Biggest mobile game in WWE and 2K history
delivers added value through limited edition collectible tokens
featuring in-game content
2K and GameStop Corp. today announced that WWE®
SuperToken™, the collectible token series offering in-game
content for 2K’s popular mobile card-battling game, WWE
SuperCard, is available now exclusively at GameStop retail
locations nationwide.
This Smart News Release features multimedia.
View the full release here:
http://www.businesswire.com/news/home/20160321005097/en/
Offered as a limited edition, WWE
SuperToken delivers a power-packed lineup of WWE talent through 10
collectible tokens, including WWE Superstars John Cena, Brock
Lesnar, Roman Reigns and Dean Ambrose, as well as WWE Diva Paige.
Each collectible token, available for $6.99, grants three cards in
WWE SuperCard: one Ultra Rare card featuring the likeness of the
featured WWE Superstar or Diva and two Rare mystery cards. (Photo:
Business Wire)
Offered as a limited edition, WWE SuperToken delivers a
power-packed lineup of WWE talent through 10 collectible tokens,
including WWE Superstars John Cena, Brock Lesnar, Roman Reigns and
Dean Ambrose, as well as WWE Diva Paige. Each collectible token,
available for $6.99, grants three cards in WWE SuperCard:
one Ultra Rare card featuring the likeness of the featured WWE
Superstar or Diva and two Rare mystery cards. The tokens can then
be shared up to three times, giving others access to a Super Rare
card of the featured WWE Superstar or Diva. In addition, each token
will have a unique distribution quantity, making some offerings
rarer in nature than others.
“Since its launch in August 2014, WWE SuperCard
has become the biggest mobile video game in WWE and 2K history,
captivating fans with its breadth of collectible cards, as well as
variety of quick play and team-based action,” said Chris Snyder,
Vice President of Marketing at 2K. “Our new partnership with
GameStop to deliver limited edition content through WWE
SuperToken presents exciting opportunities to extend the mobile
gameplay experience through a retail platform and reach an even
larger audience.”
WWE SuperToken in-game content is transferred to a mobile
device and linked to a user’s WWE SuperCard account in one
of two different ways. Consumers with NFC-enabled technology for
Android can tap tokens against their devices to transfer the new
cards. Alternatively, both Android and iOS users can utilize QR
codes included with each WWE SuperToken retail package to
acquire the content. In support, WWE SuperCard now includes
an in-game QR scanner to help facilitate WWE SuperToken
redemptions via QR code.
“WWE has some of the most spirited fans out there, and their
passion for their favorite WWE Superstars and Divas is amplified
though the power of video games such as WWE SuperCard,” said
Eric Bright, Senior Director of Merchandising at GameStop. “Having
an exclusive partnership with 2K to offer WWE SuperToken in
our more than 4,000 GameStop stores nationwide allows for gamers
everywhere to discover and experience new limited edition content
like never before.”
About WWE SuperCard
WWE SuperCard challenges players to build teams of WWE
Superstars, Divas and Legends, train them to full potential, battle
in various match types and test their luck in fast-paced tournament
action. Featuring more than 800 cards in active play, with each
card representing one of eight different rarity levels, WWE
SuperCard delivers an extensive array of collectible content
with high replay value. In addition, players can enhance their
free-to-play experience through purchase of individual card
packs.
Developed by Cat Daddy Games in conjunction with Visual
Concepts, both 2K studios, WWE SuperCard is available now
for download free of charge on the App Store for iOS devices,
including the iPhone, iPad and Pod touch, as well as the Google
Play Store and Amazon Appstore for Android devices. The game has
exceeded nine million downloads since its initial release and
currently has an average rating of 4.5/5 stars on the App Store, as
well as a 4/5 rating on Google Play.
For more information on WWE SuperCard and 2K, visit
wwe.2k.com, become a fan on Facebook, follow the game on Twitter or
subscribe on YouTube.
2K is a wholly owned publishing label of Take-Two Interactive
Software, Inc. (NASDAQ:TTWO).
All trademarks and copyrights contained herein are the property
of their respective holders.
About WWE
WWE, a publicly traded company (NYSE:WWE), is an integrated
media organization and recognized leader in global entertainment.
