Last Updated -

June 16, 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 • FY2026 results (year ended Mar 31, 2026)
$6.656b
FY2026 net revenue
$6.72b
FY2026 net bookings
78.1%
Recurrent consumer spending % of revenue
57.2%
FY2026 gross margin
$1.638b
Cash and restricted cash at Mar 31, 2026
$8.0b-$8.2b
FY2027 net bookings guidance

About

Take-Two Interactive Software, Inc. is an interactive entertainment company founded in 1993 and headquartered in New York. The company develops, publishes, and markets video games and related digital content for console, PC, and mobile platforms. Its main labels are Rockstar Games, 2K, and Zynga, with franchises and titles including Grand Theft Auto, Red Dead Redemption, NBA 2K, Borderlands, Sid Meier’s Civilization, BioShock, WWE 2K, Toon Blast, Match Factory!, Empires & Puzzles, Words With Friends, and Toy Blast.

Take-Two has developed from a traditional video-game publisher into a large digital entertainment business built around premium releases, live services, virtual currency, add-on content, in-game purchases, advertising, and mobile games. Rockstar focuses on a smaller number of long-lived blockbuster franchises, 2K covers sports, shooter, strategy, role-playing, and family/casual games, and Zynga gives the company major scale in mobile. Its strategic purpose is to create hit entertainment experiences across platforms and extend player engagement over many years.

For fiscal 2026, ended March 31, 2026, Take-Two reported GAAP net revenue of $6.656 billion, up 18.2%, and net bookings of $6.72 billion, up 19%. Mobile represented 50.1% of net revenue, console 39.0%, and PC and other 10.9%, while digital online channels accounted for 97.0% of revenue. Recurrent consumer spending, which includes virtual currency, add-on content, in-game purchases, and advertising, was 78.1% of revenue. The company had 12,909 full-time employees at year-end, including 9,998 in development studios, and issued fiscal 2027 guidance for $7.9 billion to $8.1 billion of net revenue as it prepares for major releases including Grand Theft Auto VI.

Take Two

Business Model and Market Position

Take-Two Interactive makes money by developing, publishing and operating interactive entertainment across console, mobile and PC. Its business is built around owned and licensed game franchises, premium game sales, live-service spending, virtual currency, add-on content, in-game purchases, memberships, advertising and mobile monetization.

The company reports one operating segment, but investors should view the business through three main publishing labels

  1. Rockstar Games: The highest-profile label, led by Grand Theft Auto and Red Dead Redemption. Rockstar focuses on a smaller number of large franchises with long commercial lives, supported by sequels, online modes, virtual currency, add-on content, in-game purchases and GTA+.
  2. 2K: A diversified publisher across sports, shooter, action, role-playing, strategy and family/casual titles. Key franchises include NBA 2K, Borderlands, Sid Meier’s Civilization, BioShock, WWE 2K and PGA TOUR 2K.
  3. Zynga: The mobile platform within Take-Two, with titles such as Toon Blast, Match Factory!, Empires & Puzzles, Words With Friends, Toy Blast and Color Block Jam. Zynga makes mobile central to the company’s revenue mix rather than a side business.

In FY2026, Take-Two generated GAAP net revenue of $6.656 billion, up 18.2%, and net bookings of $6.72 billion, up 19%. The business is now predominantly digital and recurring. Digital online channels produced 97.0% of FY2026 net revenue, while recurrent consumer spending was $5.197 billion, or 78.1% of net revenue. By platform, mobile contributed $3.333 billion, or 50.1% of revenue, console contributed $2.597 billion, or 39.0%, and PC and other contributed $726.1 million, or 10.9%.

Take-Two’s main revenue streams are

  1. Premium game sales: Full-game purchases across console and PC, especially major releases from Rockstar and 2K.
  2. Recurrent consumer spending: Virtual currency, in-game items, add-on content, online spending and memberships tied to franchises such as Grand Theft Auto Online and NBA 2K.
  3. Mobile live services: Player spending and advertising across Zynga’s portfolio, which has become the company’s largest platform exposure.
  4. Licensed and annualized sports titles: NBA 2K, WWE 2K and PGA TOUR 2K provide recurring release cycles and live-service monetization, though they depend on license economics and player retention.

Take-Two’s competitive advantages are franchise depth, development scale and long-lived player engagement. Grand Theft Auto is the company’s most important asset, with the series selling more than 465 million units worldwide and Grand Theft Auto V selling more than 225 million units. Red Dead Redemption 2 has sold more than 80 million units. These franchises create high launch visibility, large online communities and monetization opportunities well beyond the initial sale.

The company also has a broad development base. At March 31, 2026, Take-Two had 12,909 full-time employees, including 9,998 in development studios. This scale supports large internal projects, annual sports releases and mobile live operations. The Zynga acquisition has also changed Take-Two’s market position by giving it a large mobile revenue base, with mobile accounting for roughly half of FY2026 net revenue.

Take-Two competes directly with global publishers and platform-linked game companies including Electronic Arts, Activision Blizzard within Microsoft, Sony Interactive Entertainment, Ubisoft, Tencent and NetEase. Compared with Electronic Arts, Take-Two is more concentrated in a smaller number of major franchises, especially Grand Theft Auto and NBA 2K, while EA has broader recurring sports exposure across franchises such as EA Sports FC, Madden NFL and live-service titles. Compared with Tencent, Take-Two has stronger ownership of global premium console franchises, while Tencent has greater scale in China, mobile distribution and online game ecosystems.

