What it does
Take-Two Interactive develops, publishes, and markets video games for players around the world. Founded in 1993 and headquartered in New York City, it is led by Chairman and Chief Executive Officer Strauss Zelnick.
The company operates through three principal labels: Rockstar Games, 2K, and Zynga. Rockstar publishes the Grand Theft Auto and Red Dead Redemption franchises. 2K publishes sports games such as NBA 2K and WWE 2K, alongside games in genres including action, strategy, and role-playing. Zynga publishes free-to-play mobile games, including Toon Blast, Words With Friends, and Zynga Poker.
Take-Two makes games for consoles, personal computers, smartphones, and tablets. Players can obtain its products through digital downloads and online platforms, physical retailers, and cloud streaming services. Some games are sold as complete titles; others are free to start and offer items for purchase or carry advertising.
A game can continue to receive updates, events, and other content after its initial release. Grand Theft Auto V includes access to Grand Theft Auto Online, while the GTA+ membership offers rotating benefits, including access to classic Rockstar titles. Take-Two also sells in-game offerings directly to players through its own commerce platform, primarily for mobile games.
How it makes money
Take-Two has one operating and reportable segment. It earns substantially all of its revenue from interactive entertainment: game sales, virtual items, advertising, and live services across console, mobile, and PC. Its portfolio includes games developed internally and titles developed by third parties.
The company can earn money when a customer buys a full game, and again as players buy virtual currency, downloadable additions, or other in-game items. Some releases have ongoing events and content intended to keep players engaged after launch. GTA+ is a membership program with rotating benefits. Zynga’s free-to-play games generate revenue from in-game purchases and advertising rather than requiring every player to buy the game upfront.
Take-Two calls spending on virtual currency, add-on content, in-game purchases, and in-game advertising “recurrent consumer spending.” It accounted for 78.1% of net revenue in fiscal 2026. Mobile products contributed 50.1% of total net revenue that year, and digital online channels accounted for 97.0%.
In fiscal 2026, sales of Grand Theft Auto products generated 12.4% of net revenue. In the fiscal 2027 second quarter, net revenue was $1.5 billion and net bookings were $1.6 billion.
Net bookings measure products and services sold digitally or sold-in physically during a period, including items such as in-game advertising and licensing fees. They differ from recognized revenue: for some products with multiple obligations to players, Take-Two recognizes revenue over an estimated service period rather than all at once. The company also sells advertising formats such as banners, video engagements, branded virtual items, and sponsorships within games.
Customers and how it sells
Take-Two sells to players ranging from game enthusiasts to casual mobile users. It reaches them through digital storefronts and platform partners, large retailers, third-party distributors, and its own direct-to-consumer platform. It also sells advertising to marketers seeking to reach players, primarily within mobile games.
The company’s immediate sales customers are concentrated. Its five largest customers accounted for 80.6% of fiscal 2026 net revenue. Apple, Sony, Google, and Microsoft each accounted for more than 10.0% of net revenue. Those companies can act as storefronts or platform partners through which Take-Two reaches players; the disclosed customer shares are not the same as the shares of individual players.
Digital distribution is the principal channel, although Take-Two expects packaged games and traditional retailers to remain important for console products, particularly around certain releases or in regions where digital distribution is less established. Its own commerce platform primarily supports purchases in mobile titles.
In fiscal 2026, 40.8% of net revenue was earned outside the United States. The company has sales operations across countries in North America, Europe, Asia, the Middle East, and Australia. It also offers NBA 2K games in China through a partnership with Tencent; NBA 2K All-Star, a mobile title in that market, had surpassed 11 million registered users since launching the prior year.
Suppliers and costs
Take-Two relies on platform owners and outside partners to distribute, manufacture, and support its games. Sony, Microsoft, and Nintendo manufacture or control the selection of approved manufacturers for physical games on their respective systems. Take-Two submits its products for approval and pays royalties to Sony and Microsoft under its publishing agreements. It does not need a hardware manufacturer’s license to develop PC titles.
Apple and Google distribute and promote mobile titles through their app stores and process many virtual-item purchases. They generally have discretion to set platform fees and change terms. Those fees are recorded as cost of revenue; Take-Two’s mobile revenue generally has a lower gross margin percentage than its console or PC revenue because of fees associated with online game sales.
Other costs include development staff, licensed content, manufacturing, marketing, and acquiring or retaining players. Take-Two selectively licenses brands and other rights, including from sports leagues, players’ associations, music owners, and car manufacturers. These licenses are generally for specified periods.
As of March 31, 2026, the company had 12,909 full-time employees, including 9,998 focused on product development. Its operating margins depend partly on releasing commercially successful products and managing their development and marketing costs. Player-acquisition spending is recorded in selling and marketing expenses and can change in effectiveness or cost over time.
