TTWONasdaqServices-Prepackaged SoftwareUS GAAP · USD

Take-Two Interactive Software, Inc

Take-Two Interactive Software is a U.S.-based interactive entertainment company that develops, publishes, and markets video games for console, PC, and mobile platforms. Its business includes full game releases, add-on content, in-game purchases, and direct-to-consumer digital sales through labels and studios such as Rockstar Games, 2K, and Zynga.

Revenue6,656m USD
+18.2 %y/y
Operating profit (EBIT)-104m USD
+97.6 %y/y
EBIT margin-1.6%
+76.4 ppy/y
Net income-298m USD
+93.3 %y/y
Free cash flow462m USD
+315.1 %y/y

Fiscal year 2026 · change from previous year

Development 2021–2026

-5,000-2,50002,5005,0007,500m USD2021: 3,373 m USD2021: EBIT 629 m USD20212022: 3,505 m USD2022: EBIT 474 m USD20222023: 5,350 m USD2023: EBIT -1,165 m USD20232024: 5,350 m USD2024: EBIT -3,591 m USD20242025: 5,634 m USD2025: EBIT -4,391 m USD20252026: 6,656 m USD2026: EBIT -104 m USD20266,656-104
RevenueOperating profit (EBIT)

Business

Share of revenue
Full-game software45 %

Premium interactive entertainment titles sold digitally or physically for consoles and PC.

Mobile games30 %

Free-to-play and monetized mobile titles distributed through app stores and direct channels.

Add-on content and in-game purchases20 %

Post-launch content, virtual items, and recurring in-game monetization tied to game engagement.

Other publishing and licensing5 %

Ancillary revenue from licensing, merchandise, strategy guides, and publisher incentives.

Products

Reported · share of revenue
50.1%39.0%10.9%FY2026100 %
  • Mobile50.1 %
  • Console39.0 %
  • PC and Other Products10.9 %

Source: 10-K FY2026, revenue the company reports per product line (SEC XBRL). Shares are of the lines shown and add up to 100 %.

Customers

Take-Two sells primarily to digital storefronts, console platform holders, large retailers, and third-party distributors, while also reaching players directly through its own consumer platform. Its customer base is concentrated, with Apple, Sony, Google, and Microsoft each representing significant relationships that are important for distribution and monetization. End users are consumers who buy premium games, downloadable content, and mobile in-game purchases across console, PC, and mobile ecosystems.

Console platform holders

Sony, Microsoft, and Nintendo distribute Take-Two titles and influence launch timing, promotion, and platform access.

Digital storefronts and app stores

Apple, Google, and other storefronts sell digital downloads and in-app purchases, especially for mobile titles.

Retail and distribution partners

Large retailers and third-party distributors buy packaged goods and physical console releases.

Direct-to-consumer players

Players purchasing directly through Take-Two channels for mobile offers, events, and digital content.

Strategy

Take-Two’s strategy centers on building hit franchises, extending them through post-launch content, and monetizing players over time through digital and direct channels. The company also emphasizes mobile audience growth, cross-promotion, and closer consumer relationships through its direct-to-consumer platform, while continuing to support physical retail for console releases where relevant.

Build and sustain major game franchisesLong term

Hit titles drive the majority of engagement and monetization in a hit-driven industry.

Grow mobile monetization and player retentionMedium term

Mobile titles can scale through app stores, social discovery, and recurring live operations.

Strengthen direct-to-consumer relationshipsMedium term

Direct sales improve control over pricing, offers, and player behavior data.

Geography

2026

Take-Two sells globally and maintains sales operations in the U.S., Canada, Europe, Asia, Australia, and Latin America. Management discloses that a substantial share of revenue is earned outside the United States, reflecting the company’s broad international player base and dependence on foreign distribution channels. This geographic mix exposes the business to currency, trade, regulatory, and platform-partner differences across markets.

United States59 %
Other countries (US filing)41 %

Share of the revenue the company reports by geography.

Risks

Take-Two faces concentrated platform and customer dependence, intense competition, and hit-driven product risk, all of which can cause large swings in demand and launch performance. The business is also exposed to cybersecurity, data privacy, AI-related, regulatory, and international trade risks because it operates digital services across multiple countries and platforms.

Sorted by severity
LowMediumHighLowMediumHighImpact →Likelihood →Cybersecurity and IT disruption1Customer concentration and platform dependence2Hit-title and launch execution risk3International trade and currency exposure4Content regulation and age-rating restrictions5
Impact is the risk’s severity and likelihood how probable it is over the next few years, both assessed from the company’s reports. Numbers match the list.
  1. Cybersecurity and IT disruptionImpact: HighLikelihood: High

    Digital distribution, e-commerce, and online gameplay rely on stable systems and secure data.

  2. Customer concentration and platform dependenceImpact: HighLikelihood: Medium

    Five customers accounted for 81.0% of net revenue, and platform holders can influence timing, pricing, and access.

    ExposureAppleSonyGoogleMicrosoftOther major distributors
  3. Hit-title and launch execution riskImpact: HighLikelihood: Medium

    The business depends on successful releases, and delays or weak reception can materially affect sales.

  4. International trade and currency exposureImpact: MediumLikelihood: Medium

    A large share of revenue is earned outside the U.S., creating FX and regulatory exposure.

    ExposureEuropeAsiaAustraliaCanadaLatin America
  5. Content regulation and age-rating restrictionsImpact: MediumLikelihood: Medium

    Some titles may face higher scrutiny or reduced distribution if rated for mature audiences.

Accounting

Judgemental items
Revenue recognition

Different treatment may apply to full-game sales, add-on content, and online-enabled features.

Impact: Can shift revenue between immediate and deferred recognition

Capitalization of software development costs

Judgment is required on which development and license costs are capitalized versus expensed.

Impact: Affects operating expense, assets, and amortization

Goodwill and intangible asset impairment

Acquisitions such as Gearbox create acquired intangibles and goodwill that must be tested.

Impact: Can create large non-cash charges if assumptions weaken

Seasonality and launch timing

Game release schedules and live-service activity can make quarterly results uneven.

Impact: Affects comparability of revenue, bookings, and margins

Publicly listed companies with a comparable business focus.

Last updated: 24/09/2026