Take-Two is one of the largest independent publicly traded video-game publishers. Its market position combines console blockbuster economics, annual sports releases and mobile live-service revenue. FY2026 growth was led by NBA 2K, Borderlands, Color Block Jam, Toon Blast and Grand Theft Auto, showing that both 2K and Zynga contributed materially while Rockstar remained central to the investment case.

China is strategically relevant but not separately disclosed as a revenue geography. Take-Two reports United States and International revenue, with International revenue of $2.716 billion in FY2026, or 40.8% of total net revenue. China is described as the company’s most established market within targeted growth regions, supported by NBA 2K Online through Tencent, which Take-Two identifies as the top online PC sports game in China.

The company’s market position is tied closely to release timing and franchise execution. Grand Theft Auto VI, scheduled for November 19, 2026 on PlayStation 5 and Xbox Series X|S, is the largest near-term catalyst and a central driver of FY2027 expectations. Management guided for FY2027 net revenue of $7.9 billion to $8.1 billion and net bookings of $8.0 billion to $8.2 billion, a material step-up from FY2026. For investors, Take-Two offers rare exposure to several of the industry’s strongest franchises, but valuation remains highly sensitive to Grand Theft Auto launch timing, NBA 2K engagement, mobile performance and dependence on major digital storefronts and platform partners.

Take Two

Performance in China

China is strategically relevant for Take-Two, but it is not reported as a standalone revenue market. In FY2026, the company reported $2.716 billion of international revenue, equal to 40.8% of total net revenue, with China included within a broader international base covering Europe, Asia, Australia, Canada and Latin America. Take-Two describes China as its most established market among targeted growth regions in Asia, the Middle East and Latin America. Its main local anchor is NBA 2K Online, offered through Tencent, which Take-Two describes as the top online PC sports game in China. The company also has internal development studios in China, although it does not disclose local revenue, profit, user or headcount figures. Competition in China includes Tencent-published sports and online games, NetEase titles, and global console and PC publishers where licensing and distribution are available. The latest FY2026 update keeps China framed as an international growth market rather than a separately quantifiable driver.

Growth and Future Prospects

Take-Two enters FY2027 from a stronger operating base, after FY2026 net revenue rose 18.2% to $6.656 billion and net bookings increased 19% to $6.72 billion. The company still reported a GAAP net loss of $298.2 million, but that was a sharp improvement from the prior year’s $4.479 billion loss, which was affected by major impairment charges. Gross margin improved to 57.2%, and Q4 FY2026 showed positive GAAP operating income of $10.9 million. The main turning point is the expected transition from a period of heavy investment and portfolio reshaping toward a release slate led by Grand Theft Auto VI.

Key growth drivers

  1. Grand Theft Auto VI: The largest near-term catalyst is the planned November 19, 2026 release for PlayStation 5 and Xbox Series X|S. Given the scale of Grand Theft Auto V and Grand Theft Auto Online, launch timing and post-launch engagement are central to FY2027 and beyond.
  2. Larger FY2027 bookings base: Management guided to FY2027 net bookings of $8.0 billion to $8.2 billion, up from $6.72 billion in FY2026, with expected GAAP net income of $105 million to $141 million and operating cash flow above $1.0 billion.
  3. Recurring digital monetization: Recurrent consumer spending represented 78.1% of FY2026 net revenue, while digital online channels accounted for 97.0%. This gives Take-Two a large base of live services, virtual currency, add-on content, memberships and in-game purchases.
  4. Mobile scale: Zynga has made mobile central to the company, with mobile contributing 50.1% of FY2026 revenue. Color Block Jam, Toon Blast, Match Factory!, Empires & Puzzles and other mobile titles were important contributors, giving Take-Two exposure beyond console release cycles.
  5. Product pipeline: Announced future titles include NBA 2K27, PGA TOUR 2K27, WWE 2K27, CSR 3, Top Goal, Judas, Project ETHOS and the next BioShock iteration. NBA 2K remains especially important after being the largest FY2026 revenue-growth contributor.

Geographic expansion is focused on international markets, which generated $2.716 billion, or 40.8% of FY2026 revenue. Management highlights Asia, the Middle East and Latin America as growth regions, with China its most established market in that group. China should be viewed as a strategic opportunity anchored by Tencent-distributed NBA 2K Online, rather than a separately disclosed revenue driver.

Challenges ahead

  1. Release execution: A delay or weak reception for Grand Theft Auto VI would materially affect expectations, valuation and FY2027 bookings.
  2. Franchise concentration: Grand Theft Auto and NBA 2K carry outsized importance, including their live-service ecosystems.
  3. Mobile competition: Growth depends on user acquisition costs, advertising markets and sustained engagement in a mature mobile market.
  4. Platform dependence: Take-Two’s five largest customers accounted for 80.6% of FY2026 revenue, reflecting reliance on major storefronts and distribution partners.
  5. Regulatory exposure: Virtual currency, in-game purchases, advertising, privacy, content moderation and online safety remain areas of scrutiny.

The outlook is favorable if Take-Two executes its FY2027 slate and converts higher bookings into sustained profitability. The balance sheet supports that transition, with $1.638 billion of cash, cash equivalents and restricted cash at March 31, 2026 and no borrowings under its credit agreement. The investment case still rests on a narrow set of high-value franchises, especially GTA, but the broader mix of mobile, sports, live services and international markets gives the company more revenue diversity than in earlier console-led cycles.

Next Earnings Planned for:

May 14, 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.