Tearsheet

Take-Two Interactive Software (TTWO)


Market Price (12/23/2025): $248.4 | Market Cap: $45.9 Bil
Sector: Communication Services | Industry: Interactive Home Entertainment

Take-Two Interactive Software (TTWO)


Market Price (12/23/2025): $248.4
Market Cap: $45.9 Bil
Sector: Communication Services
Industry: Interactive Home Entertainment

Investment Highlights Why It Matters Detailed financial logic regarding cash flow yields vs trend-riding momentum.


0 Low stock price volatility
Vol 12M is 31%
Not profitable at operating income level
Op Inc LTMOperating Income, Last Twelve Months is -404 Mil, Op Mgn LTMOperating Margin = Operating Income / Revenue Reflects profitability before taxes and before impact of capital structure (interest payments). is -6.5%
1 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms.
Expensive valuation multiples
P/CFOPrice/(Cash Flow from Operations). CFO is cash before capital expenditures. is 128x
2  Yield minus risk free rate is negative
ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is -13%
3  Key risks
TTWO key risks include [1] heavy financial dependence on a few blockbuster franchises and the significant impact of their development delays, Show more.
0 Low stock price volatility
Vol 12M is 31%
1 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms.
2 Not profitable at operating income level
Op Inc LTMOperating Income, Last Twelve Months is -404 Mil, Op Mgn LTMOperating Margin = Operating Income / Revenue Reflects profitability before taxes and before impact of capital structure (interest payments). is -6.5%
3 Expensive valuation multiples
P/CFOPrice/(Cash Flow from Operations). CFO is cash before capital expenditures. is 128x
4 Yield minus risk free rate is negative
ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is -13%
5 Key risks
TTWO key risks include [1] heavy financial dependence on a few blockbuster franchises and the significant impact of their development delays, Show more.

Valuation, Metrics & Events

TTWO Stock


Why The Stock Moved


Qualitative Assessment

AI Analysis | Feedback

1. Take-Two Interactive's recent financial results showed a mix of challenges and improvements. The company reported a 3% decrease in GAAP net revenue to $1.37 billion for the third quarter of its fiscal year 2024, which ended December 31, 2023. Net bookings also declined by 3% to $1.34 billion. Despite the revenue decline, the GAAP net loss narrowed significantly to $0.54 per share, compared to a loss of $0.91 per share in the same period last year.

2. Guidance for the fiscal year 2024 was lowered due to weaker performance in mobile advertising and certain game sales. Take-Two Interactive adjusted its full-year outlook for fiscal year 2024, citing softness in mobile advertising revenue and lower-than-expected sales for NBA 2K24. This revised guidance can influence investor sentiment and stock performance.

Show more

Stock Movement Drivers

Fundamental Drivers

The -1.2% change in TTWO stock from 9/22/2025 to 12/22/2025 was primarily driven by a -6.0% change in the company's P/S Multiple.
922202512222025Change
Stock Price ($)251.64248.58-1.22%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)5799.206219.907.25%
P/S Multiple7.857.38-5.96%
Shares Outstanding (Mil)180.80184.60-2.10%
Cumulative Contribution-1.26%

LTM = Last Twelve Months as of date shown

Market Drivers

9/22/2025 to 12/22/2025
ReturnCorrelation
TTWO-1.2% 
Market (SPY)2.7%33.3%
Sector (XLC)-1.6%48.0%

Fundamental Drivers

The 2.9% change in TTWO stock from 6/23/2025 to 12/22/2025 was primarily driven by a 10.4% change in the company's Total Revenues ($ Mil).
623202512222025Change
Stock Price ($)241.59248.582.89%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)5633.606219.9010.41%
P/S Multiple7.597.38-2.75%
Shares Outstanding (Mil)176.90184.60-4.35%
Cumulative Contribution2.70%

LTM = Last Twelve Months as of date shown

Market Drivers

6/23/2025 to 12/22/2025
ReturnCorrelation
TTWO2.9% 
Market (SPY)14.4%26.0%
Sector (XLC)12.7%42.5%

Fundamental Drivers

The 36.6% change in TTWO stock from 12/22/2024 to 12/22/2025 was primarily driven by a 26.1% change in the company's P/S Multiple.
1222202412222025Change
Stock Price ($)181.97248.5836.60%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)5457.006219.9013.98%
P/S Multiple5.857.3826.14%
Shares Outstanding (Mil)175.40184.60-5.25%
Cumulative Contribution36.23%

