v3.26.1
GOODWILL AND INTANGIBLE ASSETS, NET
12 Months Ended
Mar. 31, 2026
Intangible Asset, Goodwill and Other [Abstract]  
GOODWILL AND INTANGIBLE ASSETS, NET GOODWILL AND INTANGIBLE ASSETS, NET
Goodwill
    The change in our goodwill balance is as follows:
Total
Balance at March 31, 2024$4,426.4 
Gearbox acquisition 192.9 
Additions from immaterial acquisitions3.1 
Currency translation adjustment(4.1)
Divestitures(15.8)
Impairment(3,545.2)
Balance at March 31, 2025$1,057.3 
Currency translation adjustment8.4 
Purchase price adjustments related to prior acquisitions(3.8)
Balance at March 31, 2026$1,061.9 
As of March 31, 2026, the gross amount of goodwill was $6,949.2 and our accumulated impairments were $5,887.3 for a net carrying amount of $1,061.9. As of March 31, 2025, the gross amount of goodwill was $6,944.6 and our accumulated impairments were $5,887.3 for a net carrying amount of $1,057.3.
There were no goodwill impairment charges for the fiscal year ended March 31, 2026. As of March 31, 2026, our qualitative and quantitative assessments indicated that it is more likely than not that the fair value of our reporting units exceeds their carrying amounts.
During the fiscal year ended March 31, 2025, and 2024, we recognized goodwill impairment charges of $3,545.2 and $2,342.1, respectively, representing partial impairments related to one of our reporting units. We identified various qualitative factors that, collectively, indicated that the fair value of one of our reporting units was more likely than not less than its carrying amount, including a reduction in the forecasted performance of the reporting unit due to industry conditions and changes in our strategies for games within the reporting unit in response to those conditions. As a result of this qualitative analysis, we performed a valuation of the reporting unit using discounted cash flow and guideline public company methodologies. Key assumptions and estimates used in deriving the fair value are forecasted revenue, EBITDA margins, long-term growth rate, and discount rate.
Indefinite-lived intangibles
Other intangibles, net, as of March 31, 2026, included in-process research and development ("IPR&D") assets of $22.0 acquired as part of the Gearbox acquisition, which are indefinite-lived intangibles and therefore not subject to amortization until the related games are released or development is abandoned, which would result in an impairment.
During fiscal 2026, one IPR&D project with a fair value of $14.0 was completed upon the commercial release of the related game. As a result, this asset was reclassified from an indefinite-lived intangible asset to a definite-lived intangible asset (Developed Game Technology) and is being amortized on a straight-line basis over its estimated useful life of 3 years.
Definite-lived intangibles
    The following table sets forth the intangible assets that are subject to amortization:
March 31,
20262025
Gross Carrying AmountAccumulated AmortizationNet Book ValueGross Carrying AmountAccumulated AmortizationNet Book ValueWeighted average useful life
Developed Game Technology$3,579.2 $(2,277.6)$1,301.6 $3,624.0 $(1,781.6)$1,842.4 6 years
Branding and Trade Names354.2 (130.5)223.7 354.0 (98.5)255.5 12 years
Game Engine Technology334.6 (301.0)33.6 331.2 (223.0)108.2 5 years
User Base319.2 (319.2) 319.2 (319.2)— 0 years
Developer Relationships57.0 (55.0)2.0 57.0 (40.7)16.3 5 years
Intellectual Property94.8 (24.5)70.3 94.8 (17.4)77.4 14 years
In Place Lease2.1 (2.1) 2.0 (1.8)0.2 0 years
Analytics Technology32.0 (32.0) 29.9 (29.9)— 0 years
Total intangible assets$4,773.1 $(3,141.9)$1,631.2 $4,812.1 $(2,512.1)$2,300.0 
    Amortization of intangible assets, including impairments, is included in our Consolidated Statements of Operations as follows:
 Fiscal Year Ended 1Fiscal Year Ended March 31,
202620252024
Cost of revenue$665.0 $814.3 $1,303.5 
Selling and marketing 4.1 51.0 
Research and development
28.7 28.7 28.7 
Depreciation and amortization32.0 75.5 35.7 
Total amortization of intangible assets$725.7 $922.6 $1,418.9 
During the fiscal year ended March 31, 2026, we recorded impairment charges of $24.1 for acquisition-related Developed Game Technology intangible assets within Cost of revenue as a result of a reduction in the forecasted performance of certain games due to changes in our strategies.
During the fiscal year ended March 31, 2025, we recorded impairment charges of $137.0 for acquisition-related Developed Game Technology intangible assets within Cost of revenue and $39.3 for acquisition-related Branding and Trade Names intangible assets within Depreciation and amortization as a result of a reduction in the forecasted performance of certain games due to industry conditions and changes in our strategies in response to those conditions.
During the fiscal year ended March 31, 2024, we recorded impairment charges of $577.4 for acquisition-related Developed Game Technology intangible assets within Cost of revenue as a result of a reduction in the forecasted performance of certain games due to industry conditions and changes in our strategies in response to those conditions.
The fair value of Developed Game Technology assets was measured using the multi-period excess earnings method, consistent with the approach used at acquisition. Key assumptions and estimates used in deriving the fair value are forecasted revenue, EBITDA margins, long-term decay rates, and discount rates. The fair value of Branding and Trade Names assets was measured using the relief-from-royalty method, consistent with the approach used at acquisition. Key assumptions and estimates used in deriving the fair value are forecasted revenue, royalty rates, and discount rates.
    Estimated future amortization of intangible assets that will be recorded in Cost of revenue and operating expenses for the years ending March 31, are as follows:
Fiscal Year Ending March 31,Amortization
2027$604.6 
2028554.1 
2029205.2 
2030111.5 
203138.2