Change

6%

General and administrative expenses for the year ended March 31, 2003 increased $2.5 million from the prior fiscal
year, from $44.0 million to $46.5 million. As a percentage of consolidated net revenues, general and administrative
expenses remained relatively constant year-over-year at approximately 5% to 6% as a result of our continued focus on
building operating efficiencies and controlling costs. The increase in absolute dollars was primarily due to the incurrence
in  the  first  quarter  of  fiscal  2003  of  an  approximate  $2.0  million  charge  for  the  relocation  of  our  UK  distribution 
facility due to the increased growth of our UK distribution and UK publishing businesses.

Operating Income

(In thousands)

Publishing
Distribution

Consolidated

March 31,
2003

$79,139
15,708

$94,847

% of
Segment
Net Revenues

13%
6

11%

March 31,
2002

$68,675
11,899

$80,574

% of
Segment
Net Revenues

12%
5

10%

Increase/
(Decrease)

Percent
Change

$10,464
3,809

$14,273

15%
32

18%

Operating income for the year ended March 31, 2003 was $94.8 million, compared to $80.6 million in the prior 
fiscal year. The increase reflects improvements in both our publishing and distribution businesses. Publishing operating
income improvement reflects, as previously discussed, the benefits generated by the release of hit titles, the decrease in
cost of sales—product costs due to changes in product mix and our continued focus on building operating efficiencies
and controlling costs. Distribution operating income improvement includes the distribution of a very successful third-party
publisher’s title in several countries and reductions in headcount related expenses.

page 33

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Investment Income, Net
(In thousands)
March 31,
2003

% of
Consolidated
Net Revenue

$8,560

1%

March 31,
2002

$2,546

% of
Consolidated
Net Revenue

1%

Increase/
(Decrease)

$6,014

Percent
Change

236%

Investment income, net for the year ended March 31, 2003 was $8.6 million as compared to $2.5 million for the 
year ended March 31, 2002. The increase is primarily due to higher average cash and short-term investment balances
during fiscal 2003, partially offset by lower market rates.

Provision for Income Taxes
(In thousands)
March 31,
2003

% of
Pre-Tax
Income

$37,227

36%

March 31,
2002

$30,882

% of
Pre-Tax
Income

37%

Increase/
(Decrease)

$6,345

Percent
Change

21%

The  income  tax  provision  of  $37.2  million  for  the  year  ended  March  31,  2003  reflects  our  effective  income  tax 
rate of 36%. The significant items that generated the variance between our effective rate and our statutory rate of
35% were state taxes and an increase in our deferred tax asset valuation allowance, partially offset by research and
development tax credits and the impact of foreign tax rate differentials. The realization of deferred tax assets depends
primarily on the generation of future taxable income. We believe that it is more likely than not that we will generate 
taxable income sufficient to realize the benefit of net deferred tax assets recognized.

Quarterly Operating Results
Our quarterly operating results have in the past varied significantly and will likely vary significantly in the future, depend-
ing on numerous factors, several of which are not under our control. For a detailed description of these factors see our
Form 10-K filed with the Securities and Exchange Commission. Our business also has experienced and is expected to
continue to experience significant seasonality, largely due to consumer buying patterns and our product release sched-
ule focusing on those patterns. Net revenues typically are significantly higher during the fourth calendar quarter, prima-
rily due to the increased demand for consumer software during the year-end holiday buying season. Accordingly, we
believe that period-to-period comparisons of our operating results are not necessarily meaningful and should not be
relied upon as indications of future performance.

The following table is a comparative breakdown of our quarterly results for the immediately preceding eight quarters
(amounts in thousands, except per share data):

Restated(1)

Quarter ended

Net revenues
Operating income (loss)
Net income (loss)
Basic earnings (loss) 

per share

Diluted earnings (loss) 

per share

March 31, Dec. 31,
2003(2)

2004

Sept. 30,
2003

June 30, March 31, Dec. 31,
2003(2)

2002

2003

Sept. 30,
2002

June 30,
2002

$162,897 $508,511 $117,523
(16,933)
116,961
(10,093)
76,981

4,643
6,664

$158,725 $125,001
(14,444)
(7,957)

5,146
4,163

$378,685 $169,172 $191,258
31,196
20,704

66,761
44,347

11,334
9,086

0.05

0.04

0.58

(0.08)

0.03

(0.06)

0.53

(0.08)

0.03

(0.06)

0.30

0.28

0.06

0.06

0.15

0.14

(1) Consolidated financial information has been restated for the effect of our three-for-two stock split effected in the form of a 50% stock dividend to shareholders of

record as of February 23, 2004, paid March 15, 2004.

(2) See Note 5, “Software Development Costs and Intellectual Property Licenses” of the Notes to the Consolidated Financial Statements included elsewhere in 

this Annual Report.

page 34

Liquidity and Capital Resources

Sources of Liquidity
(In thousands)
As of and for the year ended March 31,

Cash and cash equivalents
Short-term investments

Percentage of total assets
Cash flows provided by operating activities
Cash flows used in investing activities
Cash flows provided by financing activities

Activision, Inc. — 2004 Annual Report

2004

2003

$466,552
121,097

$ 285,554
121,400

Increase/
(Decrease)

$180,998
(303)

$587,649

$ 406,954

$180,695

61%

58%

$ 67,403
(15,169)
117,569

$ 90,975
(155,101)
64,090

$ (23,572)
139,932
53,479

As of March 31, 2004, our primary source of liquidity is comprised of $466.6 million of cash and cash equivalents
and $121.1 million of short-term investments. Over the last three years, our primary sources of liquidity have included
cash on hand at the beginning of the year and cash flows generated from continuing operations. We have also gener-
ated significant cash flows from the issuance of our common stock to employees through the exercise of options and to
the  public  through  an  underwritten  public  offering  in  fiscal  2003,  as  well  as  from  the  utilization  of  structured  stock
repurchase transactions, which are described in more detail below in “Cash Flows from Financing Activities.” In recent
years,  we  have  not  utilized  debt  financing  as  a  significant  source  of  cash  flows.  However,  we  do  have  available  at 
certain of our international locations, credit facilities, which are described below in “Credit Facilities,” that can be utilized
if needed.

In August 2003, we filed with the Securities and Exchange Commission two amended shelf registration statements,
including the base prospectuses therein. The first shelf registration statement, on Form S-3, allows us, at any time, to
offer any combination of securities described in the base prospectus in one or more offerings with an aggregate initial
offering price of up to $500.0 million. Unless we state otherwise in the applicable prospectus supplement, we expect
to use the net proceeds from the sale of the securities for general corporate purposes, including capital expenditures,
working capital, repayment or reduction of long-term and short-term debt and the financing of acquisitions and other
business combinations. We may invest funds that we do not immediately require in marketable securities.

The second shelf registration statement, on Form S-4, allows us, at any time, to offer any combination of securities
described in the base prospectus in one or more offerings with an aggregate initial offering price of up to
$250.0 million in connection with our acquisition of the assets, business or securities of other companies whether by
purchase, merger, or any other form of business combination.

We believe that we have sufficient working capital ($675.8 million at March 31, 2004), as well as proceeds avail-
able from our international credit facilities, to finance our operational requirements for at least the next twelve months,
including purchases of inventory and equipment, the funding of the development, production, marketing and sale of new
products and the acquisition of intellectual property rights for future products from third parties.

Cash Flows from Operating Activities
In  recent  years,  the  primary  drivers  of  cash  flows  from  operating  activities  typically  have  included  the  collection  of 
customer receivables generated by the sale of our products, offset by payments to vendors for the manufacture, distri-
bution and marketing of our products, third-party developers and intellectual property holders and our own employees.
A significant operating use of our cash relates to our continued investment in software development and intellectual
property licenses. We spent approximately $115.2 million and $151.6 million in the years ended March 31, 2004
and 2003, respectively, in connection with the acquisition of publishing or distribution rights for products being devel-
oped by third parties, the execution of new license agreements granting us long-term rights to intellectual property of

page 35

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

third parties, as well as the capitalization of product development costs relating to internally developed products. We
expect that we will continue to make significant expenditures relating to our investment in software development and
intellectual  property  licenses.  Our  future  cash  commitments  relating  to  these  investments  are  detailed  below  in
“Commitments.” Cash flows from operations are affected by our ability to release highly successful or “hit” titles. Though
many of these titles have substantial production or acquisition costs and marketing budgets, once a title recoups these
costs, incremental net revenues typically will directly and positively impact cash flows.

The  principal  components  comprising  cash  flows  from  operating  activities  for  the  year  ended  March  31,  2004 
included favorable operating results and increases in accounts payable, partially offset by increases in accounts receiv-
able and our continued investment in software development and intellectual property licenses. See an analysis of the
change in key balance sheet accounts below in “Key Balance Sheet Accounts.” We expect that a primary source of
future liquidity, both short-term and long-term, will be the result of cash flows from continuing operations.

Cash Flows from Investing Activities
In  recent  years,  the  primary  drivers  of  cash  used  in  investing  activities  typically  have  included  capital  expenditures, 
acquisitions of privately held interactive software development companies and the net effect of purchases and
sales/maturities  of  short-term  investment  vehicles.  The  goal  of  our  short-term  investments  is  to  maximize  return  while 
minimizing  risk,  maintaining  liquidity,  coordinating  with  anticipated  working  capital  needs  and  providing  for  prudent
investment diversification.

For  the  year  ended  March  31,  2004,  cash  flows  used  in  investing  activities  were  primarily  the  result  of  capital 
expenditures and the utilization of approximately $3.5 million of cash to acquire the privately held interactive software
development  company,  Infinity  Ward.  We  have  historically  financed  our  acquisitions  through  the  issuance  of  shares 
of  common  stock  or  a  combination  of  common  stock  and  cash.  We  will  continue  to  evaluate  potential  acquisition 
candidates as to the benefit they bring to us.

Cash Flows from Financing Activities
In recent years, the primary drivers of cash provided by financing activities have related to transactions involving our
common  stock,  including  the  issuance  of  shares  of  common  stock  to  employees  and  the  public,  the  purchase  of 
treasury shares, as well as the use of structured stock repurchase transactions. In recent years, we have not utilized debt
financing as a significant source of cash flows. However, we do have available at certain of our international locations,
credit facilities, which are described below in “Credit Facilities,” that can be utilized if needed.

The cash provided by financing activities for the year ended March 31, 2004 primarily is the result of the maturity 
of  structured  stock  repurchase  transactions,  partially  offset  by  cash  used  to  purchase  treasury  stock  and  enter  into 
additional structured stock repurchase transactions. During fiscal 2003, our Board of Directors authorized a buyback
program under which we can repurchase up to $350.0 million of our common stock. Under the program, shares may
be purchased as determined by management and within certain guidelines, from time to time, in the open market or in
privately negotiated transactions, including privately negotiated structured stock repurchase transactions and through
transactions in the options markets. Depending on market conditions and other factors, these purchases may be com-
menced or suspended at any time or from time to time without prior notice. In the past, we have entered into structured
stock repurchase transactions that were settled in cash or stock based on the market price of our common stock on the
date  of  the  settlement.  Upon  settlement,  we  either  had  our  capital  investment  returned  with  a  premium  or  received
shares of our common stock, depending, respectively, on whether the market price of our common stock was above or
below  a  pre-determined  price  agreed  in  connection  with  each  such  transaction.  As  of  March  31,  2004,  we  had
approximately $226.2 million available for utilization under the buyback program and no outstanding structured stock
repurchase transactions. We actively manage our capital structure and balance sheet as a component of our overall 

page 36

Activision, Inc. — 2004 Annual Report

business strategy. Accordingly, in the future, when we determine that market conditions are appropriate, we may seek to
achieve long-term value for the shareholders through, among other things, new debt or equity financings or refinancings,
share repurchases and other transactions involving our equity or debt securities.

Key Balance Sheet Accounts
Accounts Receivable
(Amounts in thousands)

Gross accounts receivable
Net accounts receivable

March 31, March 31,

2004

2003

Increase/
(Decrease)

$109,605
62,577

$73,178
15,822

$36,427
46,755

The increase in gross accounts receivable was primarily the result of:

• Higher sales in the fourth quarter of fiscal 2004 over the prior year quarter due to the continued strong sales of
our key third quarter fiscal 2004 releases, True Crime: Streets of L.A., Tony Hawk’s Underground and Call of Duty,
and an increase in the number of titles released in the fourth quarter of fiscal 2004 (Tenchu: Return from Darkness
on Xbox and Pitfall: The Lost Expedition and MTX: Mototrax on multiple platforms) over the prior year quarter
(Tenchu: Wrath of Heaven on PS2).

• A significant increase in business of our UK distribution facility with large, mass-market customers. Large, mass-

market customers typically have longer trading terms than smaller, independent accounts.

Reserves  for  returns,  price  protection  and  bad  debt  decreased  from  $57.4  million  at  March  31,  2003  to  $47.0 
million at March 31, 2004, primarily due to the strong sell through to end consumers of our key third quarter fiscal
2004 releases.

Inventories
(Amounts in thousands)

Inventories

March 31, March 31,

2004

2003

Increase/
(Decrease)

$26,427

$19,577

$6,850

The increase in inventories was driven by our distribution business, primarily the result of:
• Higher PS2 hardware on hand at March 31, 2004 at our UK distribution facility.

Software Development and Intellectual Property Licenses
(Amounts in thousands)

March 31, March 31,

2004

2003

Increase/
(Decrease)

Software development and intellectual property licenses

$135,201

$107,921

$27,280

The increase in software development and intellectual property licenses was primarily the result of:

• Continued investment in software development and intellectual property licenses. We spent approximately $115.2
million in the year ended March 31, 2004 in connection with the acquisition of publishing or distribution rights for
products being developed by third parties, the execution of new license agreements granting us long-term rights to
intellectual property of third parties, as well as the capitalization of product development costs relating to internally
developed products.

Offset by:

• $87.9 million of amortization and write-offs of capitalized software development costs and intellectual prop-

erty licenses.

page 37

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Accounts Payable
(Amounts in thousands)

Accounts payable

March 31, March 31,

2004

2003

Increase/
(Decrease)

$72,874

$45,602

$27,272

The increase in accounts payable was primarily the result of:

• Increased inventory purchases by our publishing business as a result of the increased sales in the fourth quarter 
of  fiscal  2004  over  the  prior  year  quarter  due  to  the  continued  strong  sales  of  our  key  third  quarter  fiscal 
2004  releases,  True Crime: Streets of L.A., Tony Hawk’s Underground and  Call of Duty, and  an  increase  in  the 
number of titles released in the fourth quarter of fiscal 2004 (Tenchu: Return from Darkness on Xbox and Pitfall: 
The Lost Expedition and MTX: Mototrax on multiple platforms) over the prior year quarter (Tenchu: Wrath of Heaven
on PS2).