The company consists of a portfolio of businesses that create and
deliver original content 52 weeks a year to a global audience. WWE
is committed to family friendly entertainment on its television
programming, pay-per-view, digital media and publishing platforms.
WWE programming reaches more than 650 million homes worldwide in 25
languages. WWE Network, the first-ever 24/7 over-the-top premium
network that includes live pay-per-views, scheduled programming and
a massive video-on-demand library, is currently available in more
than 175 countries. The company is headquartered in Stamford,
Conn., with offices in New York, Los Angeles, London, Mexico City,
Mumbai, Shanghai, Singapore, Dubai, Munich and Tokyo.
Additional information on WWE (NYSE:WWE) can be found at wwe.com
and corporate.wwe.com. For information on our global activities, go
to http://www.wwe.com/worldwide/.
Trademarks: All WWE programming, talent names, images,
likenesses, slogans, wrestling moves, trademarks, logos and
copyrights are the exclusive property of WWE and its subsidiaries.
All other trademarks, logos and copyrights are the property of
their respective owners.
Forward-Looking Statements: This press release contains
forward-looking statements pursuant to the safe harbor provisions
of the Securities Litigation Reform Act of 1995, which are subject
to various risks and uncertainties. These risks and uncertainties
include, without limitation, risks relating to: WWE Network; major
distribution agreements; our need to continue to develop creative
and entertaining programs and events; the possibility of a decline
in the popularity of our brand of sports entertainment; the
continued importance of key performers and the services of Vincent
K. McMahon; possible adverse changes in the regulatory atmosphere
and related private sector initiatives; the highly competitive,
rapidly changing and increasingly fragmented nature of the markets
in which we operate and greater financial resources or marketplace
presence of many of our competitors; uncertainties associated with
international markets; our difficulty or inability to promote and
conduct our live events and/or other businesses if we do not comply
with applicable regulations; our dependence on our intellectual
property rights, our need to protect those rights, and the risks of
our infringement of others’ intellectual property rights; the
complexity of our rights agreements across distribution mechanisms
and geographical areas; potential substantial liability in the
event of accidents or injuries occurring during our physically
demanding events including, without limitation, claims relating to
CTE; large public events as well as travel to and from such events;
our feature film business; our expansion into new or complementary
businesses and/or strategic investments; our computer systems and
online operations; a possible decline in general economic
conditions and disruption in financial markets; our accounts
receivable; our revolving credit facility; litigation; our
potential failure to meet market expectations for our financial
performance, which could adversely affect our stock; Vincent K.
McMahon exercises control over our affairs, and his interests may
conflict with the holders of our Class A common stock; a
substantial number of shares are eligible for sale by the McMahons
and the sale, or the perception of possible sales, of those shares
could lower our stock price; and the relatively small public
“float” of our Class A common stock. In addition, our dividend is
dependent on a number of factors, including, among other things,
our liquidity and historical and projected cash flow, strategic
plan (including alternative uses of capital), our financial results
and condition, contractual and legal restrictions on the payment of
dividends (including under our revolving credit facility), general
economic and competitive conditions and such other factors as our
Board of Directors may consider relevant. Forward-looking
statements made by the Company speak only as of the date made and
are subject to change without any obligation on the part of the
Company to update or revise them. Undue reliance should not be
placed on these statements. For more information about risks and
uncertainties associated with the Company’s business, please refer
to the “Management’s Discussion and Analysis of Financial Condition
and Results of Operations” and “Risk Factors” sections of the
Company’s SEC filings, including, but not limited to, our annual
report on Form 10-K and quarterly reports on Form 10-Q.
About GameStop
GameStop Corp. (NYSE:GME), a Fortune 500 and S&P 500 company
headquartered in Grapevine, Texas, is a global, multichannel video
game, consumer electronics and wireless services retailer. GameStop
operates more than 7,100 stores across 14 countries. The company’s
consumer product network also includes www.gamestop.com;
www.Kongregate.com, a leading browser-based game site; Game
Informer® magazine, the world’s leading print and digital video
game publication; and ThinkGeek, www.thinkgeek.com, the premier
retailer for the global geek community featuring exclusive and
unique video game and pop culture products. In addition, our
Technology Brands segment includes Simply Mac and Spring Mobile
stores. Simply Mac, www.simplymac.com, operates 76 stores, selling
the full line of Apple products, including laptops, tablets, and
smartphones and offering Apple certified warranty and repair
services. Spring Mobile, http://springmobile.com, sells post-paid
AT&T services and wireless products through its 890 AT&T
branded stores and offers pre-paid wireless services, devices and
related accessories through its 70 Cricket branded stores in select
markets in the U.S.