LTM = Last Twelve Months as of date shown

Market Drivers

12/22/2024 to 12/22/2025
ReturnCorrelation
TTWO36.6% 
Market (SPY)16.9%38.4%
Sector (XLC)20.5%45.3%

Fundamental Drivers

The 149.0% change in TTWO stock from 12/23/2022 to 12/22/2025 was primarily driven by a 91.7% change in the company's P/S Multiple.
1223202212222025Change
Stock Price ($)99.83248.58149.00%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)4329.206219.9043.67%
P/S Multiple3.857.3891.69%
Shares Outstanding (Mil)166.90184.60-10.61%
Cumulative Contribution146.20%

LTM = Last Twelve Months as of date shown

Market Drivers

12/23/2023 to 12/22/2025
ReturnCorrelation
TTWO53.5% 
Market (SPY)47.7%38.6%
Sector (XLC)63.9%42.6%

Return vs. Risk


Price Returns Compared

 202020212022202320242025Total [1]
Returns
TTWO Return70%-14%-41%55%14%34%102%
Peers Return��-41%90%53%27%�
S&P 500 Return16%27%-19%24%23%17%113%

Monthly Win Rates [3]
TTWO Win Rate75%25%25%67%50%58% 
Peers Win Rate�59%32%72%67%53% 
S&P 500 Win Rate58%75%42%67%75%73% 

Max Drawdowns [4]
TTWO Max Drawdown-18%-30%-47%-2%-16%-3% 
Peers Max Drawdown��-48%-6%-11%-20% 
S&P 500 Max Drawdown-31%-1%-25%-1%-2%-15% 


[1] Cumulative total returns since the beginning of 2020
[2] Peers: EA, MSFT, RBLX, AMZN, NVDA. See TTWO Returns vs. Peers.
[3] Win Rate = % of calendar months in which monthly returns were positive
[4] Max drawdown represents maximum peak-to-trough decline within a year
[5] 2025 data is for the year up to 12/22/2025 (YTD)

How Low Can It Go

Unique KeyEventTTWOS&P 500
2022 Inflation Shock2022 Inflation Shock  
2022 Inflation Shock% Loss% Loss-56.1%-25.4%
2022 Inflation Shock% Gain to Breakeven% Gain to Breakeven128.0%34.1%
2022 Inflation ShockTime to BreakevenTime to Breakeven833 days464 days
2020 Covid Pandemic2020 Covid Pandemic  
2020 Covid Pandemic% Loss% Loss-23.2%-33.9%
2020 Covid Pandemic% Gain to Breakeven% Gain to Breakeven30.2%51.3%
2020 Covid PandemicTime to BreakevenTime to Breakeven52 days148 days
2018 Correction2018 Correction  
2018 Correction% Loss% Loss-38.7%-19.8%
2018 Correction% Gain to Breakeven% Gain to Breakeven63.1%24.7%
2018 CorrectionTime to BreakevenTime to Breakeven447 days120 days
2008 Global Financial Crisis2008 Global Financial Crisis  
2008 Global Financial Crisis% Loss% Loss-79.7%-56.8%
2008 Global Financial Crisis% Gain to Breakeven% Gain to Breakeven392.0%131.3%
2008 Global Financial CrisisTime to BreakevenTime to Breakeven2,092 days1,480 days

Compare to NET, EA, VEEV, APPF, GVSE

In The Past

Take-Two Interactive Software's stock fell -56.1% during the 2022 Inflation Shock from a high on 2/8/2021. A -56.1% loss requires a 128.0% gain to breakeven.

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About Take-Two Interactive Software (TTWO)

Take-Two Interactive Software, Inc. develops, publishes, and markets interactive entertainment solutions for consumers worldwide. The company offers its products under the Rockstar Games, 2K, Private Division, Social Point, and Playdots labels. It develops and publishes action/adventure products under the Grand Theft Auto, Max Payne, Midnight Club, and Red Dead Redemption names; and offers episodes and content. The company also develops brands in other genres, including the LA Noire, Bully, and Manhunt franchises. In addition, the company publishes various entertainment properties across various platforms and a range of genres, such as shooter, action, role-playing, strategy, sports, and family/casual entertainment under the BioShock, Mafia, Sid Meier's Civilization, XCOM series, and Borderlands. Further, it publishes sports simulation titles comprising NBA 2K series, a basketball video game; the WWE 2K professional wrestling series; and PGA TOUR 2K. It also offers Kerbal Space Program, and The Outer Worlds and Ancestors: the Humankind Odyssey under Private Division. Additionally, the company offers free-to-play mobile games, such as Dragon City and Monster Legends, as well as Two Dots mobile game. Its products are designed for console gaming systems, including PlayStation 4; Xbox One; the Nintendo Switch; and personal computers comprising smartphones and tablets. The company provides its products through physical retail, digital download, online platforms, and cloud streaming services. Take-Two Interactive Software, Inc. was incorporated in 1993 and is based in New York, New York.