Accrued Expenses
(Amounts in thousands)

Accrued expenses

March 31, March 31,

2004

2003

Increase/
(Decrease)

$63,205

$58,656

$4,549

The increase in accrued expenses was primarily driven by:

• Marketing support for our key title releases.
• Increased foreign income taxes payable.
• Increased annual bonuses as a result of company performance.

Partially offset by:

• A $7.5 million accrual at March 31, 2003 for the settlement of treasury stock purchases.

Credit Facilities
We have revolving credit facilities with our Centresoft subsidiary located in the UK (the “UK Facility”) and our NBG
subsidiary located in Germany (the “German Facility”). The UK Facility provided Centresoft with the ability to borrow
up to GBP 8.0 million ($14.6 million), including issuing letters of credit, on a revolving basis as of March 31, 2004.
Furthermore, under the UK Facility, Centresoft provided a GBP 0.3 million ($0.5 million) guarantee for the benefit of
our CD Contact subsidiary as of March 31, 2004. The UK Facility bore interest at LIBOR plus 2.0% as of March
31, 2004, is collateralized by substantially all of the assets of the subsidiary and expires in November 2004. The UK
Facility  also  contains  various  covenants  that  require  the  subsidiary  to  maintain  specified  financial  ratios  related  to,
among others, fixed charges. As of March 31, 2004, we were in compliance with these covenants. No borrowings
were outstanding against the UK Facility as of March 31, 2004. The German Facility provided for revolving loans 
up  to  EUR  0.5  million  ($0.6  million)  as  of  March  31,  2004,  bore  interest  at  a  Eurocurrency  rate  plus  2.5%,  is 
collateralized by certain of the subsidiary’s property and equipment and has no expiration date. No borrowings were
outstanding against the German Facility as of March 31, 2004.

Commitments
In  the  normal  course  of  business,  we  enter  into  contractual  arrangements  with  third  parties  for  the  development  of 
products,  as  well  as  for  the  rights  to  intellectual  property.  Under  these  agreements,  we  commit  to  provide  specified 
payments to a developer or intellectual property holder, based upon contractual arrangements. Typically, the payments
to third-party developers are conditioned upon the achievement by the developers of contractually specified develop-
ment  milestones.  These  payments  to  third-party  developers  and  intellectual  property  holders  typically  are  deemed  to 
be advances and are recoupable against future royalties earned by the developer or intellectual property holder based
on  the  sale  of  the  related  game.  Additionally,  in  connection  with  certain  intellectual  property  right  acquisitions  and 
development  agreements,  we  will  commit  to  spend  specified  amounts  for  marketing  support  for  the  related  game(s) 
which is to be developed or in which the intellectual property will be utilized. Assuming all contractual provisions are met, 

page 38

Activision, Inc. — 2004 Annual Report

the total future minimum commitments for these and other contractual arrangements in place as of March 31, 2004
are scheduled to be paid as follows (amounts in thousands):

Fiscal year ending March 31,

2005
2006
2007
2008
2009
Thereafter

Total

Contractual Obligations

Facility
Leases

Developer
and IP

$ 8,936
7,520
6,870
4,033
2,993
16,222

$62,529
17,328
4,545
1,895
3,020
—

Marketing

Total

$39,919
11,500
15,000
—
—
—

$111,384
36,348
26,415
5,928
6,013
16,222

$46,574

$89,317

$66,419

$202,310

The  developer  and  intellectual  property  commitments  above  exclude  approximately  $9.3  million  of  commitments 
originally  scheduled  to  be  paid  between  fiscal  2004  through  fiscal  2007  relating  to  an  intellectual  property  rights
agreement with a third party. Effective June 30, 2003, we terminated the agreement and filed a breach of contract
suit against the third party.

Financial Disclosure
We maintain internal controls over financial reporting, which generally include those controls relating to the preparation
of our financial statements in conformity with accounting principles generally accepted in the United States of America.
We also are focused on our “disclosure controls and procedures,” which, as defined by the Securities and Exchange
Commission, are generally those controls and procedures designed to ensure that financial and non-financial information
required to be disclosed in our reports filed with the Securities and Exchange Commission is reported within the time
periods specified in the Securities and Exchange Commission’s rules and forms, and that such information is communi-
cated to management, including our chief executive officer and our chief financial officer, as appropriate, to allow timely
decisions regarding required disclosure.

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

page 39

Activision, Inc. — 2004 Annual Report

Management’s Discussion and Analysis of Financial Condition 
and Results of Operations

Inflation
Our management currently believes that inflation has not had a material impact on continuing operations.

Quantitative and Qualitative Disclosures about Market Risk
Market risk is the potential loss arising from fluctuations in market rates and prices. Our market risk exposures primarily
include fluctuations in interest rates, foreign currency exchange rates and market prices. Our market risk sensitive instru-
ments are classified as “other than trading.” Our views on market risk are not necessarily indicative of actual results that
may occur and do not represent the maximum possible gains and losses that may occur, since actual gains and losses
will differ from those estimated, based upon actual fluctuations in interest rates, foreign currency exchange rates and
market prices and the timing of transactions.

Interest Rate Risk
Our exposure to market rate risk for changes in interest rates relates primarily to our investment portfolio. We do not use
derivative financial instruments in our investment portfolio. We manage our interest rate risk by maintaining an investment
portfolio consisting primarily of debt instruments with high credit quality and relatively short average maturities. We also
manage our interest rate risk by maintaining sufficient cash and cash equivalent balances such that we are typically
able  to  hold  our  investments  to  maturity.  As  of  March  31,  2004,  our  cash  equivalents  and  short-term  investments
included debt securities of $426.2 million.

The following table presents the amounts and related weighted average interest rates of our investment portfolio as of
March 31, 2004 (amounts in thousands):

Cash equivalents:
Fixed rate
Variable rate

Short-term investments:

Fixed rate

Average
Interest Rate

Amortized
Cost

Fair
Value

1.12%
0.95

$305,132
60,006

$305,132
60,006

1.81%

$121,000

$121,097

Our short-term investments generally mature between three months and two years.

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, particularly GBP and EUR. The volatility of GBP and EUR (and all
other applicable currencies) will be monitored frequently throughout the coming year. When appropriate, we enter into
hedging transactions in order to mitigate our risk from foreign currency fluctuations. We will continue to use hedging
programs  in  the  future  and  may  use  currency  forward  contracts,  currency  options  and/or  other  derivative  financial
instruments commonly utilized to reduce financial market risks if it is determined that such hedging activities are appro-
priate to reduce risk. We do not hold or purchase any foreign currency contracts for trading purposes. As of March 31,
2004, we had no outstanding hedging contracts.

Market Price Risk
With regard to the structured stock repurchase transactions described in Note 16 in the Notes to the Consolidated
Financial Statements, at those times when we have structured stock repurchase transactions outstanding, it is possible
that at settlement we could take delivery of shares at an effective repurchase price higher than the then market price.
As of March 31, 2004, we had no structured stock repurchase transactions outstanding.

page 40

Activision, Inc. — 2004 Annual Report

Report of Independent Registered Public Accounting Firm

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

In our opinion, the accompanying consolidated financial statements present fairly, in all material respects, the financial
position of Activision, Inc. and its subsidiaries at March 31, 2004 and 2003, and the results of their operations and
their cash flows for each of the three years in the period ended March 31, 2004 in conformity with accounting prin-
ciples  generally  accepted  in  the  United  States  of  America.  These  financial  statements  are  the  responsibility  of  the
Company’s management. Our responsibility is to express an opinion on these financial statements based on our audits.
We conducted our audits of these statements in accordance with the standards of the Public Company Accounting
Oversight Board (United States). Those standards require that we plan and perform the audit to obtain reasonable
assurance about whether the financial statements are free of material misstatement. An audit includes examining, on a
test basis, evidence supporting the amounts and disclosures in the financial statements, assessing the accounting princi-
ples used and significant estimates made by management, and evaluating the overall financial statement presentation.
We believe that our audits provide a reasonable basis for our opinion.

Los Angeles, California
June 8, 2004

page 41

Activision, Inc. — 2004 Annual Report

Consolidated Balance Sheets

(In thousands, except share data)
March 31,

Assets

Current assets:

Cash and cash equivalents
Short-term investments
Accounts receivable, net of allowances of $47,028 and 

$57,356 at March 31, 2004 and 2003, respectively

Inventories
Software development
Intellectual property licenses
Deferred income taxes
Other current assets

Total current assets

Software development
Intellectual property licenses
Property and equipment, net
Deferred income taxes
Other assets
Goodwill

Total assets

Liabilities and Shareholders’ Equity

Current liabilities:

Current portion of long-term debt
Accounts payable
Accrued expenses

Total current liabilities

Long-term debt, less current portion

Total liabilities

Commitments and contingencies (Note 14)
Shareholders’ equity:

Preferred stock, $.000001 par value, 3,750,000 shares authorized, 

no shares issued at March 31, 2004 and 2003

Series A Junior Preferred stock, $.000001 par value, 1,250,000 shares 

authorized, no shares issued at March 31, 2004 and 2003

Common stock, $.000001 par value, 225,000,000 and 125,000,000 
shares authorized, 166,876,567 and 161,059,091 shares issued and 
137,331,242 and 135,126,368 shares outstanding at March 31, 
2004 and 2003, respectively

Additional paid-in capital
Retained earnings
Less: Treasury stock, at cost, 29,545,325 and 25,932,723 shares as of 

March 31, 2004 and 2003, respectively
Accumulated other comprehensive income (loss)

Total shareholders’ equity

Total liabilities and shareholders’ equity

The accompanying notes are an integral part of these consolidated financial statements.

page 42

2004

2003

$ 466,552
121,097

$ 285,554
121,400

62,577
26,427
58,320
32,115
26,127
18,660

811,875
28,386
16,380
25,539
9,064
1,080
76,493

15,822
19,577
26,791
8,906
38,290
10,565

526,905
35,281
36,943
22,265
10,322
5,081
68,019

$ 968,817

$ 704,816

$

— $

72,874
63,205

136,079
—

147
45,602
58,656

104,405
2,671

136,079

107,076

—

—

—

—

—
758,626
208,279

—
592,295
130,564

(144,128)
9,961

(121,685)
(3,434)

832,738

597,740

$ 968,817

$ 704,816

Consolidated Statements of Operations

(In thousands, except per share data)
For the years ended March 31,

Net revenues
Costs and expenses:

Cost of sales—product costs
Cost of sales—software royalties and amortization
Cost of sales—intellectual property licenses
Product development
Sales and marketing
General and administrative

Total costs and expenses

Income from operations
Investment income, net

Income before income tax provision

Income tax provision

Net income

Basic earnings per share

Weighted average common shares outstanding

Diluted earnings per share

Activision, Inc. — 2004 Annual Report

2004

2003

2002

$947,656

$864,116

$786,434

475,541
59,744
31,862
97,859
128,221
44,612

440,977
79,194
45,002
56,971
100,646
46,479

435,725
58,892
40,114
40,960
86,161
44,008

837,839

769,269

705,860

109,817
6,175

115,992
38,277

94,847
8,560

103,407
37,227

80,574
2,546

83,120
30,882

$ 77,715

$ 66,180

$ 52,238

$

0.58

133,249

$

0.54

$

$

0.46

144,359

0.43

$

$

0.46

113,966

0.39

Weighted average common shares outstanding—assuming dilution

144,893

155,483

133,775

The accompanying notes are an integral part of these consolidated financial statements.

page 43

Activision, Inc. — 2004 Annual Report

Activision, Inc. — 2004 Annual Report

Consolidated Statements of Changes in Shareholders’ Equity

(In thousands)
For the years ended March 31, 2004, 2003 and 2002

Balance, March 31, 2001
Components of comprehensive income:

Net income for the year
Foreign currency translation adjustment

Total comprehensive income

Issuance of common stock pursuant to warrants and common stock warrants
Issuance of common stock and common stock options to employees
Tax benefit attributable to employee stock options and common stock warrants
Issuance of common stock pursuant to conversion of convertible subordinated notes
Issuance of common stock to effect business combinations
Purchase of treasury shares

Balance, March 31, 2002
Components of comprehensive income:

Net income for the year
Unrealized appreciation on short-term investments
Foreign currency translation adjustment

Total comprehensive income

Issuance of common stock pursuant to underwritten public offering
Issuance of common stock to employees
Issuance of common stock pursuant to warrants and common stock warrants
Tax benefit attributable to employee stock options and common stock warrants
Purchase of structured stock repurchase transactions
Issuance of common stock to effect business combinations
Purchase of treasury shares

Balance, March 31, 2003
Components of comprehensive income:

Net income for the year
Unrealized depreciation on short-term investments
Foreign currency translation adjustment

Total comprehensive income

Issuance of common stock to employees
Issuance of common stock pursuant to warrants and common stock warrants
Tax benefit attributable to employee stock options and common stock warrants
Structured stock repurchase transactions
Settlement of structured stock repurchase transactions
Issuance of common stock to effect business combinations
Purchase of treasury shares

Common Stock

Shares

101,813

Amount

$—

—
—

2,332
19,740
—
10,716
2,726
—

137,327

—
—
—

16,875
5,999
69
—
—
790
—

161,060

—
—
—

5,140
419
—
—
—
258
—

—
—

—
—
—
—
—
—

—

—
—
—

—
—
—
—
—
—
—

—

—
—
—

—
—
—
—
—
—
—

Additional
Paid-In
Capital

$ 200,786

—
—

1,044
63,053
48,513
58,651
25,481
—

Retained
Earnings

$ 12,146

52,238
—

—
—
—
—
—
—

Treasury Stock

Shares

Amount

Accumulated
Other
Comprehensive
Income (Loss)

Shareholders’
Equity

(9,734)

$ (20,249)

$(11,377)

$ 181,306

—
—

—
—
—
—
—
(6)

—
—

—
—
—
—
—
(74)

—
(121)

—
—
—
—
—
—

52,238
(121)

52,117

1,044
63,053
48,513
58,651
25,481
(74)

397,528

64,384

(9,740)

(20,323)

(11,498)

