Well, good day ladies and gentlemen and welcome to the Activision Blizzard Q2 2015 earnings conference call. Today's conference is being recorded. I will now turn today's call over to Ms. Amrita Ahuja. Please go ahead. Amrita Ahuja - Sr. Vice President, Investor Relations: Good afternoon and thank you for joining us today for Activision Blizzard's second quarter 2015 conference call. Speaking on the call today will be Bobby Kotick, CEO of Activision Blizzard; Thomas Tippl, COO of Activision Blizzard; Dennis Durkin, CFO of Activision Blizzard; Eric Hirshberg, CEO of Activision Publishing; and Mike Morhaime CEO of Blizzard Entertainment. I would like to remind everyone that during this call we will be making statements that are not historical facts. These are forward-looking statements that are based on current expectations and assumptions that are subject to risks and uncertainties. A number of important factors could cause the company's actual future results and other future circumstances to differ materially from those expressed in any forward-looking statements, including the factors discussed in the risk factor sections of our SEC filings including our 2014 annual report on Form 10-K which is on the file with the SEC and those indicated on the slide that is showing. The forward-looking statements in the presentation are based on information available to the company as of the date of this presentation, and while we believe them to be true, they ultimately may prove to be incorrect. The company undertakes no obligation to release publicly any revisions to any forward-looking statements to reflect events or circumstances after today, August 4, 2015, or to reflect the occurrence of unanticipated events. I would like to note that certain numbers we will be presenting today will be made on a non-GAAP basis, excluding the impact of the change in deferred net revenues and related cost of sales with respect to certain of our online-enabled games, expenses related to stock-based compensation, the amortization of intangible assets, expenses including legal fees, costs, expenses and accruals related to the purchase transaction and related debt financing, and the associated tax benefits. Please refer to our earnings release which is posted on www.activisionblizzard.com for a full GAAP to non-GAAP reconciliation and further explanation. There's also a PowerPoint overview which you can access with the webcast and which will be posted to the website following the call. In addition, we will also be posting a financial overview highlighting both GAAP and non-GAAP results and a one-page summary sheet. And now, I'd like to introduce our CEO, Bobby Kotick. Robert A. Kotick - President, Chief Executive Officer & Director: Thanks very much, Amrita, and thank you all for joining us this afternoon. Q2 was another strong quarter and we have a lot of momentum going into the back half of this year. Our teams around the world continued to deliver the very best interactive entertainment and our franchises continue to be among the strongest in all of entertainment. On today's call, Thomas will discuss the key drivers of our over-performance, Dennis will review our financial results in detail, and then Mike and Eric will discuss the positive results in their respective operating units. Thomas. Thomas Tippl - Chief Operating Officer: Thanks, Bobby. Our strategic focus on expanding our franchise portfolio with captivating and original new intellectual property, innovating on new platforms, and expanding into new geographies is reflected in our results. We outperformed our Q2 targets and last year's results on revenues, digital growth, and earnings per share. These strong results and the excitement for upcoming launches have driven us to raise our full year outlook yet again. As we're successfully transitioning from a launch to a year-round engagement model, our audience base and the total amount of time people spend with our franchises continue to grow. In the second quarter, our monthly active users grew at 35% year-over-year. And in a world with so many entertainment choices from television to movies to social media and beyond, we are grateful that people are choosing to spend more and more of their time with us. In the second quarter, the amount of time our community spent playing Activision Blizzard games grew by 25% year-over-year. In fact, this past quarter, our player communities logged nearly 3.5 billion hours of game play with our key franchises, Heroes of the Storm, Hearthstone, World of Warcraft, Diablo, StarCraft, Skylanders, Destiny, and Call of Duty. And these numbers do not even include the rapidly increasing amount of time expected to spend watching content based on our games on channels like Twitch and YouTube. Our strategic investment in new franchises, platforms and geographies continue to pay off, and along with growing engagement and better monetization, set the stage for more growth ahead. We're well underway to expanding our franchise portfolio from 5 to over 10, with four new intellectual properties already launched and performing well. In addition, the beloved Guitar Hero franchise will return this fall with product innovation that we couldn't be more excited about, and