Take-Two Interactive makes money by developing, publishing and marketing video games across console, mobile and PC. Its main publishing labels are Rockstar Games, 2K and Zynga, which together give the company exposure to premium console releases, annual sports franchises, strategy and shooter titles, mobile live-service games and in-game advertising.
The business is now primarily digital and recurring. In FY2026, Take-Two generated GAAP net revenue of $6.656 billion, up 18.2% from FY2025, and Net Bookings of $6.72 billion, up 19%. Recurrent consumer spending, which includes virtual currency, add-on content, in-game purchases and in-game advertising, contributed $5.197 billion, or 78.1% of net revenue. Full game and other revenue was $1.460 billion, or 21.9%.
- Rockstar Games: The company’s highest-profile label, led by Grand Theft Auto and Red Dead Redemption. Grand Theft Auto is one of the largest entertainment franchises in gaming, with more than 470 million units sold in worldwide sell-in.
- 2K: The label houses sports, strategy, action and shooter franchises, including NBA 2K, Borderlands, Civilization, Mafia and WWE 2K. NBA 2K was a major FY2026 revenue and Net Bookings contributor.
- Zynga: The mobile and social games business, with titles such as Toon Blast, Empires & Puzzles and Words With Friends. Zynga has made mobile Take-Two’s largest platform category.
Take-Two’s platform mix shows how much the company has changed since the Zynga acquisition. Mobile revenue was $3.333 billion in FY2026, or 50.1% of net revenue. Console revenue was $2.597 billion, or 39.0%, while PC and other revenue was $726.1 million, or 10.9%. Management has noted that mobile revenue generally carries lower gross margin than console or PC because of platform fees, which makes mix an important factor for profitability.
Distribution is almost entirely digital. Digital online revenue was $6.460 billion in FY2026, or 97.0% of net revenue, while physical retail and other revenue was $196.7 million, or 3.0%. Take-Two sells through digital storefronts, platform partners, large retailers, third-party distributors and a direct-to-consumer platform mainly tied to mobile games.
The company’s main competitive advantages are its owned intellectual property, long-lived franchises, global publishing scale and live-service monetization. Grand Theft Auto gives Take-Two a rare franchise with broad cultural reach and long monetization tails through GTA Online and related services. NBA 2K gives the company a leading annual sports title with recurrent spending. Zynga adds scale in mobile casual and social gaming, where frequency of engagement and advertising monetization matter.
Take-Two competes directly with Electronic Arts, Roblox, Tencent, NetEase, Sony, Microsoft Gaming and Activision, as well as many private mobile and regional developers. Compared with Electronic Arts, Take-Two has a more concentrated reliance on a smaller number of major franchises, especially Grand Theft Auto and NBA 2K, while EA has broader exposure to annual sports franchises such as EA Sports FC, Madden NFL and other live-service properties. This gives Take-Two larger upside from a major Rockstar launch, but it also makes investor sentiment more sensitive to release timing and execution.
Market position is strong among listed pure-play video game publishers. FY2026 growth was led by NBA 2K, Borderlands, Color Block Jam, Toon Blast and Grand Theft Auto, showing that the company is no longer dependent on one platform or genre. At the same time, Grand Theft Auto VI remains the central FY2027 catalyst. Management’s initial FY2027 outlook called for Net Bookings of $8.0 billion to $8.2 billion, driven by the planned GTA VI launch.
China is an important market within Take-Two’s international business, but it is not disclosed as a separate revenue line. International net revenue was $2.716 billion in FY2026, or 40.8% of total net revenue. Take-Two describes China as its most established market within Asia, the Middle East and Latin America expansion opportunities, and offers NBA 2K Online in China through a Tencent partnership. Regulatory approval requirements make China a meaningful operating risk rather than a separately measurable financial driver.
The company’s market position depends on execution in four areas: maintaining premium franchise quality, extending live-service engagement, improving mobile profitability and managing platform dependence. Apple and Google accounted for 91.0% of FY2026 mobile revenue, making app-store policies, fees and discovery mechanisms material to the business model.