430,091

—
—
—

66,180
—
—

247,291
20,547
2,184
23,884
(110,000)
10,861
—

—
—
—
—
—
—
—

592,295

130,564

—
—
—

77,715
—
—

25,730
1,038
12,417
(52,621)
176,521
3,246
—

—
—
—
—
—
—
—

—
—
—

—
—
—
—
—
—
(16,192)

(25,932)

—
—
—

—
—
—
—
(1,716)
—
(1,898)

—
—
—

—
—
—
—
—
—
(101,362)

(121,685)

—
—
—

—
—
—
—
(10,000)
—
(12,443)

—
134
7,930

—
—
—
—
—
—
—

(3,434)

—
(37)
13,432

—
—
—
—
—
—
—

66,180
134
7,930

74,244

247,291
20,547
2,184
23,884
(110,000)
10,861
(101,362)

597,740

77,715
(37)
13,432

91,110

25,730
1,038
12,417
(52,621)
166,521
3,246
(12,443)

Balance, March 31, 2004

166,877

$—

$ 758,626

$208,279

(29,546)

$(144,128)

$ 9,961

$ 832,738

The accompanying notes are an integral part of these consolidated financial statements.

page 44

page 45

Activision, Inc. — 2004 Annual Report

Consolidated Statements of Cash Flows

(In thousands)
For the years ended March 31,

Cash flows from operating activities:

Net income
Adjustments to reconcile net income to net cash provided by 

operating activities:

Deferred income taxes
Depreciation and amortization
Amortization and write-offs of capitalized software 

development costs and intellectual property licenses

Tax benefit of stock options and warrants exercised
Change in operating assets and liabilities (net of effects 

of acquisitions):

Accounts receivable
Inventories
Software development and intellectual property licenses
Other assets
Accounts payable
Accrued expenses and other liabilities

Net cash provided by operating activities

Cash flows from investing activities:

Cash used in business acquisitions (net of cash acquired)
Capital expenditures
Purchase of short-term investments
Proceeds from sales and maturities of short-term investments
Other

Net cash used in investing activities

Cash flows from financing activities:

Proceeds from issuance of common stock to employees
Proceeds from issuance of common stock pursuant to warrants
Payment on term loan
Notes payable, net
Redemption of convertible subordinated notes
Proceeds from issuance of common stock pursuant to underwritten 

public offering, net of offering costs

Purchase of structured stock repurchase transactions
Settlement of structured stock repurchase transactions
Purchase of treasury stock

Net cash provided by financing activities

Effect of exchange rate changes on cash

Net increase in cash and cash equivalents
Cash and cash equivalents at beginning of period

Cash and cash equivalents at end of period

The accompanying notes are an integral part of these consolidated financial statements.

page 46

2004

2003

2002

$ 77,715

$ 66,180

$ 52,238

15,147
10,774

87,922
12,417

3,355
11,880

(23,352)
7,350

100,415
23,884

62,456
48,513

(42,497)
(6,850)
(115,202)
(5,232)
23,005
10,204

61,922
1,159
(151,594)
1,836
(19,072)
(8,990)

(2,010)
23,152
(76,993)
(1,753)
3,357
18,834

67,403

90,975

111,792

(3,480)
(11,976)
(195,587)
195,874
—

(21,199)
(11,877)
(408,175)
287,145
(995)

(15,169)

(155,101)

26,483
—
—
(2,818)
—

20,547
—
—
(720)
—

—
(52,621)
166,521
(19,996)

248,072
(110,000)
—
(93,809)

—
(9,150)
—
—
449

(8,701)

59,836
1,044
(8,550)
(1,792)
(62)

—
—
—
(74)

117,569

64,090

50,402

11,195

180,998
285,554

6,583

6,547
279,007

(36)

153,457
125,550

$ 466,552

$ 285,554

$279,007

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

1. Summary of Significant Accounting Policies

Business
Activision, Inc. (“Activision” or “we”) is a leading international publisher of interactive entertainment software products.
We  have  built  a  company  with  a  diverse  portfolio  of  products  that  spans  a  wide  range  of  categories  and  target 
markets and that is used on a variety of game hardware platforms and operating systems. We have created, licensed
and acquired a group of highly recognizable brands, which we market to a variety of consumer demographics.

Our  products  cover  game  categories  such  as  action/adventure,  action  sports,  racing,  role-playing,  simulation,  first-
person action and strategy. Our target customer base ranges from game enthusiasts and children to mass-market con-
sumers and “value” buyers. We currently offer our products primarily in versions that operate on the Sony PlayStation 2
(“PS2”), Nintendo GameCube (“GameCube”) and Microsoft Xbox (“Xbox”) console systems, Nintendo Game Boy
Advance  (“GBA”)  hand-held  device  and  the  personal  computer  (“PC”).  In  prior  years,  we  have  also  offered  our 
products on the Sony PlayStation (“PS1”) and Nintendo 64 (“N64”) console systems and Nintendo Game Boy Color
(“GBC”) hand-held device. In addition, Sony announced that it would be entering the hand-held hardware market with
the introduction of its hand-held gaming device, PlayStation Portable (“PSP”). Nintendo also announced that it plans to
launch a new dual-screened, portable game system Nintendo Dual Screen (“NDS”). We are currently developing titles
for the PSP and NDS. We are also planning to develop titles for the next-generation console systems expected to be
developed by Sony, Microsoft and Nintendo for release in the next two to three years.

Our publishing business involves the development, marketing and sale of products directly, by license or through our
affiliate label program with certain third-party publishers. Our distribution business consists of operations in Europe that
provide logistical and sales services to third-party publishers of interactive entertainment software, our own publishing
operations and manufacturers of interactive entertainment hardware.

We  maintain  operations  in  the  United  States,  Canada,  the  United  Kingdom  (“UK”),  Germany,  France,  Italy,  Japan,
Australia, Sweden and the Netherlands. In fiscal year 2004, international operations contributed approximately 53%
of net revenues.

Principles of Consolidation
The consolidated financial statements include the accounts of Activision, Inc., a Delaware corporation, and its wholly-
owned subsidiaries. All intercompany accounts and transactions have been eliminated in consolidation.

Cash, Cash Equivalents and Short-term Investments
Cash and cash equivalents include cash, money markets and short-term investments with original maturities of not more
than 90 days.

Short-term investments generally mature between three months and two years. Investments with maturities beyond one
year may be classified as short-term based on their liquid nature and because such securities represent the investment
of cash that is available for current operations. All of our short-term investments are classified as available-for-sale and
are carried at fair market value with unrealized appreciation (depreciation) reported as a component of accumulated
other comprehensive income (loss) in shareholders’ equity. The specific identification method is used to determine the
cost of securities disposed with realized gains and losses reflected in investment income, net.

Concentration of Credit Risk
Financial instruments which potentially subject us to concentration of credit risk consist principally of temporary cash
investments  and  accounts  receivable.  We  place  our  temporary  cash  investments  with  financial  institutions.  At  various
times during the fiscal years ended March 31, 2004 and 2003, we had deposits in excess of the Federal Deposit
Insurance Corporation (“FDIC”) limit at these financial institutions.

page 47

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

Our customer base includes retail outlets and distributors, including mass-market retailers, consumer electronics stores,
discount  warehouses  and  game  specialty  stores  in  the  United  States  and  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. As of and for the years ended March 31, 2004, 2003 and 2002, we
had  one  customer  that  accounted  for  20%,  16%  and  14%,  respectively,  of  consolidated  net  revenues  and  39%,
46%  and  22%,  respectively,  of  consolidated  accounts  receivable,  net.  This  customer  was  the  same  customer  in  all 
periods and was a customer of both our publishing and distribution businesses.

Financial Instruments
The estimated fair values of financial instruments have been determined using available market information and valua-
tion methodologies described below. However, considerable judgment is required in interpreting market data to develop
the estimates of fair value. Accordingly, the estimates presented herein may not be indicative of the amounts that we
could realize in a current market exchange. The use of different market assumptions or valuation methodologies may
have a material effect on the estimated fair value amounts.

The  carrying  amounts  of  cash  and  cash  equivalents,  accounts  receivable,  accounts  payable  and  accrued  expenses
approximate fair value due to their short-term nature. Short-term investments are carried at fair value with fair values
being estimated based on quoted market prices.

We account for derivative instruments in accordance with Statement of Financial Accounting Standard (“SFAS”) No.
133,  “Accounting  for  Derivative  Instruments  and  Hedging  Activities,”  SFAS  No.  138,  “Accounting  for  Certain
Derivative  Instruments  and  Certain  Hedging  Activities,  an  amendment  of  SFAS  133”  and  SFAS  No.  149,
“Amendment of Statement 133 on Derivative Instruments and Hedging Activities.” SFAS Nos. 133, 138 and 149
require that all derivatives, including foreign exchange contracts, be recognized in the balance sheet in other current
assets or accrued expenses at their fair value.

We utilize forward contracts in order to reduce financial market risks. These instruments are used to hedge foreign 
currency exposures of underlying assets, liabilities, or certain forecasted foreign currency denominated transactions. Our
accounting policies for these instruments are based on whether they meet the criteria for designation as hedging trans-
actions. Changes in fair value of derivatives that are designated as cash flow hedges, are highly effective, and qualify
as hedging instruments, are recorded in other comprehensive income until the underlying hedged item is recognized in
earnings within the financial statement line item consistent with the hedged item. Any ineffective portion of a derivative
change in fair value is immediately recognized in earnings. Changes in fair value of derivatives that do not qualify as
hedging instruments are recorded in earnings. The fair value of foreign currency contracts is estimated based on the
spot rate of the various hedged currencies as of the end of the period. As of March 31, 2004 and 2003, we had
no outstanding foreign exchange forward contracts.

Equity Investments
From time to time, we may make a capital investment and hold a minority interest in a third-party developer in con-
nection  with  entertainment  software  products  to  be  developed  by  such  developer  for  us.  We  account  for  those 
capital investments over which we have the ability to exercise significant influence using the equity method. For those
investments over which we do not have the ability to exercise significant influence, we account for our investment using
the cost method.

Software Development Costs
Software development costs include payments made to independent software developers under development agree-
ments, as well as direct costs incurred for internally developed products.

page 48

Activision, Inc. — 2004 Annual Report

We account for software development costs in accordance with SFAS No. 86, “Accounting for the Costs of Computer
Software to Be Sold, Leased, or Otherwise Marketed.” Software development costs are capitalized once technological
feasibility of a product is established and such costs are determined to be recoverable. Technological feasibility of a
product  encompasses  both  technical  design  documentation  and  game  design  documentation.  For  products  where
proven  technology  exists,  this  may  occur  early  in  the  development  cycle.  Technological  feasibility  is  evaluated  on  a 
product-by-product  basis.  Prior  to  a  product’s  release,  we  expense,  as  part  of  cost  of  sales—software  royalties  and
amortization, capitalized costs when we believe such amounts are not recoverable. Capitalized costs for those products
that are cancelled or abandoned are charged to product development expense in the period of cancellation. Amounts
related to software development which are not capitalized are charged immediately to product development expense.
We  evaluate  the  future  recoverability  of  capitalized  amounts  on  a  quarterly  basis.  The  recoverability  of  capitalized 
software development costs is evaluated based on the expected performance of the specific products for which the
costs  relate.  Criteria  used  to  evaluate  expected  product  performance  include:  historical  performance  of  comparable
products  using  comparable  technology;  orders  for  the  product  prior  to  its  release;  and  estimated  performance  of  a
sequel product based on the performance of the product on which the sequel is based.

Commencing upon product release, capitalized software development costs are amortized to cost of sales—software
royalties and amortization based on the ratio of current revenues to total projected revenues, generally resulting in an
amortization period of six months or less. For products that have been released in prior periods, we evaluate the future
recoverability of capitalized amounts on a quarterly basis. The primary evaluation criterion is actual title performance.

Significant management judgments and estimates are utilized in the assessment of when technological feasibility is
established, as well as in the ongoing assessment of the recoverability of capitalized costs. In evaluating the recover-
ability of capitalized costs, the assessment of expected product performance utilizes forecasted sales amounts and 
estimates  of  additional  development  costs  to  be  incurred.  If  revised  forecasted  or  actual  product  sales  are  less 
than and/or revised forecasted or actual costs are greater than the original forecasted amounts utilized in the initial
recoverability analysis, the actual impairment charge may be larger than originally estimated in any given quarter.

Intellectual Property Licenses
Intellectual property license costs represent license fees paid to intellectual property rights holders for use of their trade-
marks, copyrights, software, technology or other intellectual property or proprietary rights in the development of our
products. Depending upon the agreement with the rights holder, we may obtain the rights to use acquired intellectual
property in multiple products over multiple years, or alternatively, for a single product.

We evaluate the future recoverability of capitalized intellectual property licenses on a quarterly basis. The recoverability
of capitalized intellectual property license costs is evaluated based on the expected performance of the specific prod-
ucts in which the licensed trademark or copyright is to be used. As many of our 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 intellec-
tual property and the rights holder’s continued promotion and exploitation of the intellectual property. Prior to the related
product’s release, we expense, as part of cost of sales—intellectual property licenses, capitalized intellectual property 
costs when we believe such amounts are not recoverable. Capitalized intellectual property costs for those products that
are cancelled or abandoned are charged to product development expense in the period of cancellation. Criteria used 
to evaluate expected product performance include: historical performance of comparable products using comparable
technology; orders for the product prior to its release; and estimated performance of a sequel product based on the
performance of the product on which the sequel is based.

page 49

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

Commencing upon the related product’s release, capitalized intellectual property license costs are amortized to cost of
sales—intellectual property licenses based on the ratio of current revenues for the specific product to total projected
revenues for all products in which the licensed property will be utilized. As intellectual property license contracts may
extend for multiple years, the amortization of capitalized intellectual property license costs relating to such contracts may
extend beyond one year. For intellectual property included in products that have been released, we evaluate the future
recoverability of capitalized amounts on a quarterly basis. The primary evaluation criterion is actual title performance.

Significant management judgments and estimates are utilized in the assessment of 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 development costs to be incurred. If revised forecasted or actual product
sales are less than and/or revised forecasted or actual costs are greater than the original forecasted amounts utilized 
in  the  initial  recoverability  analysis,  the  actual  impairment  charge  may  be  larger  than  originally  estimated  in  any 
given quarter. Additionally, as noted above, as many of our 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. Material differences may result in the
amount and timing of charges for any period if management makes different judgments or utilizes different estimates in
evaluating these qualitative factors.

Inventories
Inventories are valued at the lower of cost (first-in, first-out) or market.