Overwatch is on the horizon with a beta this fall. We have an increasing focus on mobile and tablet. Hearthstone's release on iOS and Android smartphones in April through the player base has been a key driver of our performance in Q2 and should benefit us for the foreseeable future. Guitar Hero Live fall release will also include mobile and tablet at launch, and we're redoubling our efforts to provide a great mobile experience for our Skylanders franchise, in addition to making the full game available on tablets. Finally, we are positioned for growth in new geographies, and in particular in large and fast-growing China. We now have six franchises in market in China up from two at the start of last year and we're already seeing strong results with our teams and partners in China delivering record revenues in MAUs in Q2. Before I hand it over to Dennis, I want to thank our talented teams who continue to execute very well. Our employees are extraordinarily committed and they create the most engaging entertainment experiences for our players and it shows in our results, which Dennis is now going to take you through in detail. Dennis M. Durkin - Chief Financial Officer: Thanks, Thomas. Good afternoon, everyone. Today I will review our better than expected Q2 financial results, our outlook for Q3, and our increased outlook for 2015. Unless otherwise indicated, I will be referencing non-GAAP measures, so please refer to our earnings release for full GAAP to non-GAAP reconciliations. For the quarter on a GAAP basis, we generated revenues of $1.04 billion, up 8% year-over-year and operating margin of 32% and GAAP EPS of $0.29 up $0.08 versus our May guidance. For the quarter on a non-GAAP basis we generated revenues of $759 million and operating margin of 23%, up more than 550 basis points year-over-year and EPS of $0.13. We outperformed last year's revenue and EPS by $101 million and $0.07 respectively. At constant FX for Q2, we outperformed last year's revenue by $188 million or 29%, operating income by $116 million or 103%, and EPS by $0.13. In addition, we outperformed our May guidance by $109 million on revenue and $0.06 on EPS. Revenue and EPS outperformance was primarily due to strong growth in recurring revenue from digital content across our broad franchise portfolio. Importantly, total digital revenues grew 27% year-over-year to a Q2 record of $611 million. The main franchise drivers of the quarter's performance were: Hearthstone, with the launch of their newest adventure, Blackrock Mountain, as well as the release of Hearthstone onto new Android and iOS smartphones; Destiny, with the launch of their second expansion, House of Wolves; Call of Duty with sales of Seasons Pass, DLC and microtransactions like Supply Drops for Advanced Warfare; Blizzard's Diablo III which launched and outperformed in China, helping drive record revenues in China for the company this quarter; and finally, Blizzard launched Heroes of the Storm globally on June 2. Note that this quarter was an important inflection point for Blizzard. In spite of World of Warcraft subscriber declines, which were more concentrated in the east, and partly affected by the success of Diablo III in China, Blizzard grew its Q2 revenues 29% year-over-year at constant FX. This performance was driven by the strong performances of Diablo, Hearthstone and Heroes of the Storm, which in Q2 made up the majority of Blizzard revenues. The franchise diversification inside Blizzard is happening rapidly and even more importantly the aggregate Blizzard community is healthy and growing and in Q2 reached the highest levels in Blizzard history on the back of strong engagement across the expanded portfolio. And the community will have even more to enjoy with an incredible lineup of new content for these franchises that is yet to come. You'll hear more details from Mike on Blizzard's engagement and pipeline later in the call. In terms of EBITDA and cash flow, in Q2 we generated strong non-GAAP adjusted EBITDA of $193 million, up $47 million year-over-year, operating cash flow of $135 million and up 27% year-over-year and free cash flow of $107 million up 32% year-over-year. In Q2 we also paid our previously announced $0.23 per share cash dividend, a 15% increase year-over-year and had no share repurchases in the quarter. Turning to the balance sheet as of June 30, we had approximately $4.5 billion in cash and investments of which approximately $800 million was held domestically. We had total debt of $4.12 billion and net cash of approximately $400 million. Turning to FX, please note, as discussed on our February and May calls, the strong dollar has had and will continue to be a headwind this year as our international revenues are translated at lower rates than last year. In Q2, the year-over-year impact of the strengthening of a dollar was $87 million on revenue and $0.06 on EPS. Year-to-date, the year-over-year FX impact was $154 million on revenue and $0.11 on EPS. Now let's turn to our slate and our outlook for Q3 and for the balance of 2015. We are planning one of the best content pipelines in our history for the back half of the year and the games are all progressing very well. You will hear more about our Q3 and Q4 slate from Eric