Last Updated -

July 25, 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
57.2%
FY2026 gross margin
$104.2m
FY2026 operating loss
$5.197b
FY2026 recurrent consumer spending
$8.0b-$8.2b
FY2027 net bookings outlook

About

Take-Two Interactive Software, Inc. is a global video game publisher and developer founded in 1993 and headquartered in New York. The company creates, publishes, and markets interactive entertainment across console, mobile, and PC through its main labels Rockstar Games, 2K, and Zynga. Its portfolio includes Grand Theft Auto, Red Dead Redemption, NBA 2K, Borderlands, Civilization, Mafia, WWE 2K, Toon Blast, Empires & Puzzles, and Words With Friends.

Take-Two has developed from a traditional packaged-game publisher into a mostly digital, live-service entertainment company. It earns revenue from full game sales, in-game virtual items, add-on content, virtual currency, advertising, and ongoing services tied to existing games. The Zynga acquisition made mobile the company’s largest platform category, while Rockstar and 2K remain central to its premium console and PC franchises.

For fiscal 2026, ended March 31, 2026, Take-Two reported GAAP net revenue of $6.656 billion, up 18.2%, and total Net Bookings of $6.72 billion, up 19%. Recurrent consumer spending, which includes in-game purchases, add-on content, virtual currency, and advertising, represented 78.1% of net revenue. Digital online revenue accounted for 97.0% of total net revenue, showing the scale of Take-Two’s shift toward digital distribution and ongoing player spending. Management’s initial fiscal 2027 outlook called for Net Bookings of $8.0 billion to $8.2 billion, driven by the planned launch of Grand Theft Auto VI.

Take Two

Business Model and Market Position

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%.

  1. 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.
  2. 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.
  3. 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.

Take Two

Performance in China

China is a meaningful market for Take-Two, but it is not disclosed as a separate revenue line. The company reports only United States and International revenue, with FY2026 international net revenue of $2.716 billion, or 40.8% of total net revenue. Take-Two describes China as its most established market within its Asia, Middle East and Latin America expansion opportunity. Its main local asset is NBA 2K Online, offered through a Tencent partnership, which Take-Two says is the top online PC sports game in China. The strategy centers on localized distribution through a domestic partner, sports content with strong local appeal, and ongoing monetization through online play. Main competitors include Tencent, NetEase, Electronic Arts, Sony, Microsoft Gaming and local mobile and PC developers. The key constraint is regulation, since all games in China require approval and approvals are subject to revocation or refusal. Q1 FY2027 results were scheduled for August 7, 2026 and were not yet published.

Growth and Future Prospects

Take-Two entered FY2027 from a stronger operating base after a clear FY2026 recovery. GAAP net revenue rose 18.2% to $6.656 billion, Net Bookings increased 19% to $6.72 billion, and gross margin improved to 57.2%. The operating loss narrowed to $104.2 million from $4.391 billion in FY2025, when goodwill impairment weighed heavily on results. Fiscal Q4 FY2026 net revenue was $1.68 billion, and Q4 Net Bookings of $1.58 billion came in above guidance. Q1 FY2027 results were scheduled for August 7, 2026 and had not been published as of July 22, 2026.

Key growth drivers

  1. Grand Theft Auto VI: The planned November 19, 2026 launch on PlayStation 5 and Xbox Series X|S is the central FY2027 catalyst. Rockstar opened pre-orders in June 2026, with a $79.99 base price and a $99.99 Ultimate Edition. Management’s initial FY2027 Net Bookings outlook of $8.0 billion to $8.2 billion depends heavily on this release and related portfolio execution.
  2. Recurrent consumer spending: Virtual currency, add-on content, in-game purchases, advertising and live services generated $5.197 billion in FY2026, or 78.1% of net revenue. GTA Online, NBA 2K, mobile titles and subscriptions such as GTA+ give Take-Two recurring revenue streams beyond upfront game sales.
  3. Mobile scale: Mobile represented $3.333 billion, or 50.1% of FY2026 net revenue, reflecting the importance of Zynga and titles such as Toon Blast and Color Block Jam. Direct-to-consumer commerce and portfolio optimization are important because mobile carries lower gross margin due to platform fees.
  4. Franchise pipeline: Rockstar, 2K and Zynga give Take-Two exposure to action-adventure, sports, shooter, strategy and casual mobile categories. NBA 2K, Borderlands, Civilization, Mafia and other franchises support growth outside Grand Theft Auto.
  5. International expansion: International revenue was $2.716 billion, or 40.8% of FY2026 revenue. Asia, the Middle East and Latin America remain expansion areas, while China is already established through NBA 2K Online with Tencent.

Challenges ahead

  1. Release concentration: Delays, technical issues or weaker-than-expected demand for Grand Theft Auto VI would affect bookings, cash flow and investor sentiment.
  2. Platform dependence: Apple, Google, Sony, Microsoft and other storefronts influence fees, approvals, discovery and access to consumers. Take-Two derived 91.0% of FY2026 mobile revenue from Apple and Google platforms.
  3. Mobile profitability: User acquisition costs, advertising-market shifts and privacy rules pressure growth economics, especially in casual and social games.
  4. Regulatory and licensing risk: China approvals remain uncertain, and sports titles depend on third-party intellectual-property agreements that affect costs and product economics.

Take-Two’s outlook is unusually tied to a single release cycle, but the company also has a broader base than in prior console generations. The most realistic bull case is strong GTA VI demand combined with durable live-service spending and disciplined mobile execution. The main risk is that expectations around FY2027 leave limited room for delays, launch problems or weaker engagement after release.

Next Earnings Planned for:

August 7, 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.