Property and Equipment
Property  and  equipment  are  recorded  at  cost.  Depreciation  and  amortization  are  provided  using  the  straight-line
method over the shorter of the estimated useful lives or the lease term: buildings, 25 to 33 years; computer equipment,
office furniture and other equipment, 2 to 5 years; leasehold improvements, through the life of the lease. When assets
are  retired  or  disposed  of,  the  cost  and  accumulated  depreciation  thereon  are  removed  and  any  resultant  gains  or
losses are recognized in current operations.

Goodwill
We account for goodwill using the provisions of SFAS No. 142, “Goodwill and Other Intangibles.” SFAS No. 142
addresses  financial  accounting  and  reporting  requirements  for  acquired  goodwill  and  other  intangible  assets.  Under
SFAS No. 142, goodwill is deemed to have an indefinite useful life and should not be amortized but rather tested at
least annually for impairment. An impairment loss should be recognized if the carrying amount of goodwill is not recov-
erable  and  its  carrying  amount  exceeds  its  fair  value.  In  accordance  with  SFAS  No.  142,  we  have  not  amortized
goodwill during the years ended March 31, 2004, 2003 and 2002.

Revenue Recognition
We recognize revenue from the sale of our products upon the transfer of title and risk of loss to our customers. Revenue
from product sales is recognized after deducting the estimated allowance for returns and price protection. With respect
to license agreements that provide customers the right to make multiple copies in exchange for guaranteed amounts,
revenue is recognized upon delivery of such copies. Per copy royalties on sales that exceed the guarantee are recog-
nized as earned. In addition, in order to recognize revenue for both product sales and licensing transactions, persuasive
evidence of an arrangement must exist and collection of the related receivable must be probable. Revenue recognition
also determines the timing of certain expenses, including cost of sales—intellectual property licenses and cost of sales—
software royalties and amortization.

page 50

Activision, Inc. — 2004 Annual Report

Sales incentives or other consideration given by us to our customers is accounted for in accordance with the Financial
Accounting Standards Board’s Emerging Issues Task Force (“EITF”) Issue 01-9, “Accounting for Consideration Given by
a Vendor to a Customer (Including a Reseller of the Vendor’s Products).” In accordance with EITF Issue 01-9, sales
incentives and other consideration that are considered adjustments of the selling price of our products, such as rebates
and  product  placement  fees,  are  reflected  as  reductions  of  revenue.  Sales  incentives  and  other  consideration  that 
represent costs incurred by us for assets or services received, such as the appearance of our products in a customer’s
national circular ad, are reflected as sales and marketing expenses.

Allowance for Returns and Price Protection
In determining the appropriate unit shipments to our customers, we benchmark our titles using historical and industry
data.  We  closely  monitor  and  analyze  the  historical  performance  of  our  various  titles,  the  performance  of  products
released by other publishers and the anticipated timing of other releases in order to assess future demands of current
and  upcoming  titles.  Initial  volumes  shipped  upon  title  launch  and  subsequent  reorders  are  evaluated  to  ensure  that
quantities are sufficient to meet the demands from the retail markets but at the same time, are controlled to prevent
excess inventory in the channel.

We may permit product returns from, or grant price protection to, our customers under certain conditions. In general,
price protection refers to the circumstances when we elect to decrease the wholesale price of a product by a certain
amount  and,  when  granted  and  applicable,  allows  customers  a  credit  against  amounts  owed  by  such  customers  to
Activision with respect to open and/or future invoices. The conditions our customers must meet to be granted the right
to return products or price protection are, among other things, compliance with applicable payment terms, delivery to us
of weekly inventory and sell-through reports, and consistent participation in the launches of our premium title releases.
We  may  also  consider  other  factors,  including  the  facilitation  of  slow-moving  inventory  and  other  market  factors.
Management  must  make  estimates  of  potential  future  product  returns  and  price  protection  related  to  current  period
product  revenue.  We  estimate  the  amount  of  future  returns  and  price  protection  for  current  period  product  revenue 
utilizing historical experience and information regarding inventory levels and the demand and acceptance of our prod-
ucts 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 brand, console hardware life cycle, Activision sales force and retail customer feedback,
industry  pricing,  weeks  of  on-hand  retail  channel  inventory,  absolute  quantity  of  on-hand  retail  channel  inventory,
Activision  warehouse  on-hand  inventory  levels,  the  title’s  recent  sell-through  history  (if  available),  marketing  trade 
programs and competing titles. The relative importance of these factors varies among titles depending upon, among
other items, genre, platform, seasonality and sales strategy. Significant management judgments and estimates must be
made and used in connection with establishing the allowance for returns and price protection in any accounting period.
Historically,  total  actual  returns  and  price  protection  have  not  exceeded  our  allowance  estimates.  However,  actual
returns and price protection could vary materially from our allowance estimates due to a number of reasons including,
among others, a lack of consumer acceptance of a title, the release in the same period of a similarly themed title by a
competitor, or technological obsolescence due to the emergence of new hardware platforms. Material differences may
result  in  the  amount  and  timing  of  our  revenue  for  any  period  if  management  makes  different  judgments  or  utilizes 
different estimates in determining the allowances for returns and price protection.

Shipping and Handling
Shipping and handling costs, which consist primarily of packaging and transportation charges incurred to move finished
goods to customers, are included in cost of sales—product costs.

page 51

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

Advertising Expenses
We expense advertising as incurred, except for production costs associated with media advertising which are deferred
and charged to expense the first time the related ad is run. Advertising expenses for the years ended March 31, 2004,
2003 and 2002 were approximately $76.6 million, $60.0 million and $50.3 million, respectively, and are included
in sales and marketing expense in the consolidated statements of operations.

Investment Income, Net
Investment income, net is comprised of the following, (amounts in thousands):

Year ended March 31,

Interest expense
Interest income
Net realized gain on short-term investments

Investment income, net

2004

2003

2002

$ (348) $ (933) $(1,188)
3,734
9,259
—
234

6,502
21

$6,175

$8,560

$ 2,546

Income Taxes
We account for income taxes using SFAS No. 109, “Accounting for Income Taxes.” Under SFAS No. 109, income
taxes are accounted for under the asset and liability method. Deferred tax assets and liabilities are recognized for the
future tax consequences attributable to differences between the financial statement carrying amounts of existing assets
and liabilities and their respective tax bases and operating loss 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 of a
change in tax rates is recognized in income in the period that includes the enactment date.

Foreign Currency Translation
The  functional  currencies  of  our  foreign  subsidiaries  are  their  local  currencies.  All  assets  and  liabilities  of  our  foreign 
subsidiaries are translated into U.S. dollars at the exchange rate in effect at the end of the period, and revenue and
expenses are translated at weighted average exchange rates during the period. The resulting translation adjustments are
reflected as a component of accumulated other comprehensive income (loss) in shareholders’ equity.

Comprehensive Income
Comprehensive income includes net income, unrealized appreciation (depreciation) on short-term investments, foreign
currency translation adjustments, and the effective portion of gains or losses on cash flow hedges that are presented as
a component of accumulated other comprehensive income (loss) in shareholders’ equity.

Estimates
The preparation of financial statements in conformity with accounting principles generally accepted in the United States
of America requires management to make estimates and assumptions that affect the reported amounts of assets and
liabilities or the disclosure of gain or loss contingencies 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.

Earnings Per Common Share
Basic earnings per share is computed by dividing income available to common shareholders by the weighted average
number of common shares outstanding for all periods. Diluted earnings per share is computed by dividing income avail-
able to common shareholders by the weighted average number of common shares outstanding, increased by common
stock equivalents. Common stock equivalents are calculated using the treasury stock method and represent incremental
shares issuable upon exercise of our outstanding options and warrants and, if applicable in the period, conversion of 
our convertible debt. However, potential common shares are not included in the denominator of the diluted earnings 
per  share  calculation  when  inclusion  of  such  shares  would  be  anti-dilutive,  such  as  in  a  period  in  which  a  net  loss 
is recorded.

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Activision, Inc. — 2004 Annual Report

Stock-Based Compensation and Pro Forma Information
Under  SFAS  No.  123,  “Accounting  for  Stock-Based  Compensation,”  compensation  expense  is  recorded  for  the
issuance of stock options and other stock-based compensation based on the fair value of the stock options and other
stock-based compensation on the date of grant or measurement date. Alternatively, SFAS No. 123 allows companies
to  continue  to  account  for  the  issuance  of  stock  options  and  other  stock-based  compensation  in  accordance  with
Accounting Principles Board (“APB”) Opinion No. 25, “Accounting for Stock Issued to Employees.” Under APB No. 25,
compensation expense is recorded for the issuance of stock options and other stock-based compensation based on the
intrinsic value of the stock options and other stock-based compensation on the date of grant or measurement date.
Under the intrinsic value method, compensation expense is recorded on the date of grant or measurement date only if
the current market price of the underlying stock exceeds the stock option or other stock-based compensation exercise
price. At March 31, 2004, we had several stock-based employee compensation plans, which are described more fully
in Note 15. We account for those plans under the recognition and measurement principles of APB Opinion No. 25
and related Interpretations. The following table illustrates the effect on net income and earnings per share if we had
applied the fair value recognition provisions of SFAS No. 123 to stock-based employee compensation (amounts in
thousands, except per share data):

Year ended March 31,

Net income, as reported
Add: Stock-based employee compensation expense included 

in reported net income, net of related tax effects

Deduct: Total stock-based employee compensation expense 
determined under fair value based method for all awards, 
net of related tax effects

Pro forma net income

Earnings per share

Basic—as reported
Basic—pro forma

Diluted—as reported

Diluted—pro forma

2004

2003

2002

$ 77,715

$ 66,180

$ 52,238

192

—

—

(18,303)

(21,004)

(12,622)

$ 59,604

$ 45,176

$ 39,616

$

$

$

$

0.58

0.45

0.54

0.41

$

$

$

$

0.46

0.31

0.43

0.29

$

$

$

$

0.46

0.35

0.39

0.30

The fair value of options granted in the years ended March 31, 2004, 2003 and 2002 has been estimated at the
date of grant using a Black-Scholes option-pricing model with the following weighted average assumptions:

Expected life (in years)
Risk-free interest rate
Volatility
Dividend yield

Employee and Director
Options and Warrants

Employee Stock
Purchase Plan

2004

2003

2002

2004

2003

2002

4

3

2

0.5

0.5

0.5

2.01% 1.51% 3.24% 1.75% 1.13% 2.16%
70%
—

69%
—

69%
—

51%
—

70%
—

49%
—

The Black-Scholes option-pricing model requires the input of highly subjective assumptions, including the expected stock
price  volatility.  We  use  the  historical  stock  price  volatility  of  our  common  stock  over  the  most  recent  period  that  is 
generally commensurate with the expected option life as the basis for estimating expected stock price volatility. In prior
fiscal years, the historical stock price volatility used was based on the daily, low stock price of our common stock, which,
in recent years, resulted in an expected volatility ranging from approximately 65% to 70%. For options granted during 

page 53

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

each of the quarters in the year ended March 31, 2004, the historical stock price volatility used was based on a
weekly stock price observation, using an average of the high and low stock prices of our common stock, which resulted
in an expected stock price volatility ranging from 47% to 52%. Management believes such amounts are more repre-
sentative of prospective trends. For purposes of the above pro forma disclosure, the fair value of options granted is
amortized to stock-based employee compensation cost over the period(s) in which the related employee services are
rendered.  Accordingly,  the  pro  forma  stock-based  compensation  cost  for  any  period  will  typically  relate  to  options
granted in both the current period and prior periods.

For options granted during fiscal 2004, 2003 and 2002, the per share weighted average fair value of options with
exercise prices equal to market value on the date of grant was $2.77, $4.37 and $3.05, respectively. The per share
weighted average estimated fair value of Employee Stock Purchase Plan shares granted during the years ended March
31, 2004, 2003 and 2002 was $1.50, $2.17 and $1.96, respectively.

The effects on pro forma disclosures of applying SFAS No. 123 are not likely to be representative of the effects on pro
forma disclosures of future years.

Common stock warrants are granted to non-employees in connection with the development of software and acquisition
of licensing rights for intellectual property. In accordance with EITF No. 96-18, “Accounting for Equity Instruments that
are Issued to Other Than Employees for Acquiring or in Connection With Selling Goods or Services,” the fair value of
common stock warrants granted is determined as of the measurement date and is capitalized, expensed and amortized
consistent with our policies relating to software development and intellectual property license costs.

Related Parties
In August 2001, we elected to our Board of Directors an individual who is a partner in a law firm that has provided
legal services to Activision for more than 10 years. For the years ended March 31, 2004, 2003 and 2002, the fees
we paid to the law firm account for less than 1% of the firm’s total revenues. We believe that the fees charged to us
by the law firm are competitive with the fees charged by other law firms.

Reclassifications
Certain  amounts  in  the  consolidated  financial  statements  have  been  reclassified  to  conform  with  the  current  year’s 
presentation. These reclassifications had no effect on net income, shareholders’ equity or net increase in cash and cash
equivalents.

2. Stock Splits
In April 2003, the Board of Directors approved a three-for-two split of our outstanding common shares effected in the
form of a 50% stock dividend. The split was paid on June 6, 2003 to shareholders of record as of May 16, 2003.
In February 2004, the Board of Directors approved a second three-for-two split of our outstanding common shares
effected in the form of a 50% stock dividend. The split was paid on March 15, 2004 to shareholders of record as of
February 23, 2004. The par value of our common stock was maintained at the pre-split amount of $.000001. The
consolidated financial statements and Notes thereto, including all share and per share data, have been restated as if
the stock splits had occurred as of the earliest period presented.

3. Acquisitions
During the three years ended March 31, 2004, we separately completed the acquisition of six privately held inter-
active  software  development  companies.  We  accounted  for  these  acquisitions  in  accordance  with  SFAS  No.  141,
“Business  Combinations.”  SFAS  No.  141  addresses  financial  accounting  and  reporting  for  business  combinations,
requiring  that  the  purchase  method  be  used  to  account  and  report  for  all  business  combinations.  These  acquisitions 

page 54

Activision, Inc. — 2004 Annual Report

have further enabled us to implement our multi-platform development strategy by bolstering our internal product devel-
opment  capabilities  for  console  systems  and  personal  computers  and  strengthening  our  position  in  the  first-person
action, action and action sports game categories. A significant portion of the purchase price for all of these acquisitions
was assigned to goodwill as the primary asset we acquired in each of the transactions was an assembled workforce
with proven technical and design talent with a history of high quality product creation. Pro forma consolidated state-
ments of operations for these acquisitions are not shown, as they would not differ materially from reported results.