and Mike. New releases include Destiny's mega expansion, The Taken King, Skylanders SuperChargers, Guitar Hero Live, Call of Duty: Black Ops III and Hearthstone's expansion, The Grand Tournament. One important addition is we are now confirming that the much anticipated final chapter for StarCraft II: Legacy of the Void is expected to be released in 2015 and will now be included in our guidance for the full year. Looking forward to Q3, on a GAAP basis we expect net revenues of $875 million, product costs of 26% and operating expenses of 59%. We expect GAAP and non-GAAP interest expense of $51 million, a GAAP tax rate of 23%, a GAAP and non-GAAP share count of $748 million, and EPS of $0.08. For Q3 on a non-GAAP basis we expect revenues of $930 million, product costs of 25% and operating expenses of 55%. We expect a non-GAAP tax rate of approximately 25% and non-GAAP EPS of $0.14. Note that our guidance is at FX spot rates as laid out in the accompanying slides on our IR website. Now to our 2015 full year numbers. For 2015 on a GAAP basis, we expect revenues of $4.425 billion, product costs of 24%, operating expenses of 48%, and GAAP interest income expense of $202 million. Our GAAP tax rate is expected to be 22%. We expect $750 million fully diluted shares, both for GAAP and non-GAAP, and GAAP EPS is expected to be $1.06 up $0.08 from our May guidance. For 2015 on a non-GAAP basis, we expect revenues of $4.6 billion, $175 million higher than our May guidance, product costs of 23%, operating expenses of 45%, and an operating margin of 32%, 100 basis points better than our May guidance. We expect non-GAAP interest expense of $201 million and our non-GAAP tax rate is expected to be 24%. For the second time this year, we are raising our EPS outlook. Our new outlook has increased by $0.10 to $1.30 based on strong franchise momentum coming out of Q2 and now including the StarCraft: Legacy of the Void in our full year numbers. At constant FX, we now project year-over-year growth on the top line and bottom line including record EPS for the year. In summary, strong engagement and recurring digital monetization trends are driving our financial results so far this year and give us great momentum heading into the back half of the year. Along with these digital trends, our strategic investments in new franchises, platforms and geographies are paying off. This backdrop sets the stage for growth as we take advantage of the best content pipeline in our history. Now I will turn the call over to Eric to discuss Activision Publishing. Eric Hirshberg - President and Chief Executive Officer, Activision Publishing, Inc.: Thanks, Dennis. Activision Publishing significantly outperformed last year's result and delivered meaningfully higher digital revenues and operating income for the quarter and the first half of the year. Our Q2 and year-to-date revenues were each up 35% at a constant FX rate. We also continue to have 2 of the top 5 console franchises year-to-date in Skylanders and Call of Duty, and 3 of the top 5 next-gen games, life-to-date, including the number one slot. This revenue performance is due to our proven ability to create great games that turn into beloved long-term franchises. In recent years we have methodically and effectively expanded our portfolio to now include three innovative and industry-leading franchises, each of which gamers enjoy playing year-round. As a result, our monthly active users are up by more than 25% in Q2 year-over-year and each of these franchises contributed significantly to our overperformance year-to-date. Let me share some specifics by franchise, starting with Call of Duty. In Q2, revenue was up by double-digit percentage year-over-year due to strong sell-through on Advanced Warfare, strong momentum in digital monetization as well as strong sell-through on catalog titles. I want to highlight Advanced Warfare's strong season of digital content in particular. Season pass, DLC, microtransaction, and average revenue per user have all grown year-over-year. As we said on our last call, we introduced a new digital consumable mechanic called supply drops to which players have responded very positively. We maintained our already high engagement levels while monetization of that engagement significantly grew. We believe this approach will allow our average revenue per user to continue to grow in future years driving higher margins as more revenue is delivered digitally. Which brings me to Call of Duty: Black Ops III, the November release from our award winning studio, Treyarch. In June, we provided the public with hands-on multiplayer at E3 for the first time in Call of Duty's history, and the response is overwhelmingly positive. In fact, since E3, the number of Black Ops II monthly active users has risen to over 11 million players, which is unprecedented in a game that's nearly three-years-old and particularly one that is only available on old generation systems. We're also attracting new consumers into the Black Ops universe, with catalog sales of both Black Ops I and Black Ops II up significantly in North America for the first half of the year. Then at Comic-Con in July, we unveiled the Black Ops III Zombies mode, and again the fan reception was great. Their