Last Updated -

October 26, 2026

Take Two

Company Profile and Market Insights

Explore the business model, global strategy, and market performance including insights into its position in China.

Take Two
Key facts
Founded 1993 • Nasdaq: TTWO • Fiscal Q1 2027 results (quarter ended Jun 30, 2026)
$1.5339b
Q1 FY2027 net revenue
$1.3859b
Q1 FY2027 net bookings
84%
Q1 FY2027 recurrent consumer spending share of revenue
98%
Q1 FY2027 digital online revenue mix
50% mobile / 42% console / 8% PC-other
Q1 FY2027 platform mix by revenue
$7.9b-$8.1b
FY2027 net revenue outlook

About

Take-Two Interactive Software, Inc. is a developer, publisher, and marketer of interactive entertainment founded in 1993 and headquartered in New York. The company operates mainly through Rockstar Games, 2K, and Zynga, giving it exposure to premium console and PC games, sports titles, strategy and shooter franchises, and mobile live-service games. Its best-known properties include Grand Theft Auto, NBA 2K, Red Dead Redemption, Borderlands, Civilization, WWE 2K, Toon Blast, Empires & Puzzles, Words With Friends, and Zynga Poker.

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Take-Two has developed from a traditional packaged-game publisher into a largely digital, recurring-spending business. It sells full games and earns revenue from mobile in-app purchases, virtual currency, add-on content, in-game purchases, advertising, licensing, and merchandise. The 2022 acquisition of Zynga made mobile the company’s largest reported platform by revenue and broadened its position in casual and social games.

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Management describes Take-Two’s purpose as creating the highest-quality, most engaging interactive entertainment experiences for players globally. In fiscal Q1 2027, the company reported GAAP net revenue of $1.53 billion, up from $1.50 billion a year earlier, with Net Bookings of $1.39 billion and a GAAP net loss of $34.1 million. Digital online channels accounted for 98% of quarterly net revenue, recurrent consumer spending represented 84% of revenue and bookings, and revenue by platform was 50% mobile, 42% console, and 8% PC and other. For fiscal 2027, Take-Two expects GAAP net revenue of $7.9 billion to $8.1 billion and Net Bookings of $8.0 billion to $8.2 billion, with Grand Theft Auto VI scheduled as the central release catalyst for the year.

Take Two

Business Model and Market Position

Take-Two Interactive is a global pure-play video game publisher built around owned and long-running franchises. The company makes money from premium game sales, mobile in-app purchases, virtual currency, add-on content, in-game purchases, in-game advertising, licensing, merchandise, publisher incentives, and other digital services.

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The business is now predominantly digital and recurring. In fiscal Q1 2027, ended June 30, 2026, Take-Two generated $1.53 billion of GAAP net revenue, with 98% from digital online channels. Recurrent consumer spending accounted for 84% of both net revenue and Net Bookings, showing that ongoing player monetization is more important than one-time game sales in the current model.

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  1. Rockstar Games: Rockstar is the company’s highest-profile label, led by Grand Theft Auto and Red Dead Redemption. It anchors Take-Two’s premium console and PC position and provides major live-service revenue through GTA Online and related spending.
  2. 2K: 2K publishes sports, shooter, strategy, and other franchises, including NBA 2K, WWE 2K, Borderlands, Civilization, Mafia, and PGA TOUR 2K. NBA 2K remains one of the largest contributors to bookings and gives Take-Two a strong position in sports gaming.
  3. Zynga: Zynga gives Take-Two scale in mobile and social games, including Toon Blast, Empires & Puzzles, Match Factory, Color Block Jam, Words With Friends, Zynga Poker, Toy Blast, and Merge Dragons. Mobile was Take-Two’s largest reported platform in Q1 FY2027, with $762.3 million of net revenue, or 50% of total revenue.

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Take-Two’s platform mix is broader than that of many premium-console publishers. In Q1 FY2027, revenue was 50% mobile, 42% console, and 8% PC and other. This mix reflects the strategic role of Zynga, while Rockstar and 2K continue to provide large console and PC franchises. By geography, the United States contributed 60% of Q1 FY2027 revenue, while international markets contributed 40%.

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The company’s main competitive advantages are franchise depth, long content lifecycles, digital distribution scale, and recurrent spending. Grand Theft Auto, NBA 2K, Red Dead Redemption, Borderlands, Civilization, and Zynga’s mobile titles give Take-Two a portfolio that spans premium releases, annualized sports content, live services, and casual mobile play. This creates multiple monetization windows across full-game launches, add-on content, virtual currency, mobile purchases, and advertising.

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The main limitation of this position is franchise concentration. In fiscal 2026, Grand Theft Auto products contributed 12.4% of net revenue, and the five best-selling franchises together accounted for 54.3% of net revenue. That concentration gives Take-Two significant upside from major releases, especially Grand Theft Auto VI, but it also raises execution risk around launch timing, quality, player reception, and post-launch monetization.

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Take-Two competes directly with Electronic Arts, Activision Blizzard within Microsoft Gaming, Sony, Tencent, NetEase, Ubisoft, Nintendo, and a wide field of mobile-game developers. Electronic Arts is the closest listed U.S. peer because both companies have large sports franchises, global publishing infrastructure, and recurrent digital spending. Take-Two differs through heavier exposure to Grand Theft Auto and a larger mobile mix after Zynga, while EA has a broader annual sports portfolio.