Fiscal 2004 Transactions
Acquisition of Infinity Ward. In May 2002, we acquired a 30% interest in the outstanding capital stock of Infinity Ward,
Inc.  (“Infinity  Ward”),  a  privately  held  interactive  software  development  company,  as  well  as  an  option  to  purchase 
the remaining 70% of outstanding capital stock. In October 2003, we exercised our option to acquire the remaining
70% of the outstanding capital stock of Infinity Ward for cash of approximately $3.5 million. Goodwill of approxi-
mately $3.8 million has been included in the publishing segment of our business and is non-deductible for tax purposes.
The results of operations of Infinity Ward are included in our consolidated statement of operations beginning October
24, 2003.

Fiscal 2003 Transactions
Acquisition of Luxoflux. Effective October 4, 2002, we acquired all of the outstanding ownership interests of Luxoflux,
Inc.  (“Luxoflux”),  a  privately  held  interactive  software  development  company,  in  exchange  for  $9.0  million  in  cash.
Luxoflux is an experienced, multi-platform, console software developer. In accordance with the original acquisition agree-
ment, approximately 248,000 shares of our common stock may be issued to Luxoflux’s equity holders over the course
of  several  years,  depending  on  the  satisfaction  of  certain  product  performance  requirements  and  other  criteria.  This 
contingent  consideration  will  be  recorded  as  an  additional  element  of  the  purchase  price  for  Luxoflux  when  those 
contingencies are resolved.

In the fourth quarter of fiscal 2004, certain of these product performance requirements were met and approximately
166,000 of our common shares with an assigned value of approximately $2.0 million were issued to Luxoflux equity
holders. The purchase price of the transaction, including acquisition costs and the contingent consideration issued in 
the fourth quarter of fiscal 2004, was approximately $11.0 million and has been allocated to assets acquired and 
liabilities assumed as follows (amounts in thousands):

Current assets
Property and equipment
Other assets
Goodwill
Current liabilities

$ 1,461
83
15
12,360
(2,892)

$11,027

Acquisition of Z-Axis
Effective May 20, 2002, we acquired all of the outstanding ownership interests of Z-Axis, Ltd. (“Z-Axis”), a privately
held interactive software development company, in exchange for $12.5 million in cash and 560,678 shares of our
common stock valued at approximately $8.2 million. Z-Axis is an experienced, multi-platform, console software devel-
oper. In accordance with the original acquisition agreement, approximately 210,000 additional shares of our common
stock may be issued to Z-Axis’ equity holders over the course of several years, depending on the satisfaction of certain
product performance requirements and other criteria. This contingent consideration will be recorded as an additional
element of the purchase price for Z-Axis when those contingencies are resolved.

page 55

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

In the fourth quarter of fiscal 2004, certain of these product performance requirements were met and approximately
70,000  of  our  common  shares  with  an  assigned  value  of  approximately  $1.0  million  were  issued  to  Z-Axis  equity 
holders. The purchase price of the transaction, including acquisition costs and the contingent consideration issued in 
the fourth quarter of fiscal 2004, was approximately $21.9 million and has been allocated to assets acquired and 
liabilities assumed as follows (amounts in thousands):

Current assets
Other intangibles
Property and equipment
Other assets
Goodwill
Current liabilities

$ 1,946
113
172
20
20,667
(1,058)

$21,860

For both of the acquisitions, goodwill has been included in the publishing segment of our business and is non-deductible
for tax purposes. The results of operations of Luxoflux and Z-Axis are included in our consolidated statement of opera-
tions beginning October 4, 2002 and May 20, 2002, respectively.

Fiscal 2002 Transactions
Acquisition of Shaba. On March 27, 2002, we acquired all of the outstanding ownership interests of Shaba Games,
Inc.  (“Shaba”),  a  privately  held  interactive  software  development  company,  in  exchange  for  581,897  shares  of  our
common stock. Shaba is an experienced, multi-platform console software developer with a focus on action and action
sports  video  games.  Under  the  original  acquisition  agreement,  approximately  155,000  additional  shares  of  our 
common stock may be issued to Shaba’s equity holders over the course of several years, depending on the satisfaction
of certain product performance requirements and other criteria. This contingent consideration will be recorded as an
additional element of the purchase price for Shaba when those contingencies are resolved.

In the fourth quarter of fiscal 2004, certain of these product performance requirements were met and approximately
23,000  of  our  common  shares  with  an  assigned  value  of  approximately  $0.3  million  were  issued  to  Shaba  equity
holders. The purchase price of the transaction, including acquisition costs and the contingent consideration issued in the
fourth quarter of fiscal 2004, was approximately $7.6 million with approximately $6.4 million of the purchase price
being assigned to goodwill. This goodwill has been included in the publishing segment of our business and is deductible
for tax purposes. The results of operations of Shaba are included in our consolidated statement of operations beginning
March 27, 2002. As of March 31, 2004, approximately 45,000 shares of our common stock remain in escrow and
are contingently issuable in accordance with the original Shaba acquisition agreement.

Acquisition of Gray Matter. On December 30, 1999, we acquired a 40% interest in the outstanding capital stock of
Gray Matter Interactive Studios, Inc., formerly known as Video Games West (“Gray Matter”), a privately held software
development  company,  as  well  as  an  option  to  purchase  the  remaining  60%  of  outstanding  capital  stock.  Effective
January 9, 2002, we exercised our option to acquire the remaining 60% of outstanding capital stock of Gray Matter
in  exchange  for  300,803  shares  of  our  common  stock.  The  purchase  price  of  the  transaction,  including  acquisition
costs, was valued at approximately $3.6 million with $3.3 million of the purchase price being assigned to goodwill. This
goodwill has been included in the publishing segment of our business and is non-deductible for tax purposes. The results
of operations of Gray Matter are included in our consolidated statement of operations beginning January 9, 2002.

page 56

Activision, Inc. — 2004 Annual Report

Acquisition of Treyarch Effective October 1, 2001, we acquired all of the outstanding ownership interests of Treyarch
Invention, LLC (“Treyarch”), a privately held interactive software development company, in exchange for 1,842,663
shares  of  our  common  stock.  Treyarch  is  an  experienced,  multi-platform  console  software  developer  with  a  focus  on
action and action sports video games. As part of the original acquisition agreement, approximately 540,000 additional
shares of our common stock could also be issued to Treyarch’s equity holders and employees over the course of several
years,  depending  on  the  satisfaction  of  certain  product  performance  requirements  and  other  criteria.  This  contingent
consideration would be recorded as an additional element of the purchase price for Treyarch when those contingencies
were resolved. In July 2002, in connection with the satisfaction of certain of those product performance requirements, 
we issued to Treyarch equity holders and employees 228,680 of our common shares with an assigned value of $2.7
million. The purchase price of the transaction, including the contingent consideration issued in July 2002, forgiveness of
a note receivable and acquisition costs, was valued at approximately $18.2 million with approximately $17.2 million
of the purchase price being assigned to goodwill. This goodwill has been included in the publishing segment of our 
business and is non-deductible for tax purposes. The results of operations of Treyarch are included in our consolidated
statement of operations beginning October 1, 2001. As of March 31, 2004, all contingencies relating to the issuance
of additional shares as consideration have been resolved.

4. Cash, Cash Equivalents, and Short-Term Investments
The following table summarizes our cash, cash equivalents and short-term investments as of March 31, 2004 (amounts
in thousands):

Gross
Amortized Unrealized Unrealized
Gains

Losses

Gross

Cost

Cash and cash equivalents:
Cash and time deposits
Money market funds
Commercial paper
Auction rate notes

Cash and cash equivalents

Short-term investments:
Corporate bonds
U.S. agency issues
Asset-backed bonds
Municipal bonds

Short-term investments

Cash, cash equivalents and short-term investments

$101,414
60,006
3,700
301,432

466,552

21,047
71,817
23,113
5,023

$ —
—
—
—

—

13
76
74
—

121,000

$587,552

163

$163

Fair
Value

$101,414
60,006
3,700
301,432

466,552

21,036
71,889
23,149
5,023

121,097

$ —
—
—
—

—

(24)
(4)
(38)
—

(66)

$(66)

$587,649

page 57

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

The following table summarizes our cash, cash equivalents and short-term investments as of March 31, 2003 (amounts
in thousands):

Gross
Amortized Unrealized Unrealized
Gains

Losses

Gross

Cost

Cash and cash equivalents:
Cash and time deposits
Money market funds
Auction rate notes

Cash and cash equivalents

Short-term investments:
Corporate bonds
Taxable senior debt
U.S. agency issues
Asset-backed bonds
Municipal bonds

Short-term investments

$ 87,348
35,507
162,699

285,554

16,712
2,253
52,055
39,224
11,022

121,266

$ —
—
—

—

34
—
65
122
—

221

$ —
—
—

—

—
—
(12)
(75)
—

(87)

Fair
Value

$ 87,348
35,507
162,699

285,554

16,746
2,253
52,108
39,271
11,022

121,400

Cash, cash equivalents and short-term investments

$406,820

$221

$(87)

$406,954

The following table summarizes the maturities of our investments in debt securities as of March 31, 2004 (amounts 
in thousands):

Due in one year or less
Due after one year through two years

Asset-backed securities

Total

Amortized
Cost

Fair
Value

$326,694
76,325

$326,699
76,381

403,019
23,113

403,080
23,149

$426,132

$426,229

For the year ended March 31, 2004, net realized gains on short-term investments consisted of $25,000 of gross real-
ized gains and $4,000 of gross realized losses. For the year ended March 31, 2003, net realized gains on short-term
investments consisted of $350,000 of gross realized gains and $116,000 of gross realized losses. As of March 31,
2002, we held no short-term investments and had no gross realized gains or losses for the year then ended.

5. Software Development Costs and Intellectual Property Licenses
As of March 31, 2004, capitalized software development costs included $35.3 million of internally developed soft-
ware costs and $51.5 million of payments made to third-party software developers. As of March 31, 2003, capital-
ized software development costs included $26.0 million of internally developed software costs and $36.1 million of
payments made to third-party software developers. Capitalized intellectual property licenses were $48.5 million and
$45.8  million  as  of  March  31,  2004  and  2003,  respectively.  Amortization  and  write-offs  of  capitalized  software
development costs and intellectual property licenses, combined, was $87.9 million, $100.4 million and $62.5 million
for the years ended March 31, 2004, 2003 and 2002, respectively.

page 58

Activision, Inc. — 2004 Annual Report

During the three months ended December 31, 2003, we executed a realignment of our product portfolio driven by 
the evolution of the video game market, which is increasingly dominated by high quality products that are based on rec-
ognizable franchises and supported with big marketing programs. We completed a comprehensive review of our prod-
uct  portfolio  in  which  we  evaluated  each  product  based  on  a  number  of  criteria,  including:  the  strength  of  the 
franchise, the projected product quality, the potential responsiveness of the product to aggressive marketing support and
the financial risk in the event of product failure. As a result of this review, we believe that we have an extensive slate 
of  high-potential  properties  in  development.  However,  we  also  found  that  certain  projects  had  a  lower  likelihood  of
achieving  acceptable  levels  of  operating  performance  and  that  continued  pursuit  of  these  projects  would  create  a 
substantial opportunity cost as it related to our slate of high-potential projects. Accordingly, in the three months ended
December 31, 2003, we canceled the development of ten products which we believed were unlikely to produce an
acceptable  level  of  return  on  our  investment.  In  connection  with  the  cancellation  of  these  products,  we  recorded  a 
pre-tax charge of approximately $21 million which is included in the consolidated statement of operations in product
development expense.

For  the  year  ended  March  31,  2003,  amortization  and  write-offs  of  capitalized  software  development  costs  and 
intellectual property licenses included approximately $15.0 million recorded in the fourth quarter as the result of the
assessment of the recoverability of capitalized development costs relating to certain projects and certain of our invest-
ments in long-term licensing agreements.

6. Inventories
Our inventories consist of the following (amounts in thousands):

March 31,

Purchased parts and components
Finished goods

7. Property and Equipment, Net
Property and equipment, net was comprised of the following (amounts in thousands):

March 31,

Land
Buildings
Computer equipment
Office furniture and other equipment
Leasehold improvements

Total cost of property and equipment

Less accumulated depreciation

Property and equipment, net

2004

2003

$

392
26,035

$ 1,129
18,448

$ 26,427

$ 19,577

2004

2003

$

557
4,379
34,076
13,687
5,540

$

441
5,029
31,483
9,724
4,893

58,239
(32,700)

51,570
(29,305)

$ 25,539

$ 22,265

Depreciation expense for the years ended March 31, 2004, 2003 and 2002 was $10.0 million, $8.1 million and
$6.2 million, respectively.

page 59

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

8. Goodwill
The changes in the carrying amount of goodwill were as follows (amounts in thousands):

Balance as of March 31, 2002

Goodwill acquired during the year
Issuance of contingent consideration
Adjustment—prior period purchase allocation
Effect of foreign currency exchange rates

Balance as of March 31, 2003

Goodwill acquired during the year
Issuance of contingent consideration
Adjustment—prior period purchase allocation
Effect of foreign currency exchange rates

Publishing Distribution

Total

$31,626
29,348
2,668
(448)
—

63,194
3,763
3,246
695
—

$4,366
—
—
—
459

4,825
—
—
—
770

$35,992
29,348
2,668
(448)
459

68,019
3,763
3,246
695
770

Balance as of March 31, 2004

$70,898

$5,595

$76,493

9. Accrued Expenses
Accrued expenses were comprised of the following (amounts in thousands):

March 31,

Accrued royalties payable
Accrual for settlement of treasury stock purchases
Accrued selling and marketing costs
Income tax payable
Accrued bonus and vacation pay
Other

Total

2004

2003

$ 7,218
—
11,456
9,897
20,042
14,592

$ 6,430
7,553
8,737
6,940
12,287
16,709

$63,205

$58,656

10. Operations by Reportable Segments and Geographic Area
Based upon our organizational structure, we operate two business segments: (i) publishing of interactive entertainment
software and (ii) distribution of interactive entertainment software and hardware products.

Publishing refers to the development, marketing and sale of products directly, by license or through our affiliate label
program  with  certain  third-party  publishers.  In  the  United  States,  we  primarily  sell  our  products  on  a  direct  basis  to
mass-market  retailers,  consumer  electronics  stores,  discount  warehouses  and  game  specialty  stores.  We  conduct  our
international  publishing  activities  through  offices  in  the  UK,  Germany,  France,  Italy,  Australia,  Sweden,  Canada  and
Japan. Our products are sold internationally on a direct-to-retail basis and through third-party distribution and licensing
arrangements and through our wholly-owned distribution subsidiaries located in the UK, the Netherlands and Germany.