excitement was driven not only by the Zombies mode itself, but also by fans' realization of just how deep this game is going to be. Black Ops III will have three incredible play modes: campaign, multiplayer, and zombies inside one game. Each mode has its own sticky progression system, and we will offer a full season of follow on content to keep players engaged. We couldn't be more excited for Call of Duty fans to experience Black Ops III multiplayer and that's why for anyone who pre-orders we're holding our first public beta in years starting in August. We can't wait for fans to play the game and provide feedback to help us make it even better at launch in November. We're also planning our most robust and expansive season of eSports for Call of Duty ever, and we'll have more details on that in the future. On to Call of Duty Online, which is in open beta in China. As I've said before, this is a game that will take time to ramp and early signs on core player engagement are encouraging. In the last week of July, we launched a significant content and feature update and Tencent kicked off a marketing campaign to support new player acquisition. While it's too early to know, initial engagement trends after the update are positive, and we'll have more to share in future quarters. Turning now to Destiny. In May, we along with our partners at Bungie released the highly acclaimed second expansion pack, House of Wolves. The percentage of Destiny players who have bought both expansion packs is the highest we have ever seen for any Activision Publishing game. Moreover, engagement of the game's millions of active users actually increased after we released House of Wolves, which is impressive for a game 10 months after its launch. Destiny now has over 20 million registered players with an average of about 100 hours of gameplay each, showing great momentum as we head into our fall release. On September 15 comes the largest update to the Destiny universe yet, a mega expansion called The Taken King. We revealed The Taken King at E3, highlighting the all new campaign, subclasses, and brand new destination, and gaming reception was incredible. For those who already own Destiny and both expansion packs, they can buy The Taken King for a suggested retail price of $40. For those who are new to the Destiny universe, we'll offer The Legendary Edition, which includes the original Destiny game, both expansion packs thus far, and all of the content in The Taken King for a suggested retail price of just $60. This obviously provides new players with a great value, but it's also the right thing to do for our community, as it will help us keep as many players as possible playing together in the same universe of content. Onto Skylanders, the industry's top performing console franchise and title for the year so far. Despite the increasingly competitive toys-to-life category, we've maintained our leadership position, grown user engagement, and average revenue per user, and outsold all other action figure lines year-to-date. Before we get to this year's release for Skylanders, let's take a step back and look at the toys-for-life category overall. As you know, this is a genre we created and had led ever since, transforming the way kids interact with toys in the process. Despite an ever increasing list of competitors and with strong characters from other mediums, we feel we are best positioned to continue to lead this category for one reason. We've delivered and will continue to deliver the best games with the biggest innovations. Games are at the heart of what we do and games are also at the heart of this genre since compelling gameplay is the way to drive toy sales. This year's fall release, Skylanders SuperChargers, which we plan to launch on September 20 in North America and September 25 in Europe, will bring both action figures and vehicles to life for the first time, allowing our fans to drive, fly, and captain their way across land, air, and sea. This innovation increases the size of the pie, which will now include both action figures where consumers spent about $2.5 billion each year, and vehicle toys where consumers spend about $3.3 billion each year in North America and Europe alone. Our proven ability to create great games in this space is what led to our unprecedented partnership with Nintendo to bring Donkey Kong and Bowser into Skylanders SuperChargers. As we had last year, the full game will be available on tablet, one of the world's fastest growing gaming platforms. We're also in development on a new mobile initiative for the Skylanders franchise and look forward to telling you more about it next week. Finally Guitar Hero. As I said on our last call, Guitar Hero's brand affinity and name recognition are amongst the highest in our industry which gives us a strong platform from which to re-launch the brand. But neither we nor our fans would be content if we had simply repackaged an upgraded version of an old game. Guitar Hero Live is entirely new and the result of many years of meaningful creative innovation. It is one game with two ways to play: GH Live, which lets fans rock real crowds with real reactions, making you feel more like a rock star than ever before, and GHTV, which is the