General information about GameStop Corp. can be obtained at the
company's corporate website. Follow GameStop on Twitter @
www.twitter.com/GameStop and find GameStop on Facebook @
www.facebook.com/GameStop.
About 2K
Founded in 2005, 2K develops and publishes interactive
entertainment globally for console systems, handheld gaming systems
and personal computers, including smartphones and tablets, which
are delivered through physical retail, digital download, online
platforms and cloud streaming services. 2K publishes titles in
today’s most popular gaming genres, including shooters, action,
role-playing, strategy, sports, casual, and family entertainment.
The 2K label has some of the most talented development studios in
the world today, including Firaxis Games, Visual Concepts, Hangar
13, Cat Daddy Games and 2K China. 2K’s stable of high quality
titles includes the critically acclaimed BioShock®, Borderlands™,
and XCOM® franchises, the beloved Sid Meier’s Civilization series,
the innovative Evolve™, the popular WWE 2K franchise and NBA 2K,
the #1 rated and #1 selling basketball franchise*. 2K is
headquartered in Novato, California and is a wholly owned label of
Take-Two Interactive Software, Inc. (NASDAQ: TTWO). For more
information, please visit www.2k.com.
*According to 2008 - 2016 Metacritic.com and The
NPD Group estimates of U.S. retail video game sales through
February 2016.
About Take-Two Interactive Software
Headquartered in New York City, Take-Two Interactive Software,
Inc. is a leading developer, publisher and marketer of interactive
entertainment for consumers around the globe. The Company develops
and publishes products through its two wholly-owned labels Rockstar
Games and 2K. Our products are designed for console systems and
personal computers, including smartphones and tablets, and are
delivered through physical retail, digital download, online
platforms and cloud streaming services. The Company’s common stock
is publicly traded on NASDAQ under the symbol TTWO. For more
corporate and product information please visit our website at
http://www.take2games.com.
Cautionary Note Regarding Forward-Looking Statements
The statements contained herein which are not historical facts
are considered forward-looking statements under federal securities
laws and may be identified by words such as "anticipates,"
"believes," "estimates," "expects," "intends," "plans,"
"potential," "predicts," "projects," "seeks," "will," or words of
similar meaning and include, but are not limited to, statements
regarding the outlook for the Company's future business and
financial performance. Such forward-looking statements are based on
the current beliefs of our management as well as assumptions made
by and information currently available to them, which are subject
to inherent uncertainties, risks and changes in circumstances that
are difficult to predict. Actual outcomes and results may vary
materially from these forward-looking statements based on a variety
of risks and uncertainties including: our dependence on key
management and product development personnel, our dependence on our
Grand Theft Auto products and our ability to develop other hit
titles, the timely release and significant market acceptance of our
games, the ability to maintain acceptable pricing levels on our
games, our ability to raise capital if needed and risks associated
with international operations. Other important factors and
information are contained in the Company's Annual Report on Form
10-K for the fiscal year ended March 31, 2015, including the risks
summarized in the section entitled "Risk Factors," the Company’s
Quarterly Report on Form 10-Q for the fiscal quarter ended December
31, 2015, and the Company's other periodic filings with the SEC,
which can be accessed at www.take2games.com. All forward-looking
statements are qualified by these cautionary statements and apply
only as of the date they are made. The Company undertakes no
obligation to update any forward-looking statement, whether as a
result of new information, future events or otherwise.
View source
version on businesswire.com: http://www.businesswire.com/news/home/20160321005097/en/
2KJaime Jensen,
415-507-7910jaime.jensen@2k.comorAccess Communications for
2KJessica Roache, 415-844-6203jroache@accesspr.comorTake-Two
Interactive Software, Inc.Alan Lewis (Corporate Press),
646-536-2983alan.lewis@take2games.comorWWEMatthew Altman,
203-352-1177matthew.altman@wwecorp.comorGameStopKyle
Stephenson, 817-722-7735KyleStephenson@gamestop.com
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