Distribution refers to our operations in the UK, the Netherlands and Germany that provide logistical and sales services
to third-party publishers of interactive entertainment software, our own publishing operations and manufacturers of inter-
active entertainment hardware.

page 60

Activision, Inc. — 2004 Annual Report

Resources are allocated to each of these segments using information on their respective net revenues and operating
profits before interest and taxes.

The accounting policies of these segments are the same as those described in the Summary of Significant Accounting
Policies. Transactions between segments are eliminated in consolidation.

Information on the reportable segments for the three years ended March 31, 2004 is as follows (amounts in thousands):

Year ended March 31, 2004

Total segment revenues
Revenue from sales between segments

Revenues from external customers

Operating income

Total assets

Year ended March 31, 2003
Total segment revenues
Revenue from sales between segments

Revenues from external customers

Operating income

Total assets

Year ended March 31, 2002
Total segment revenues
Revenue from sales between segments

Revenues from external customers

Operating income
Total assets

Publishing Distribution

Total

$665,732
(67,859)

$281,924
67,859

$947,656
—

$597,873

$349,783

$947,656

$ 93,223

$ 16,594

$109,817

$859,874

$108,943

$968,817

$615,975
(57,462)

$248,141
57,462

$864,116
—

$558,513

$305,603

$864,116

$ 79,139

$ 15,708

$ 94,847

$619,132

$ 85,684

$704,816

$549,508
(50,632)

$236,926
50,632

$786,434
—

$498,876

$287,558

$786,434

$ 68,675

$ 11,899

$ 80,574

$455,432

$101,455

$556,887

Geographic information is based on the location of the selling entity. Revenues from external customers by geographic
region were as follows (amounts in thousands):

Year ended March 31,

United States
Europe
Other

Total

2004

2003

2002

$446,812
479,224
21,620

$432,261
413,125
18,730

$404,905
368,799
12,730

$947,656

$864,116

$786,434

page 61

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

Revenues by platform were as follows (amounts in thousands):

Year ended March 31,

Console
Hand-held
PC

Total

2004

2003

2002

$732,220
43,306
172,130

$674,621
64,069
125,426

$480,695
159,042
146,697

$947,656

$864,116

$786,434

A significant portion of our revenues is derived from products based on a relatively small number of popular brands
each year. In fiscal 2004, 31% of our consolidated net revenues (44% of worldwide publishing net revenues) was
derived from two brands, one of which accounted for 17% and the other of which accounted for 14% of consolidated
net  revenues  (24%  and  20%,  respectively,  of  worldwide  publishing  net  revenues).  In  fiscal  2003,  38%  of  our 
consolidated net revenues (52% of worldwide publishing net revenues) was derived from two brands, one of which
accounted for 20% and the other of which accounted for 18% of consolidated net revenues (27% and 25%, respec-
tively, of worldwide publishing net revenues). In fiscal 2002, 35% of our consolidated net revenues (50% of world-
wide publishing net revenues) was derived from two brands, one of which accounted for 31% and the other of which
accounted for 4% of consolidated net revenues (44% and 6%, respectively, of worldwide publishing net revenues).

11. Computation of Earnings Per Share
The following table sets forth the computations of basic and diluted earnings per share (amounts in thousands, except
per share data):

Year ended March 31,

Numerator:

Numerator for basic and diluted earnings per share—

income available to common shareholders

Denominator:

Denominator for basic earnings per share—

weighted average common shares outstanding

Effect of dilutive securities:

Employee stock options and stock purchase plan
Warrants to purchase common stock

Potential dilutive common shares

Denominator for diluted earnings per share—weighted average 

common shares outstanding plus assumed conversions

Basic earnings per share

Diluted earnings per share

2004

2003

2002

$ 77,715

$ 66,180

$ 52,238

133,249

144,359

113,966

11,042
602

11,644

10,278
846

11,124

18,648
1,161

19,809

144,893

155,483

133,775

$

$

0.58

0.54

$

$

0.46

0.43

$

$

0.46

0.39

Options  to  purchase  approximately  9,471,000,  7,799,000  and  237,000  shares  of  common  stock  for  the  years
ended March 31, 2004, 2003 and 2002, respectively, were not included in the calculation of diluted earnings per
share because their effect would be antidilutive.

page 62

Activision, Inc. — 2004 Annual Report

12. Income Taxes
Domestic  and  foreign  income  before  income  taxes  and  details  of  the  income  tax  provision  are  as  follows  (amounts 
in thousands):

Year ended March 31,

Income before income taxes:

Domestic
Foreign

Income tax expense (benefit):

Current:

Federal
State
Foreign

Total current

Deferred:
Federal
State
Foreign

Total deferred

Add back benefit credited to additional paid-in capital:

Tax benefit related to stock option and warrant exercises

Income tax provision

2004

2003

2002

$ 84,339
31,653

$ 78,761
24,646

$ 67,553
15,567

$115,992

$103,407

$ 83,120

$

502
311
9,899

$ 1,703
413
7,872

$

10,712

9,988

648
20
5,053

5,721

14,113
(871)
1,906

15,148

1,794
3,065
(1,504)

(18,751)
(4,555)
(46)

3,355

(23,352)

12,417

23,884

48,513

$ 38,277

$ 37,227

$ 30,882

The items accounting for the difference between income taxes computed at the U.S. federal statutory income tax rate
and the income tax provision for each of the years are as follows:

Year ended March 31,

Federal income tax provision at statutory rate
State taxes, net of federal benefit
Research and development credits
Incremental (decremental) effect of foreign tax rates
Increase of valuation allowance
Rate changes
Other

2004

2003

2002

35.0% 35.0% 35.0%
2.4
(6.0)
(0.2)
2.1
0.8
1.9

3.5
(1.8)
(1.4)
2.4
—
(0.5)

2.3
(8.0)
(2.3)
5.8
—
0.2

33.0% 36.0% 37.2%

page 63

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

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 asset
and liability are as follows (amounts in thousands):

March 31,

Deferred asset:

Allowance for doubtful accounts
Allowance for sales returns
Inventory reserve
Vacation and bonus reserve
Amortization and depreciation
Tax credit carryforwards
Net operating loss carryforwards
Other

Deferred asset
Valuation allowance

Net deferred asset

Deferred liability:

Capitalized research expenses
State taxes

Deferred liability

Net deferred asset

2004

2003

$

634
8,334
385
2,771
5,036
36,599
25,851
2,248

$ 1,538
10,511
775
2,409
4,794
25,741
47,399
3,946

81,858
(18,857)

97,113
(27,606)

63,001

69,507

25,252
2,558

27,810

18,775
2,120

20,895

$ 35,191

$ 48,612

The  tax  benefits  associated  with  certain  net  operating  loss  carryovers  relate  to  employee  stock  options.  Pursuant  to
SFAS No. 109, net operating losses have been reduced by $12.7 million relating to these items which will be cred-
ited to additional paid-in capital when realized.

As  of  March  31,  2004,  our  available  federal  net  operating  loss  carryforward  of  approximately  $62.0  million  is 
subject  to  certain  limitations  as  defined  under  Section  382  of  the  Internal  Revenue  Code.  The  net  operating  loss 
carryforwards  expire  between  2020  and  2023.  We  have  various  state  net  operating  loss  carryforwards  which  are 
not subject to limitations under Section 382 of the Internal Revenue Code. We have tax credit carryforwards of $22.8
million and $13.8 million for federal and state purposes, respectively, which begin to expire in 2006.

At March 31, 2004, our deferred income tax asset for tax credit carryforwards and net operating loss carryforwards
was  reduced  by  a  valuation  allowance  of  $18.9  million  as  compared  to  $27.6  million  in  the  prior  fiscal  year.
Realization of the deferred tax assets is dependent upon the continued generation of sufficient taxable income prior to
expiration of tax credits and loss carryforwards. Although realization is not assured, management believes it is more likely
than not that the net carrying value of the deferred tax asset will be realized.

Cumulative undistributed earnings of foreign subsidiaries for which no deferred taxes have been provided approximated
$52.7 million at March 31, 2004. Deferred income taxes on these earnings have not been provided as these amounts
are considered to be permanent in duration.

page 64

Activision, Inc. — 2004 Annual Report

13. Long-Term Debt

Mortgage Notes Payable
As of March 31, 2003, long-term debt and the current portion of long-term debt of $2.8 million were comprised of
the mortgage note payable related to the land, office and warehouse facilities of our German subsidiary. The German
mortgage note bore interest at 5.45%, was due in bi-annual installments of Euro (“EUR”) 73,900 ($89,958), was
collateralized by the related assets and was scheduled to mature in December 2018. The German mortgage note was
repaid in full in fiscal 2004.

Credit Facilities
We have revolving credit facilities with our Centresoft subsidiary located in the UK (the “UK Facility”) and our NBG
subsidiary located in Germany (the “German Facility”). The UK Facility provided Centresoft with the ability to borrow
up to Great British Pounds (“GBP”) 8.0 million ($14.6 million) and GBP 8.6 million ($13.5 million), including issuing
letters  of  credit,  on  a  revolving  basis  as  of  March  31,  2004  and  2003,  respectively.  Furthermore,  under  the  UK
Facility,  Centresoft  provided  a  GBP  0.3  million  ($0.5  million)  and  a  EUR  1.0  million  ($1.1  million)  guarantee  for 
the benefit of our CD Contact subsidiary as of March 31, 2004 and 2003, respectively. The UK Facility bore inter-
est at LIBOR plus 2.0% and LIBOR plus 1.5% as of March 31, 2004 and 2003, respectively, is collateralized by
substantially all of the assets of the subsidiary and expires in November 2004. The UK Facility also contains various
covenants that require the subsidiary to maintain specified financial ratios related to, among others, fixed charges. As of
March 31, 2004 and 2003, we were in compliance with these covenants. No borrowings were outstanding against
the UK Facility as of March 31, 2004 or 2003. The German Facility provided for revolving loans up to EUR 0.5 
million  ($0.6  million)  and  EUR  0.8  million  ($0.8  million)  as  of  March  31,  2004  and  2003,  respectively,  bore 
interest at a Eurocurrency rate plus 2.5%, is collateralized by certain of the subsidiary’s property and equipment and
has no expiration date. No borrowings were outstanding against the German Facility as of March 31, 2004 or 2003.

Private Placement of Convertible Subordinated Notes
In  December  1997,  we  completed  the  private  placement  of  $60.0  million  principal  amount  of  63⁄4%  convertible 
subordinated  notes  due  2005  (the  “Notes”).  The  Notes  were  convertible,  in  whole  or  in  part,  at  the  option  of  the
holder at any time after December 22, 1997 (the date of original issuance) and prior to the close of business on the
business  day  immediately  preceding  the  maturity  date,  unless  previously  redeemed  or  repurchased,  into  our  common
stock  at  a  conversion  price  of  $5.593  per  share,  subject  to  adjustment  in  certain  circumstances.  During  the  three
months  ended  June  30,  2001,  we  called  for  the  redemption  of  the  Notes.  In  connection  with  that  call,  holders 
converted to common stock approximately $58.7 million aggregate principal amount of their Notes, net of conversion
costs. The remaining Notes were redeemed for cash.

14. Commitments and Contingencies

Developer and Intellectual Property Contracts
In  the  normal  course  of  business,  we  enter  into  contractual  arrangements  with  third  parties  for  the  development  of 
products,  as  well  as  for  the  rights  to  intellectual  property.  Under  these  agreements,  we  commit  to  provide  specified 
payments to a developer, or intellectual property holder, based upon contractual arrangements. Typically, the payments
to third-party developers are conditioned upon the achievement by the developers of contractually specified develop-
ment milestones. These payments to third-party developers and intellectual property holders typically are deemed to be 

page 65

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

advances and are recoupable against future royalties earned by the developer or intellectual property holder based on
the sale of the related game. Assuming all contractual provisions are met, the total future minimum contract commitment
for contracts in place as of March 31, 2004 is approximately $89.3 million, which is scheduled to be paid as follows
(amounts in thousands):

Year ended March 31,

2005
2006
2007
2008
2009

Total

$62,529
17,328
4,545
1,895
3,020

$89,317

The commitment schedule above excludes approximately $9.3 million of commitments originally scheduled to be paid
between  fiscal  2004  through  fiscal  2007  relating  to  an  intellectual  property  rights  agreement  with  a  third  party.
Effective June 30, 2003, we terminated the agreement and filed a breach of contract suit against the third party.

Marketing Commitments
In connection with certain intellectual property right acquisitions and development agreements, we will commit to spend
specified amounts for marketing support for the related game(s) which is to be developed or in which the intellectual
property will be utilized. Assuming all contractual provisions are met, the total future minimum marketing commitment for
contracts in place as of March 31, 2004 is approximately $66.4 million, which is scheduled to be paid as follows
(amounts in thousands):

Year ended March 31,

2005
2006
2007
Total

$39,919
11,500
15,000

$66,419

Lease Obligations
We lease certain of our facilities under non-cancelable operating lease agreements. Total future minimum lease commit-
ments as of March 31, 2004 are as follows (amounts in thousands):

Year ended March 31,

2005
2006
2007
2008
2009
Thereafter

Total

$ 8,936
7,520
6,870
4,033
2,993
16,222

$46,574

Facilities rent expense for the years ended March 31, 2004, 2003 and 2002 was approximately $8.7 million, $7.6
million and $5.3 million, respectively.

page 66

Activision, Inc. — 2004 Annual Report

Legal Proceedings
On March 5, 2004, a class action lawsuit was filed against us and certain of our current and former officers and
directors.  The  complaint,  which  asserts  claims  under  Sections  10(b)  and  20(a)  of  the  Securities  Exchange  Act  of
1934  based  on  allegations  that  our  revenues  and  assets  were  overstated  during  the  period  between  February  1,
2001 and December 17, 2002, was filed in the United States District Court, Central District of California by the
Construction Industry and Carpenters Joint Pension Trust for Southern Nevada purporting to represent a class of pur-
chasers of Activision stock. Five additional purported class actions have subsequently been filed by Gianni Angeloni,
Christopher Hinton, Stephen Anish, the Alaska Electrical Pension Fund, and Joseph A. Romans asserting the same claims.
Five of the six actions have been transferred to the same court where the first-filed complaint was pending. In addition,
on  March  12,  2004,  a  shareholder  derivative  lawsuit  was  filed,  purportedly  on  behalf  of  Activision,  which  in  large
measure asserts the identical claims set forth in the federal class action lawsuit. That complaint was filed in Superior
Court for the County of Los Angeles. We strongly deny these allegations and will vigorously defend these cases.

