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Financial Snapshot

Revenue
TTM
$6.656B
Gross Margin
TTM
57.41%
Net Income
TTM
-$298.2M
Current Assets
2026 Q1
Current Liabilities
2026 Q1
Current Ratio
2026 Q1
123.59%
Total Assets
2026 Q1
Total Liabilities
2026 Q1
Book Value
2026 Q1
$3.511B
Cash
2026 Q1
P/E
Last 4 Quarters
N/A
Free Cash Flow
TTM
$461.5M

Stock Price

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Market Cap: $41.289 Billion

About Take-Two Interactive Software Inc

Take-Two Interactive Software (NASDAQ: TTWO) is a video game company that develops, publishes, and distributes interactive entertainment software across console, PC, and mobile platforms. Revenue comes from product sales, digital downloads, and in-game purchases, recognized as Net Bookings, a metric the company uses to evaluate performance. The company distributes through major digital storefronts, platform partners, and physical retailers, with its five largest customers accounting for 80.6% of net revenue in the fiscal year ended March 31, 2026. Most intellectual property is internally owned across genres including action, adventure, shooter, sports, social casino, and casual mobile. The company licenses select external brands, particularly in sports entertainment. As of March 31, 2026, Take-Two held $1,638.1 million in cash, cash equivalents, and restricted cash. Strauss Zelnick serves as Chairman and Chief Executive Officer, with Lainie Goldstein as Chief Financial Officer, both signing the 10-K filed May 22, 2026.

Revenue model
Transactional and recurring digital revenue model. Revenue is generated through sales of physical and digital game titles, in-game purchases, and downloadable content. Net Bookings is the company's primary operating metric. Revenue is concentrated among a small number of platform and retail partners, with five customers representing 80.6% of net revenue for the fiscal year ended March 31, 2026.
Products and services
Proprietary game franchises across action, adventure, shooter, sports, role-playing, casual, hyper-casual, social casino, family, and strategy genres. Titles include the NBA 2K series. Games are distributed on major console hardware platforms, PC, and mobile. The company also licenses recognizable external brands for certain sports entertainment titles.
Customers and end markets
End consumers span game enthusiasts to casual mobile gamers worldwide. Trade customers are primarily major retailers, digital storefronts, and platform partners. Five customers comprised 80.6% of net revenue for the fiscal year ended March 31, 2026, and 69.6% of gross accounts receivable as of March 31, 2026. Customer concentration is material.
Value-chain role
Game developer and publisher. The company internally develops most of its intellectual property, licenses select external brands, and distributes through third-party digital platforms and physical retail channels. It depends on platform providers for storefront access, ratings visibility, and distribution reach.
Geographic exposure
Global operations with exposure to international markets. The company notes risks from conducting business internationally, foreign currency volatility, and multinational tax regimes including OECD Pillar Two minimum tax rules. Specific regional revenue breakdowns are not detailed in the provided excerpts.

Source: SEC 10-K, filed 2026-05-22

Industry: Services-Prepackaged Software Peers: PLAYSTUDIOS Inc Activision Blizzard, Inc. Electronic Arts Inc Skillz Inc Roblox Corp SciPlay Corp

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