world's first playable music video network with hundreds of songs and a continual stream of new content to keep our players engaged. At E3, we gave the media a chance to play GHTV for the first time, and the response could not have been better. Our partners are equally excited, and retailers are allocating shelf space to us at multiples to what they are allocating to our competitors. And we'll have more music and promotional partnerships to announce as we get closer to launch, which we plan for October 20. So, to close, Activision Publishing has had a great first half of the year built on innovative games that engage our passionate fans. The stage is set for a great second half as well, with major innovations across the portfolio, including Call of Duty: Black Ops III, Destiny, The Taken King, Skylanders SuperChargers, and Guitar Hero Live. We look forward to sharing more details with you at gamescom later this week. Now I'll turn over the call to Mike to talk about Blizzard. Michael Morhaime - Chief Executive Officer of Blizzard Entertainment, Activision Blizzard, Inc.: Thank you, Eric. Blizzard had another strong quarter in Q2, with multiple releases and more activity on more platforms than in any previous quarter. This new content led to incredible engagement across our player base. Monthly active users, the number of players who log into a game each month in the quarter, summed across our entire portfolio is a good indicator of the health of the Blizzard community. In Q2 the average MAU across Blizzard games was up more than 50% year-over-year, achieving its highest level ever. Moreover Battle.net ended the quarter at an all-time high for active accounts. Again, up double digits percentage-wise year-over-year. These important metrics reflect the strength of our portfolio with many more people around the world playing more Blizzard games than ever before. On the World of Warcraft front, in late June we launched one of our biggest non-expansion content updates ever, Patch 6.2, Fury of Hellfire. It added a new zone for players to explore, a new raid, and much more. This helped stabilize the subscriber base in the last part of the quarter. We're currently at work on a much anticipated update for the game that will bring flying to Draenor, add a new player versus player matchmaking feature and more. In addition, we're going to have exciting news at gamescom this week. We'll be announcing the next expansion for World of Warcraft. We've been listening closely to our players about their experience with Warlords of Draenor, and we think they'll be really excited when they hear our plans. You can tune into the announcement through the Battle.net desktop app or the World of Warcraft website. Hearthstone had a very good quarter, with multiple releases in quick succession. We launched the Blackrock Mountain adventure at the beginning of the quarter followed by the release of Hearthstone on mobile phones. We also added a popular new game mode called Tavern Brawl, which gives players a different way to play each week, for example, playing as a legendary monster from the game complete with a customized deck. As a result of the new platform and all the new content, engagement for Hearthstone which was already very strong, nearly doubled year-over-year in terms of active players and time spent. The game continues to perform well in all major regions and remains a top viewed title on Twitch. We recently announced our new card expansion, The Grand Tournament. Like our first expansion, Goblins vs Gnomes, The Grand Tournament will add new game mechanics and a ton of new cards that will have an impact on how Hearthstone is played, which ultimately supports longer-term engagement. The Grand Tournament is due out this month, and we're already seeing a lot of excitement about it from the community. In addition, like other Blizzard games, Hearthstone has developed into a premier fixture in the competitive gaming scene. That includes our formal tournaments as well as community-driven events. A big example of the latter are fireside gatherings where members of the community post local Hearthstone get-togethers. This year alone the community has already held more than 1,300 fireside gatherings globally. Many of these offer participants a chance to secure a spot in the Hearthstone World Championship competition culminating at BlizzCon. We look forward to seeing which of these players rise up and make a name for themselves and how they fare against the established pro players who have advanced through our official tournaments. Heroes of the Storm also had an exciting quarter with the team making solid progress in driving engagement. Following the June 2 game launch, the critical reception has been enthusiastic with many outlets giving Heroes of the Storm high marks for its innovations, accessibility, and depth. We've also seen consistently positive commentary from players and that's only increased as more try the game. One of the strengths of Heroes of the Storm is the fact that it draws on content from all of our franchises, giving our players familiar touch points in the game regardless of their familiarity with the genre. At the end of June, we started a series of updates that brought popular