On July 11, 2003, we were informed by the staff of the Securities and Exchange Commission that the Securities and
Exchange Commission has commenced a non-public formal investigation captioned “In the Matter of Certain Video
Game Manufacturers and Distributors.” The investigation appears to be focused on certain accounting practices com-
mon  to  the  interactive  entertainment  industry,  with  specific  emphasis  on  revenue  recognition.  In  connection  with  this
inquiry, the Securities and Exchange Commission submitted to us a request for information. We responded to this inquiry
on September 2, 2003. To date, we have not received a request from the Securities and Exchange Commission for
any additional information. The Securities and Exchange Commission staff also informed us that other companies in the
video game industry received similar requests for information. The Securities and Exchange Commission has advised us
that this request for information should not be construed as an indication from the Securities and Exchange Commission
or its staff that any violation of the law has occurred, nor should it reflect negatively on any person, entity or security.
We have cooperated and intend to continue to cooperate fully with the Securities and Exchange Commission in the
conduct of this inquiry.

On June 30, 2003, we terminated our Star Trek Merchandising License Agreement with Viacom Consumer Products,
Inc. and filed a complaint in the Superior Court of the State of California for breach of contract and constructive trust
against Viacom Consumer Products and Viacom International, Inc. (“Viacom”). On August 15, 2003, Viacom filed its
response  to  our  complaint  as  well  as  a  cross-complaint  alleging,  among  other  matters,  a  breach  of  contract  by
Activision and seeking claimed damages in excess of $50 million. We strongly dispute the claims by Viacom, consider
the damages alleged by Viacom to be speculative and without merit, and intend to defend vigorously and aggressively
against the cross-complaint.

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

15. Stock Compensation and Employee Benefit Plans

Stock Option Plans
We sponsor several stock option plans for the benefit of officers, employees, consultants and others.

page 67

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

On September 23, 1998, the shareholders of Activision approved the Activision 1998 Incentive Plan, as amended
(the “1998 Plan”). The 1998 Plan permits the granting of “Awards” in the form of non-qualified stock options, ISOs,
SARs,  restricted  stock  awards,  deferred  stock  awards  and  other  common  stock-based  awards  to  directors,  officers,
employees,  consultants  and  others.  The  total  number  of  shares  of  common  stock  available  for  distribution  under  the
1998 Plan is 10,125,000. The 1998 Plan requires available shares to consist in whole or in part of authorized and
unissued shares or treasury shares. There were approximately 11,800 shares remaining available for grant under the
1998 Plan as of March 31, 2004.

On April 26, 1999, the Board of Directors approved the Activision 1999 Incentive Plan, as amended (the “1999
Plan”).  The  1999  Plan  permits  the  granting  of  “Awards”  in  the  form  of  non-qualified  stock  options,  ISOs,  SARs,
restricted stock awards, deferred share awards and other common stock-based awards to directors, officers, employees,
consultants and others. The total number of shares of common stock available for distribution under the 1999 Plan is
16,875,000. The 1999 Plan requires available shares to consist in whole or in part of authorized and unissued shares
or treasury shares. There were approximately 50,400 shares remaining available for grant under the 1999 Plan as of
March 31, 2004.

On August 23, 2001, the shareholders of Activision approved the Activision 2001 Incentive Plan, as amended (the
“2001 Plan”). The 2001 Plan permits the granting of “Awards” in the form of non-qualified stock options, ISOs, SARs,
restricted stock awards, deferred stock awards and other common stock-based awards to directors, officers, employees,
consultants and others. The total number of shares of common stock available for distribution under the 2001 Plan is
5,062,500. The 2001 Plan requires available shares to consist in whole or in part of authorized and unissued shares
or treasury shares. There were approximately 100,000 shares remaining available for grant under the 2001 Plan as
of March 31, 2004.

On April 4, 2002, the Board of Directors approved the Activision 2002 Incentive Plan (the “2002 Plan”). The 2002
Plan permits the granting of “Awards” in the form of non-qualified stock options, ISOs, SARs, restricted stock awards,
deferred share awards and other common stock-based awards to officers (other than executive officers), employees,
consultants, advisors and others. The 2002 Plan requires available shares to consist in whole or in part of authorized
and unissued shares or treasury shares. The total number of shares of common stock available for distribution under the
2002 Plan is 9,787,500. There were approximately 2,032,100 shares remaining available for grant under the 2002
Plan as of March 31, 2004.

On September 19, 2002, the shareholders of Activision approved the Activision 2002 Executive Incentive Plan (the
“2002 Executive Plan”). The 2002 Executive Plan permits the granting of “Awards” in the form of non-qualified stock
options, ISOs, SARs, restricted stock awards, deferred share awards and other common stock-based awards to officers,
employees, directors, consultants and advisors. The total number of shares of common stock available for distribution
under the 2002 Executive Plan is 5,625,000. The 2002 Executive Plan requires available shares to consist in whole
or in part of authorized and unissued shares or treasury shares. There were approximately 248,600 shares remaining
available for grant under the 2002 Executive Plan as of March 31, 2004.

On December 16, 2002, the Board of Directors approved the Activision 2002 Studio Employee Retention Incentive
Plan, as amended (the “2002 Studio Plan”). The 2002 Studio Plan permits the granting of “Awards” in the form of
non-qualified  stock  options  and  restricted  stock  awards  to  key  studio  employees  (other  than  executive  officers)  of
Activision, our subsidiaries and affiliates and to contractors and others. The 2002 Studio Plan requires available shares
to consist in whole or in part of authorized and unissued shares or treasury shares. The total number of shares of com-
mon stock available for distribution under the 2002 Studio Plan is 3,375,000. There were approximately 62,300
shares remaining available for grant under the 2002 Studio Plan as of March 31, 2004.

page 68

Activision, Inc. — 2004 Annual Report

On  April  29,  2003,  our  Board  of  Directors  approved  the  Activision  2003  Incentive  Plan  (the  “2003  Plan”). 
The  2003  Plan  permits  the  granting  of  “Awards”  in  the  form  of  non-qualified  stock  options,  SARs,  restricted  stock
awards, deferred stock awards and other common stock-based awards to directors, officers, employees, consultants and
others. The 2003 Plan requires available shares to consist in whole or in part of authorized and unissued shares or
treasury  shares.  The  total  number  of  shares  of  common  stock  available  for  distribution  under  the  2003  Plan  is
13,500,000. There were approximately 13,353,800 shares remaining available for grant under the 2003 Plan as of
March 31, 2004.

The exercise price for Awards issued under the 1998 Plan, 1999 Plan, 2001 Plan, 2002 Plan, 2002 Executive Plan,
2002 Studio Plan and 2003 Plan (collectively, the “Plans”) is determined at the discretion of the Board of Directors
(or the Compensation Committee of the Board of Directors, which administers the Plans), and for ISOs, is not to be
less than the fair market value of our common stock at the date of grant, or in the case of non-qualified options, must
exceed  or  be  equal  to  85%  of  the  fair  market  value  of  our  common  stock  at  the  date  of  grant.  Options  typically
become exercisable in installments over a period not to exceed seven years and must be exercised within 10 years of
the date of grant. However, certain options granted to executives vest immediately. Historically, stock options have been
granted with exercise prices equal to or greater than the fair market value at the date of grant.

Other Employee Stock Options
In connection with prior employment agreements between Activision and Robert A. Kotick, Activision’s Chairman and
Chief Executive Officer, and Brian G. Kelly, Activision’s Co-Chairman, Mr. Kotick and Mr. Kelly were granted options 
to purchase common stock. The Board of Directors approved the granting of these options. Relating to such grants, as
of  March  31,  2004,  approximately  7,816,400  shares  were  outstanding  with  a  weighted  average  exercise  price 
of $2.81.

We  additionally  have  approximately  209,500  options  outstanding  to  employees  as  of  March  31,  2004,  with  a
weighted  average  exercise  price  of  $6.19.  The  Board  of  Directors  approved  the  granting  of  these  options.  Such
options have terms similar to those options granted under the Plans.

Director Warrants
During the fiscal year ended March 31, 1997, we issued warrants to purchase 135,000 shares of our common stock,
at exercise prices ranging from $3.50 to $4.11 to two of our outside directors in connection with their election to the
Board. Such warrants vested 25% on the first anniversary of the date of grant, and 12.5% each six months thereafter
and expire within 10 years from the date of grant. Relating to such warrants, as of March 31, 2004, approximately
67,500 shares with a weighted average exercise price of $4.01 were outstanding.

Employee Stock Purchase Plans
On July 22, 2002, the Board of Directors approved the 2002 Employee Stock Purchase Plan for eligible domestic
employees.  The  shareholders  of  Activision  subsequently  approved  the  2002  Employee  Stock  Purchase  Plan  on
September 19, 2002. Then, on February 11, 2003, the Board of Directors approved the 2002 Employee Stock
Purchase  Plan  for  International  Employees.  The  primary  terms  of  the  2002  Employee  Stock  Purchase  Plan  and  the
2002  Employee  Stock  Purchase  Plan  for  International  Employees  (collectively  the  “2002  Purchase  Plans”)  are  the
same. Under the 2002 Purchase Plans, up to 1,125,000 shares of our common stock may be purchased by eligible
employees during two overlapping, twelve-month offering periods that commence each April 1 and October 1 (the
“Offering Period”). At any point in time, employees may participate in only one Offering Period. The first day of each
Offering Period is referred to as the “Offering Date.” Common stock is purchased by 2002 Purchase Plans participants
at 85% of the lesser of fair market value on the Offering Date for the Offering Period that includes the common stock
purchase date or the fair market value on the common stock purchase date. Employees may purchase shares having a
value not exceeding 15% of their gross compensation during an Offering Period, limited to a maximum of 11,250 

page 69

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

common shares  per  common stock purchase date. During the year ended March 31, 2004, employees purchased
approximately 242,300, 60,000 and 255,300 shares at a price of $5.48, $7.06 and $5.48 per share, respec-
tively, within the 2002 Purchase Plans’ Offering Periods.

Prior to the 2002 Purchase Plans, we had an employee stock purchase plan for all eligible domestic employees (the
“Prior Purchase Plan”). Under the Prior Purchase Plan, shares of our common stock could be purchased at six-month
intervals at 85% of the lower of the fair market value on the first or last day of each six-month period. Employees could
purchase  shares  having  a  value  not  exceeding  10%  of  their  gross  compensation  during  each  six-month  period.
Employees  purchased  approximately  114,750  and  209,250  shares  at  a  price  of  $9.47  and  $5.57  per  share 
during the six months ended September 30, 2002 and March 31, 2003, respectively. The Prior Purchase Plan expired
on March 31, 2003.

Activity of Employee and Director Options and Warrants
Activity of all employee and director options and warrants during the last three fiscal years was as follows (amounts in
thousands, except weighted average exercise price amounts):

Outstanding at beginning of year

Granted
Exercised
Forfeited

Outstanding at end of year

Exercisable at end of year

2004

2003

2002

Shares

36,710
6,795
(4,585)
(2,282)

36,638

19,600

Wtd. Avg.
Ex. Price

$6.35
7.22
4.87
8.07

$6.59

$5.26

Shares

28,943
14,423
(5,675)
(981)

36,710

17,244

Wtd. Avg.
Ex. Price

$4.17
9.48
3.22
5.77

$6.35

$4.29

Shares

40,311
9,246
(19,533)
(1,081)

28,943

14,252

Wtd. Avg.
Ex. Price

$2.87
7.25
2.99
3.27

$4.17

$3.67

For the years ended March 31, 2004, 2003 and 2002, all options were granted at an exercise price equal to the
fair market value on the date of grant.

The following tables summarize information about all employee and director stock options and warrants outstanding as
of March 31, 2004 (share amounts in thousands):

Outstanding Options

Exercisable Options

Remaining
Wtd. Avg.
Contractual Life
(in years)

Wtd. Avg.
Exercise Price

Shares

Wtd. Avg.
Exercise Price

6.08
5.00
6.37
7.45
8.44
8.50
8.11
8.68
8.14
8.18

7.09

$ 1.88
3.11
4.89
6.25
7.19
9.79
11.97
13.36
14.46
14.77

$ 6.59

2,784
6,119
3,116
3,018
1,129
985
2,285
157
5
2

19,600

$ 1.87
3.11
3.95
6.23
7.36
9.77
12.07
13.35
14.46
14.77

$ 5.26

Shares

3,048
6,205
7,001
5,363
4,277
5,270
4,783
666
18
7

36,638

Range of exercise prices:
$ 1.41 to $ 2.81
$ 2.93 to $ 3.11
$ 3.13 to $ 6.01
$ 6.08 to $ 6.29
$ 6.30 to $ 7.85
$ 7.94 to $10.20
$10.30 to $12.27
$12.29 to $14.23
$14.46 to $14.46
$14.77 to $14.77

page 70

Activision, Inc. — 2004 Annual Report

Non-Employee Warrants
In prior years, we have granted stock warrants to third parties in connection with the development of software and the
acquisition of licensing rights for intellectual property. The warrants generally vest upon grant and are exercisable over
the term of the warrant. The exercise price of third-party warrants is generally greater than or equal to the fair market
value of our common stock at the date of grant. No third-party warrants were granted during the year ended March
31, 2004. As of March 31, 2004, 1,539,000 third-party warrants to purchase common stock were outstanding
with a weighted average exercise price of $9.50 per share. During the year ended March 31, 2003, we granted 
warrants to a third party to purchase 337,500 shares of our common stock at an exercise price of $13.22 per share
in connection with, and as partial consideration for, a license agreement that allows us to utilize intellectual property
owned by the third party in conjunction with an Activision product. The warrants vested upon grant and have a three-
year term. The fair value of the warrants was determined using the Black-Scholes pricing model, assuming a risk-free
rate  of  4.18%,  a  volatility  factor  of  70%  and  expected  term  as  noted  above.  The  per  share  weighted  average 
estimated fair value of the third-party warrants granted during the year ended March 31, 2003 was $6.47 per share.
As of March 31, 2003, 1,984,500 third-party warrants to purchase common stock were outstanding with a weighted
average exercise price of $6.25 per share. No third-party warrants were granted during the year ended March 31,
2002. As of March 31, 2002, 1,747,500 third-party warrants to purchase common stock were outstanding with a
weighted average exercise price of $7.81 per share.