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China is strategically relevant but not separately disclosed as a revenue line. Take-Two includes China within international revenue and identifies it as its most established market within its Asia, Middle East, and Latin America expansion opportunity. The company offers NBA 2K Online in China through Tencent, and that title is described as the top online PC sports game in China. Regulatory approvals remain a key constraint for the Chinese market.

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Overall, Take-Two holds a leading position among global video game publishers. Its market standing rests on a small group of durable franchises, a large and growing recurrent-spending base, and a balanced platform footprint across mobile, console, and PC. The current investor profile is shaped by the scale of existing live services and the expected November 19, 2026 launch of Grand Theft Auto VI, which is central to the company’s fiscal 2027 bookings outlook of $8.0 billion to $8.2 billion.

Take Two

Performance in China

China is a meaningful strategic market for Take-Two, but the company does not disclose China revenue separately. China is included in international revenue, which was $613.9 million, or 40% of total net revenue, in fiscal Q1 2027. For FY2026, international revenue was $2.7161 billion, or 40.8% of total net revenue. Take-Two identifies China as its most established market within its Asia, Middle East, and Latin America expansion opportunity. Its main local presence is NBA 2K Online, operated through Tencent, which Take-Two describes as the top online PC sports game in China. The strategy relies on local publishing partnership, regulatory compliance, and adapting proven sports content to Chinese online PC users. Main competitors include Tencent, NetEase, Electronic Arts, Microsoft Gaming, Sony, Nintendo, and mobile game studios. The key constraint is regulation, since every game needs approval to operate in China.

Growth and Future Prospects

Take-Two enters fiscal 2027 with a larger revenue base, a wider platform mix, and a high level of dependence on execution around major releases. In fiscal Q1 2027, GAAP net revenue rose to $1.53 billion from $1.50 billion a year earlier, while Net Bookings declined 3% to $1.39 billion. The quarter was still slightly ahead of company guidance, but GAAP net loss widened to $34.1 million, partly reflecting a $43.4 million impairment tied to the decision to stop work on an unannounced third-party-developed title. That charge shows both the risk of game development and management’s willingness to prune the portfolio.

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Key growth drivers

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  1. Grand Theft Auto VI: The planned November 19, 2026 launch is the central fiscal 2027 catalyst. Management reiterated full-year Net Bookings guidance of $8.0 billion to $8.2 billion, making launch timing, product quality, and early engagement the main variables for the outlook.
  2. Recurrent consumer spending: Live services, virtual currency, add-on content, in-game purchases, advertising, and mobile monetization remain core to the model. Recurrent consumer spending represented 84% of Q1 FY2027 revenue and bookings, giving Take-Two a large base beyond upfront game sales.
  3. Mobile scale: Mobile generated 50% of Q1 FY2027 revenue, ahead of console at 42%. Zynga gives the company exposure to casual and social games through titles such as Toon Blast, Match Factory, Empires & Puzzles, Words With Friends, Zynga Poker, Toy Blast, and Merge Dragons.
  4. Franchise depth: Growth is not limited to GTA. NBA 2K, Red Dead Redemption, Borderlands, Civilization, WWE 2K, Mafia, PGA TOUR 2K, and Zynga’s portfolio provide multiple release and live-service opportunities across console, PC, and mobile.
  5. International expansion: International revenue was 40% of Q1 FY2027 revenue and 40.8% of FY2026 revenue. Management sees expansion potential in Asia, the Middle East, and Latin America, with China supported by NBA 2K Online through Tencent.

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Take-Two’s digital shift is already mature, with digital online channels contributing 98% of Q1 FY2027 revenue. This supports direct engagement, recurring monetization, and more efficient distribution, although platform owners still control key storefronts and economics.

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Challenges ahead

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  1. Release concentration: Any delay, technical issue, weak reception, or weaker-than-expected monetization for Grand Theft Auto VI would have an outsized effect on fiscal 2027 expectations.
  2. Franchise concentration: Grand Theft Auto represented 12.4% of FY2026 net revenue, and the five best-selling franchises represented 54.3%, leaving results tied to a limited group of brands.
  3. Mobile market pressure: User-acquisition costs, advertising demand, privacy rules, app-store fees, and Apple or Google policy changes affect mobile profitability.
  4. Regulatory exposure: China approvals, privacy laws, youth-safety rules, virtual-currency scrutiny, social-casino regulation, advertising limits, and content rules create operating risk across markets.

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The near-term outlook is unusually tied to one launch cycle, but Take-Two also has a broader base than in past console-heavy periods. If Grand Theft Auto VI launches on schedule and engagement is strong, fiscal 2027 cash generation is positioned to improve materially, with management expecting operating cash flow of more than $1.0 billion. The more durable test is whether Take-Two converts that release momentum into sustained recurrent spending while keeping mobile performance, development costs, and regulatory risk under control.

Next Earnings Planned for:

November 9, 2026

This Company Profile was written by Dominik Diemer

Dominik Diemer blends an investor mindset with execution discipline.

He is a SAFe Program Consultant (SPC) and Lean Portfolio Management (LPM) practitioner at DMG MORI Digital, working as a SAFe Release Train Engineer and internal consultant in the Lean-Agile Center of Excellence (LACE).

His focus is prioritization, flow, and dependency management that turns strategy into outcomes. With experience across Bertelsmann and the Founders Foundation, he bridges corporate and startup thinking.

He also invests privately in private equity deals, sharpening his view on business models, value drivers, and go-to-market.

StockCounterParts reflects that lens.