characters from Diablo, such as The Butcher and King Leoric, and the new Diablo-themed battleground, the Battlefield of Eternity to the game. Players have really enjoyed this event, which we're calling the Eternal Conflict, and it's still going on, so there is more to come. We plan to continue a rapid cadence of Heroes of the Storm updates for the foreseeable future. This will constantly give players new character and strategy options which will support the game's long-term appeal. Heroes of the Storm eSports is another avenue for engagement and growth of our audience. We kicked off the collegiate scene in April with Heroes of the Dorm, a March Madness style tournament which culminated in a live finals event on ESPN2 and resulted in a lot of excitement across the Blizzard community. On the professional side, the game has been added to our Road to BlizzCon program and major tournaments are underway globally. With the total prize pool of $1.2 million in cash and prizes and an opportunity to be crowned world champion at BlizzCon, the stakes are high and the competition has already been amazing. Q2 was also a very good quarter for Diablo III. We launched the game with a free model in China while offering two premium versions at $32 and $64. Despite the availability of the free option, the premium versions achieved record sell-through in China out the gate and it's continuing to perform well there. The take-up of Diablo III in China played a large part in driving Blizzard's record MAU globally, as well as in China specifically, for the quarter. In fact, Blizzard's total revenue in China this quarter reached a record high, driven in large part by the success of Diablo III there, as well as Hearthstone and Heroes of the Storm. I'm pleased to report that Diablo III as a whole has now sold through over 30 million copies globally. Players around the world are looking forward to the upcoming content patch, which will add the Ruins of the Barbarian City of Secheron for them to explore. It also adds a powerful item called Kanai's Cube which provides endless options for transmitting and upgrading their items. Blizzard gamers have always expected an outstanding level of entertainment from our games, and content updates such as this reflect our commitment to that standard. Moving on to StarCraft II, the Legacy of the Void beta test continues to go well and we're excited to get the game into players' hands later this year. We recently started offering pre-purchases and as part of that, we're providing beta access along with advanced access to a set of campaign missions, titled Whispers of Oblivion, to anyone who pre-purchases the game. We've seen a lot of anticipation for this final chapter of the trilogy and even higher demand at this point in pre-sales compared to Heart of the Storm. The Whispers of Oblivion content plus the multiplayer changes have been received very positively. This is gratifying because we're working hard to deliver a worthy finale to an epic story that's now been over 17 years in the making. One of the reasons we feel we can continue to expand our StarCraft II audience is that players no longer need to have the previous entries in the series in order to play Heart of the Storm or Legacy of the Void. This provides a great opportunity for players who might have missed one of the chapters in the trilogy to come back and jump right into the latest content. We are also excited to bring StarCraft II multiplayer into a whole new era with new play modes and other changes that increase accessibility. One of the new modes, Archon Mode allows two players to team up and share control of an army, making the game even more fun to play with a friend. We've seen a very enthusiastic response to this mode as well as a lot of anticipation about our other new co-op mode Allied Commanders, which we will be providing more detail about at gamescom. Looking back at the amount of content we delivered this quarter, and the player response, we're really pleased with the performance and engagement overall. For the second half of the year, we're driving towards the milestones I mentioned in addition to the global beta test for Overwatch. We're particularly excited to carry the momentum from the first half of the year forward to BlizzCon in November, where we will have more to share with our community. One of the biggest attractions there will be the culmination of this year's Road to BlizzCon eSports tournament, with the global champion for World of Warcraft, StarCraft II, Hearthstone, and Heroes of the Storm being crowned. This will be the most Blizzard eSports competitions ever contained under one roof, and we're really excited to see which of the world's top players make it to the main event and walk away with the grand prizes. The global Blizzard community is now as big and as vibrant as it's ever been, and we're thrilled to be able to serve players across a wider range of genres and platforms than ever before. Looking across our entire portfolio and all the upcoming content in our pipeline, it's a great time to be a Blizzard gamer. Thank you. And I'll turn the call back to Amrita. Amrita Ahuja - Sr. Vice President, Investor Relations: Thanks, Mike. Operator, we'll now take a few questions.