In accordance with EITF 96-18, we measure the fair value of the securities on the measurement date. The fair value
of each warrant is capitalized and amortized to expense when the related product is released and the related revenue
is recognized. Additionally, as more fully described in Note 1, the recoverability of capitalized software development
costs and intellectual property licenses is evaluated on a quarterly basis with amounts determined as not recoverable
being charged to expense. In connection with the evaluation of capitalized software development costs and intellectual
property licenses, any capitalized amounts for related third-party warrants are additionally reviewed for recoverability
with  amounts  determined  as  not  recoverable  being  amortized  to  expense.  For  the  years  ended  March  31,  2004,
2003  and  2002,  $0.2  million,  $3.6  million  and  $1.1  million,  respectively,  was  amortized  and  included  in  cost  of
sales—software royalties and amortization and/or cost of sales—intellectual property licenses.

Employee Retirement Plan
We have a retirement plan covering substantially all of our eligible employees. The retirement plan is qualified in accord-
ance with Section 401(k) of the Internal Revenue Code. Under the plan, employees may defer up to 15% of their
pre-tax salary, but not more than statutory limits. Effective January 1, 2003, we contribute 20% of each dollar con-
tributed by a participant. Prior to January 1, 2003, we contributed 5% of each dollar contributed by a participant.
Our matching contributions to the plan were approximately $700,000, $320,000 and $82,000 during the years
ended March 31, 2004, 2003 and 2002, respectively.

16. Capital Transactions

Buyback Program
During  fiscal  2003,  our  Board  of  Directors  authorized  a  buyback  program  under  which  we  can  repurchase  up  to
$350.0 million of our common stock. Under the program, shares may be purchased as determined by management,
from  time  to  time  and  within  certain  guidelines,  in  the  open  market  or  in  privately  negotiated  transactions,  including 
privately  negotiated  structured  stock  repurchase  transactions  and  through  transactions  in  the  options  markets.
Depending on market conditions and other factors, these purchases may be commenced or suspended at any time or
from time to time without prior notice.

Under the buyback program, we repurchased approximately 1.9 million shares of our common stock for $12.4 million
and 16.2 million shares our common stock for $101.4 million, during the years ended March 31, 2004 and 2003,

page 71

Activision, Inc. — 2004 Annual Report

Notes to Consolidated Financial Statements

respectively. In addition, approximately 1.7 million shares of common stock were acquired in the year ended March 31,
2004 as a result of the settlement of $10.0 million of structured stock repurchase transactions entered into in fiscal
2003. Structured stock repurchase transactions are settled in cash or stock based on the market price of our common
stock on the date of the settlement. Upon settlement, we either have our capital investment returned with a premium or
receive shares of our common stock, depending, respectively, on whether the market price of our common stock is above
or below a pre-determined price agreed in connection with each such transaction. These transactions are recorded in
shareholders’ equity in the accompanying consolidated balance sheets. As of March 31, 2004, we had approximately
$226.2  million  available  for  utilization  under  the  buyback  program  and  no  outstanding  structured  stock  repurchase
transactions.  In  any  period,  cash  provided  by  or  used  in  financing  activities  related  to  common  stock  repurchase 
transactions may differ from the comparable change in shareholders’ equity, reflecting timing differences between the
recognition of share repurchase transactions and their settlement for cash.

Shelf Registrations
In August 2003, we filed with the Securities and Exchange Commission two amended shelf registration statements,
including the base prospectuses therein. The first shelf registration statement, on Form S-3, allows us, at any time, to
offer any combination of securities described in the base prospectus in one or more offerings with an aggregate initial
offering price of up to $500.0 million. Unless we state otherwise in the applicable prospectus supplement, we expect
to use the net proceeds from the sale of the securities for general corporate purposes, including capital expenditures,
working capital, repayment or reduction of long-term and short-term debt and the financing of acquisitions and other
business combinations. We may invest funds that we do not immediately require in marketable securities.

The  second  shelf  registration  statement,  on  Form  S-4,  allows  us,  at  any  time,  to  offer  any  combination  of  securities
described in the base prospectus in one or more offerings with an aggregate initial offering price of up to $250.0 mil-
lion  in  connection  with  our  acquisition  of  the  assets,  business  or  securities  of  other  companies  whether  by  purchase,
merger, or any other form of business combination.

Shareholders’ Rights Plan
On April 18, 2000, our Board of Directors approved a shareholders’ rights plan (the “Rights Plan”). Under the Rights
Plan, each common shareholder at the close of business on April 19, 2000, received a dividend of one right for each
share of common stock held. Each right represents the right to purchase one one-hundredths (1/100) of a share of
our Series A Junior Preferred Stock at an exercise price of $40.00. Initially, the rights are represented by our common
stock certificates and are neither exercisable nor traded separately from our common stock. The rights will only become
exercisable if a person or group acquires 15% or more of the common stock of Activision, or announces or commences
a tender or exchange offer which would result in the bidder’s beneficial ownership of 15% or more of our common stock.

In the event that any person or group acquires 15% or more of our outstanding common stock each holder of a right
(other than such person or members of such group) will thereafter have the right to receive upon exercise of such right,
in lieu of shares of Series A Junior Preferred Stock, the number of shares of common stock of Activision having a value
equal to two times the then current exercise price of the right. If we are acquired in a merger or other business combi-
nation transaction after a person has acquired 15% or more of our common stock, each holder of a right will there-
after have the right to receive upon exercise of such right a number of the acquiring company’s common shares having a
market value equal to two times the then current exercise price of the right. For persons who, as of the close of business
on April 18, 2000, beneficially own 15% or more of the common stock of Activision, the Rights Plan “grandfathers”
their current level of ownership, so long as they do not purchase additional shares in excess of certain limitations.

We  may  redeem  the  rights  for  $.01  per  right  at  any  time  until  the  first  public  announcement  of  the  acquisition  of 
beneficial ownership of 15% of our common stock. At any time after a person has acquired 15% or more (but before
any person has acquired more than 50%) of our common stock, we may exchange all or part of the rights for shares
of common stock at an exchange ratio of one share of common stock per right. The rights expire on April 18, 2010.

page 72

Activision, Inc. — 2004 Annual Report

17. Accumulated Other Comprehensive Income (Loss)
The components of accumulated other comprehensive income (loss) were as follows (amounts in thousands):

Balance, March 31, 2003
Comprehensive income (loss)

Balance, March 31, 2004

Unrealized
Appreciation
(Depreciation)
on Investments

Accumulated Other
Comprehensive
Income (Loss)

$134
(37)

$ 97

$ (3,434)
13,395

$ 9,961

Foreign Currency

$ (3,568)
13,432

$ 9,864

The amounts above are shown net of taxes. The income taxes related to other comprehensive income were not significant,
as income taxes were not provided for foreign currency translation items as these are considered indefinite investments
in non-U.S. subsidiaries.

18. Supplemental Cash Flow Information
Non-cash investing and financing activities and supplemental cash flow information are as follows (amounts in thousands):

Year ended March 31,

Non-cash investing and financing activities:

Conversion of convertible subordinated notes, net of conversion costs
Subsidiaries acquired with common stock
Issuance of options and common stock warrants
Stock offering costs
Change in unrealized appreciation on short-term investments

Supplemental cash flow information:
Cash paid for income taxes
Cash paid (received) for interest, net

19. Quarterly Financial and Market Information (Unaudited)

2004

2003

2002

$

— $

3,246
—
—
(37)

— $58,651
25,481
3,217
—
—

10,861
2,184
781
134

$10,463
(6,213)

$ 5,491
(7,804)

$ 3,041
(2,942)

(Amounts in thousands, except per share data)

June 30

Sept. 30

Dec. 31

Mar. 31

Year
ended

Quarter ended

Fiscal 2004:

Net revenues
Operating income (loss)
Net income (loss)
Basic earnings (loss) per share
Diluted earnings (loss) per share
Common stock price per share:

High
Low

Fiscal 2003:

Net revenues
Operating income (loss)
Net income (loss)
Basic earnings (loss) per share
Diluted earnings (loss) per share
Common stock price per share:

High
Low

$158,725
5,146
4,163
0.03
0.03

$117,523
(16,933)
(10,093)
(0.08)
(0.08)

$508,511
116,961
76,981
0.58
0.53

$162,897
4,643
6,664
0.05
0.04

$947,656
109,817
77,715
0.58
0.54

8.99
6.01

9.58
7.23

12.73
7.71

16.17
11.38

16.17
6.01

$191,258
31,196
20,704
0.15
0.14

$169,172
11,334
9,086
0.06
0.06

$378,685
66,761
44,347
0.30
0.28

$125,001
(14,444)
(7,957)
(0.06)
(0.06)

$864,116
94,847
66,180
0.46
0.43

15.60
11.70

14.02
9.91

10.61
5.42

7.00
5.79

15.60
5.42

page 73

Activision, Inc. — 2004 Annual Report

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

Our common stock is quoted on the Nasdaq National Market under the symbol “ATVI.”

The following table sets forth for the periods indicated the high and low reported sale prices for our common stock. 
As of May 26, 2004, there were approximately 2,840 holders of record of our common stock.

Fiscal 2003

First Quarter ended June 30, 2002
Second Quarter ended September 30, 2002
Third Quarter ended December 31, 2002
Fourth Quarter ended March 31, 2003

Fiscal 2004

First Quarter ended June 30, 2003
Second Quarter ended September 30, 2003
Third Quarter ended December 31, 2003
Fourth Quarter ended March 31, 2004

High

Low

$15.60
14.02
10.61
7.00

$ 8.99
9.58
12.73
16.17

$11.70
9.91
5.42
5.79

$ 6.01
7.23
7.71
11.38

On May 26, 2004, the last reported sales price of our common stock was $15.88.

Dividends
We paid no cash dividends in 2004 or 2003 nor do we anticipate paying any cash dividends at any time in the 
foreseeable future. We expect that earnings will be retained for the continued growth and development of the business.
Future  dividends,  if  any,  will  depend  upon  our  earnings,  financial  condition,  cash  requirements,  future  prospects  and
other factors deemed relevant by our Board of Directors.

Stock Splits
In April 2003, the Board of Directors approved a three-for-two split of our outstanding common shares effected in the
form of a 50% stock dividend. The split was paid on June 6, 2003 to shareholders of record as of May 16, 2003.
In February 2004, the Board of Directors approved a second three-for-two split of our outstanding common shares
effected in the form of a 50% stock dividend. The split was paid on March 15, 2004 to shareholders of record as of
February 23, 2004.

page 74

Activision, Inc. — 2004 Annual Report

Corporate Information

Officers

Transfer Agent

Forward-Looking Statements 

Robert A. Kotick
Chairman and 
Chief Executive Officer
Brian G. Kelly
Co-Chairman
Ronald Doornink
President, Activision, Inc. and 
Chief Executive Officer, 
Activision Publishing, Inc.
Kathy P. Vrabeck
President, Activision Publishing
William J. Chardavoyne
Chief Financial Officer and
Executive Vice President
Michael J. Rowe
Executive Vice President,
Human Resources
Richard A. Steele
President, Activision Distribution 
and Executive Vice President,
International Distribution
George L. Rose
Senior Vice President, Business
and Legal Affairs, General
Counsel and Secretary

Board of Directors 

Robert A. Kotick
Chairman and 
Chief Executive Officer
Brian G. Kelly
Co-Chairman
Ronald Doornink
President, Activision, Inc. and 
Chief Executive Officer, 
Activision Publishing, Inc.
Robert J. Corti
Chief Financial Officer,
Avon Products, Inc.
Kenneth L. Henderson
Partner, Bryan Cave LLP
Barbara S. Isgur
Former Senior Vice President,
Stratagem
Robert J. Morgado
Chairman, Maroley Media Group
Peter J. Nolan
Managing Partner,
Leonard Green & Partners, L.P.

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Continental Stock Transfer
& Trust Company
17 Battery Place
New York, New York 10004
(212) 509-4000

Auditor

PricewaterhouseCoopers LLP
Los Angeles, California

Bank

US Bank
Los Angeles, California

Corporate Counsel

Bryan Cave LLP
New York, New York

Corporate Headquarters

Activision, Inc.
3100 Ocean Park Boulevard 
Santa Monica, California 90405
(310) 255-2000

Domestic Offices

Dallas, Texas
Eagan, Minnesota
Eden Prairie, Minnesota
Encino, California
Hayward, California
Los Angeles, California
Madison, Wisconsin
New York, New York
San Francisco, California
Woodland Hills, California

International Offices 

Bezons, France
Birmingham, United Kingdom
Breda, The Netherlands
Burglengenfeld, Germany
Legnano, Italy
Madrid, Spain
Ontario, Canada
Slough, United Kingdom
Stockholm, Sweden
Sydney, Australia
Tokyo, Japan
Venlo, The Netherlands

The statements contained in this report
that are not historical facts are 
“forward-looking statements.” The
company cautions readers of this
report that a number of important
factors could cause Activision’s actual
future results to differ materially from
those expressed in any such forward-
looking statements. These important
factors, and other factors that could
affect Activision, are described 
in Activision’s Annual Report on 
Form 10-K for the fiscal year ended
March 31, 2004, which was filed
with the United States Securities and
Exchange Commission. Readers of this
Annual Report are referred to this filing.

World Wide Web Site 

http://www.activision.com

E-Mail 

IR@activision.com

Annual Meeting 

September 21, 2004 
The Peninsula Hotel 
9882 South Santa Monica Blvd.
Beverly Hills, California 90212

Annual Report on Form 10-K 

Activision’s Annual Report on Form 10-K
for the year ended March 31, 2004
is available to shareholders without
charge upon request from our
corporate offices.

Spider-Man and all related Marvel
characters, (cid:2) & © 2004 Marvel
Characters, Inc. Spider-Man 2, the
movie, © 2004 Columbia Pictures
Industries, Inc. All rights reserved.

Shrek is a registered trademark of
DreamWorks L.L.C. Shrek 2, Shrek Ear
Design and Shrek “S” (cid:2) & © 2004
DreamWorks L.L.C. All rights reserved.

MARVEL, Spider-Man and X-MEN, and
the distinctive likenesses thereof are
trademarks of Marvel Characters, Inc.,
and are used with permission. Copyright
© 2000 Marvel Characters, Inc. All
rights reserved. www.marvel.com. The
images used in this annual report were
produced under license from Marvel
Characters, Inc.

 
 
 
 
 
 
 
3100 Ocean Park Boulevard, Santa Monica, CA 90405
phone: (310) 255-2000  fax: (310) 255-2100
www.activision.com