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3
FORWARD-LOOKING STATEMENTS
The statements contained in this Annual Report on Form 10-K ("10-K") that are not historical facts may be "forward-
looking statements" within the meaning of the Private Securities Litigation Reform Act of 1995. Such statements
include, but are not limited to, statements regarding industry prospects, our future economic performance including
anticipated revenues and expenditures, restructuring activities, results of operations or financial position, and other
financial items, our business plans and objectives, including our intended product releases, and may include certain
assumptions that underlie the forward-looking statements. We generally use words such as "anticipate," "believe,"
"could," "estimate," "expect," "forecast," "future," "intend," "may," "plan," "positioned," "potential," "project,"
"scheduled," "set to," "subject to," "upcoming" and other similar expressions to help identify forward-looking
statements. These forward-looking statements are based on current expectations, estimates and projections about the
business of THQ Inc. and its subsidiaries and are based upon management's current beliefs and certain assumptions
made by management. Our business and such forward-looking statements are subject to risks and uncertainties that
may affect our future results. For a discussion of our risk factors, see "Item 1A. Risk Factors." The forward-looking
statements contained herein speak only as of the date on which they were made, and, except as required by law, we
disclaim any obligation to update any forward-looking statements to reflect events or circumstances after the date of
this 10-K.
All references to "we," "us," "our," "THQ," or the "Company" in this 10-K mean THQ Inc. and its subsidiaries. Most
of the properties and titles referred to in this 10-K are subject to trademark protection.
PART I
Item 1. Business
Introduction
We are a leading worldwide developer and publisher of interactive entertainment software focused on the core gamer on all
popular game systems, including:
home video game consoles such as the Microsoft Xbox 360 and Xbox 360 Kinect (collectively referred to as
"Xbox 360"), Nintendo Wii ("Wii"), and Sony PlayStation 3 ("PS3");
handheld platforms such as the Nintendo DS, DSi and 3DS (collectively referred to as "DS"), and Sony PlayStation
Portable ("PSP");
wireless devices based on the Apple iOS (including the iPhone, iTouch and iPad), Google Android, and Windows
Mobile platforms;
personal computers ("PCs"), including games played online; and
the Internet, including on social networking sites such as Facebook.
In addition to titles published on the wireless devices noted above, we also develop and publish titles (and supplemental
downloadable content) for digital distribution via Microsoft's Xbox LIVE Marketplace ("Xbox LIVE") and Xbox LIVE Arcade
("XBLA") and Sony's PlayStation Network ("PSN"), as well as digitally offer our PC titles through online download stores and
services such as Amazon, OnLive, Origin, and Valve.
Our titles span multiple categories, including action, adventure, fighting, role-playing, simulation, and strategy. We have
created, licensed and acquired a group of highly recognizable brands, which we market to a variety of consumer demographics
ranging from products targeted at core gamers to products targeted to mass market. Our portfolio of key franchises currently
includes:
games based on our owned intellectual properties including Company of Heroes, Darksiders, Homefront, inSANE, and
Saints Row and new properties in development by Patrice Désilets and Turtle Rock Studios; and
core games based on licensed properties such as Games Workshop's Warhammer 40,000 universe, Metro, and World
Wrestling Entertainment ("WWE").
We develop our products using both internal and external development resources. Our internal resources consist of producers,
game designers, software engineers, artists, animators and game testers located within our internal development studios and
corporate headquarters. External development resources consist of third-party software developers and other independent
resources such as artists, voice-over actors and composers.
Our global sales network includes offices throughout North America, Europe and Australia. In the U.S. and Canada, we market
and distribute games directly to mass merchandisers, consumer electronic stores, discount warehouses and other national retail
chain stores. Internationally, we market and distribute games on a direct-to-retail basis in the territories where we have a direct
sales force and to a lesser extent, in the territories where we do not have a direct sales force, third parties distribute our games.