AI Analysis | Feedback

Here are 1-3 brief analogies to describe Take-Two Interactive Software (TTWO):

  • Think of it like Disney, but for video games. They own and publish some of the world's most iconic and popular entertainment franchises, such as Grand Theft Auto, Red Dead Redemption, and NBA 2K.

  • Imagine them as a major film studio like Warner Bros. or Universal Pictures, but focused entirely on creating and publishing blockbuster video games for all platforms, including mobile.

AI Analysis | Feedback

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  • Grand Theft Auto Series: A highly successful open-world action-adventure video game franchise known for its crime narratives and expansive environments.
  • Red Dead Redemption Series: A critically acclaimed Western-themed action-adventure video game series celebrated for its immersive storytelling and detailed open worlds.
  • NBA 2K Series: The leading annual basketball simulation video game franchise, featuring authentic NBA teams, players, and gameplay.
  • WWE 2K Series: An annual professional wrestling simulation video game franchise based on the popular WWE promotion.
  • Borderlands Series: A cooperative first-person shooter series with role-playing elements, characterized by its unique cel-shaded art style and looter-shooter gameplay.
  • Mobile Games (Zynga): A broad portfolio of free-to-play mobile games including popular titles like *FarmVille*, *Words With Friends*, and *CSR Racing*, offering diverse casual gaming experiences.
```

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) sells primarily to other companies. Its major customers are the digital storefronts and retailers that distribute its video games. Based on its annual report (Form 10-K), the company explicitly identifies the following as major customers due to their significant contribution to net revenue:
  • Sony Corporation (via its PlayStation Network platform) - Symbol: SONY
  • Microsoft Corporation (via its Xbox platform) - Symbol: MSFT
For instance, in the fiscal year ended March 31, 2023, Sony Corporation accounted for approximately 11% of Take-Two's net revenue, and Microsoft Corporation accounted for approximately 10% of its net revenue. Other significant distribution partners, though not individually highlighted with specific revenue percentages in the same way as "major customers," include:
  • Nintendo Co., Ltd. (via its Nintendo eShop) - Symbol: NTDOY (ADR)
  • Valve Corporation (via Steam) - *Private Company*
  • Apple Inc. (via its App Store) - Symbol: AAPL
  • Alphabet Inc. (via Google Play Store) - Symbol: GOOGL

AI Analysis | Feedback

  • Sony Group Corporation (SONY)
  • Microsoft Corporation (MSFT)
  • Nintendo Co., Ltd. (NTDOY)
  • Valve Corporation
  • Apple Inc. (AAPL)
  • Alphabet Inc. (GOOGL)

AI Analysis | Feedback

Strauss Zelnick, Chairman and Chief Executive Officer

Strauss Zelnick is the founder, CEO, and managing partner of the private equity firm ZMC, which he established in 2001, specializing in leveraged buyouts and growth capital. He joined Take-Two Interactive Software as Chairman in March 2007, following an investor-staged takeover, and assumed the role of Chief Executive Officer in January 2011. Prior to ZMC and Take-Two, he held significant leadership positions including President and Chief Executive Officer of BMG Entertainment, President and Chief Executive Officer of Crystal Dynamics, and President and Chief Operating Officer of 20th Century Fox.

Lainie Goldstein, Chief Financial Officer

Lainie Goldstein was appointed Chief Financial Officer of Take-Two Interactive Software in June 2007, having joined the company in November 2003. She possesses over 30 years of financial and business experience across the software, entertainment, retail, and apparel industries. Before her tenure at Take-Two, Ms. Goldstein served as Vice President of Finance and Business Development at Nautica Enterprises, Inc. Earlier in her career, she also worked in the audit and reorganization departments at Grant Thornton LLP.

Karl Slatoff, President

Karl Slatoff became President of Take-Two Interactive Software in May 2013, after previously serving as the company's Chief Operating Officer and Executive Vice President. He is a partner at ZelnickMedia, a private equity firm that specializes in media and communications. His prior experience includes serving as Vice President of New Media for BMG Entertainment, where he was responsible for digital strategies and business models. Mr. Slatoff also worked in strategic planning at The Walt Disney Company and in corporate finance and mergers and acquisitions at Lehman Brothers.

Daniel P. Emerson, Executive Vice President, Chief Legal Officer

Daniel P. Emerson has held the position of Executive Vice President and Chief Legal Officer at Take-Two Interactive Software since October 2014. He joined the company in June 2005 as a Vice President and progressed through various roles within the legal department. Before joining Take-Two, Mr. Emerson was a partner at Blank Rome LLP, where he specialized in representing public and private companies in matters of mergers and acquisitions, securities law, and general corporate affairs, including working on Take-Two's acquisitions.