- Revenue$6.7B
- Cost of revenue−$2.8B
- Research and development−$1.1B
- Selling, general and administrative−$2.6B
- Other operating costs−$194.1M
- Operating income−$104.2M
Competitive position
Take-Two competes for players, distribution, and attention in interactive entertainment. Named game-company rivals include Electronic Arts, Epic Games, Playtika, Roblox, Tencent, and Ubisoft. Sony, Microsoft, and Nintendo also develop and market games for their own platforms, while providing platforms on which Take-Two sells products. Competition also comes from television, films, social networking, and other entertainment.
Competition turns on factors including gameplay, features, brand recognition, price, marketing, compatibility with popular platforms, and access to distribution. Release timing matters, as do competing games with similar features. Take-Two describes the industry as driven by hit titles that require increasing development and marketing budgets.
Most of Take-Two’s intellectual property is owned and developed internally. Its Grand Theft Auto, NBA 2K, and other franchises support sequels and post-launch content; Grand Theft Auto V had sold nearly 235 million units worldwide to date as of the fiscal 2027 second quarter. Zynga also cross-promotes games to its existing audience and uses social features within its games.
Our reading: Owned franchises and established player audiences provide a meaningful competitive advantage because Take-Two can build sequels and ongoing content around them. Our reading: That advantage is not assured across every release: hit-making remains competitive, and Take-Two also relies on outside platforms to reach players.
| Competitor | Where they compete | Threat (our reading) |
|---|---|---|
| Electronic Arts | Interactive entertainment games | High |
| Embracer Group | Interactive entertainment games | Medium |
| Epic Games | Interactive entertainment games | High |
| Playrix | Interactive entertainment games | Medium |
| Playtika | Interactive entertainment games | Medium |
| Roblox | Interactive entertainment and players’ attention | High |
| Savvy Games | Interactive entertainment games | Medium |
| Tencent | Interactive entertainment games; also a China partner | High |
Growth opportunities
Take-Two’s growth strategy includes launching new intellectual property, extending existing franchises through sequels and additional content, and expanding through partnerships and acquisitions. It also aims to build ongoing spending by adding content and live services after a game’s launch.
Rockstar plans to release Grand Theft Auto VI on November 19, 2026. Take-Two says pre-orders are tracking far above its initial expectations. It expects continued growth in NBA 2K27 recurrent consumer spending in the second half of fiscal 2027 as it adds in-game content. The company also plans to continue supporting Grand Theft Auto Online with new content and events.
For fiscal 2027, Take-Two expects net bookings of $8 to $8.2 billion. Its outlook includes new mobile and previously announced sports titles. Zynga is developing and testing new mobile games, including Top Goal, which is in soft launch. Take-Two expects mobile net bookings to decline during the year, reflecting the prior year’s Color Block Jam performance and an assumption that trends for several mature Zynga games will moderate.
The company is expanding its direct-to-consumer efforts across its mobile portfolio. It says the channel supports revenue and margins by allowing direct player relationships and reducing payment friction. Internationally, Take-Two sees opportunities in Asia, the Middle East, and Latin America. In China, its Tencent partnership covers NBA 2K titles for online PC and mobile players.
- $3.5BFY2022
- $5.3BFY2023
- $5.3BFY2024
- $5.6BFY2025
- $6.7BFY2026
- $8.0BFY2027 guidance
Structural risks
- Hit releases and timing: Results depend on market acceptance, the timing of launches, and the future success of Grand Theft Auto and other hit titles. Delays or disruptions can affect results, and development and marketing budgets for hit games are increasing.
- Customer and platform dependence: A limited number of customers account for a significant portion of sales. Take-Two also requires hardware licensors’ approval for console titles; Apple and Google can change platform fees and terms.
- Mobile economics: Free-to-play games depend in part on purchases and advertising. The effectiveness and cost of acquiring and retaining mobile players can change, and the company faces competition for advertising within those games.
- Technology and security: Take-Two relies on information systems, networks, server capacity, and bandwidth. Security breaches, inadequate consumer data protection, software errors, or connectivity problems can harm the business.
- Licenses and regulation: The company must protect its own intellectual property and maintain rights licensed from others. It also faces evolving rules covering areas such as privacy, virtual items, online safety, and consumer protection; laws or their application have restricted sales of some products and services in certain territories.
Bottom line
Our reading
Our reading: Take-Two combines owned game franchises with a mobile business and ongoing in-game spending, so revenue can continue after an initial release rather than depending solely on new game sales (item1, item7). Its exposure remains concentrated in successful titles and a small group of distribution customers, while platform fees and the cost of creating and marketing games affect the returns those audiences generate (item1, item7, item1a).