Michael Sheresky, Director

Michael Sheresky has served as a director on the board of Take-Two Interactive Software since April 2007. He is a partner and motion picture talent agent at United Talent Agency, a role he assumed in June 2009. Prior to this, from 1992 to 1995 and then from 1997 to May 2009, Mr. Sheresky held several positions at the William Morris Agency, including Senior Vice President in its Motion Picture Department. He pursued an MBA from Harvard Business School to gain a stronger business background for handling complex deals.

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) faces several key business risks in the highly dynamic and competitive interactive entertainment industry. The most significant risks include:

1. Reliance on Blockbuster Titles and Development Delays

Take-Two's business is heavily dependent on the success of a few major franchises, most notably Grand Theft Auto and Red Dead Redemption, which have historically accounted for a substantial portion of its revenue. For instance, Grand Theft Auto products alone contributed 12.6% of net revenue for the fiscal year ended March 31, 2025, with the top five franchises collectively making up 53.1% of net revenue. This reliance creates a significant vulnerability to the market reception and development cycles of these specific titles. Delays in major game releases, such as the postponement of Grand Theft Auto VI, can have a substantial financial impact, directly leading to revisions in fiscal year bookings estimates. If the company fails to consistently develop and sell new commercially successful "hit" titles or sequels, or experiences delays or disruptions following their release, its revenue and profits could decrease substantially.

2. Intense Competition and Adapting to Industry Changes

The interactive entertainment industry is intensely competitive, with Take-Two facing rivals that include major publishers like Microsoft (which acquired Activision Blizzard), Electronic Arts, and numerous other developers across console, PC, and mobile platforms. To maintain its market position and profitability, Take-Two must continually innovate and adapt to evolving consumer behavior, technological disruptions (such as generative AI, blockchain-based gaming, and metaverse developments), and changing business models (including free-to-play and subscription services). The company's underperformance in certain segments of mobile gaming, despite the acquisition of Zynga, further highlights the challenges of navigating this competitive and rapidly changing landscape.

3. Cybersecurity Threats and Operational Risks

Take-Two's operations rely on complex information technology systems and networks, which makes it vulnerable to cybersecurity threats, including data breaches and intellectual property theft. Incidents such as the network intrusion at Rockstar Games in 2022 underscore these risks. Successful cyberattacks can disrupt business operations, damage the company's reputation, and result in significant financial losses, necessitating robust cybersecurity measures.

AI Analysis | Feedback

Increasing regulatory and legislative scrutiny over in-game monetization, particularly loot boxes and similar probabilistic mechanics, presents a clear emerging threat. Governments and consumer protection agencies in various jurisdictions are actively investigating and considering restrictions on these monetization strategies due to concerns about their addictive nature and potential harm, especially to minors. Take-Two Interactive Software relies heavily on these models for significant recurring revenue in key franchises such as NBA 2K and Grand Theft Auto Online. Any widespread bans, stricter age ratings, or mandatory disclosures could directly impact the profitability of these core revenue streams and necessitate fundamental changes to game design and monetization strategies.

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) operates within the global interactive entertainment market, primarily developing and publishing products for console, PC, and mobile platforms through its labels Rockstar Games, 2K, and Zynga. The addressable markets for their main products and services are substantial across these segments.

Global Video Game Market

  • The global video game market was estimated at approximately USD 298.98 billion in 2024 and is projected to reach USD 600.74 billion by 2030, growing at a Compound Annual Growth Rate (CAGR) of 12.2% from 2025 to 2030. Other estimates place the market at USD 241.1 billion in 2024, expected to reach USD 535.29 billion by 2033 (CAGR of 8.30% from 2025-2033).

Mobile Gaming Market

  • The global mobile gaming market was estimated at USD 139.38 billion in 2024 and is projected to reach USD 256.19 billion by 2030, with a CAGR of 10.2% from 2025 to 2030.
  • Another report values the global mobile gaming market at USD 106.53 billion in 2024, forecasting growth to USD 232.58 billion by 2032 with a CAGR of 9.78% during the forecast period.
  • In 2024, mobile gaming accounted for USD 164.01 billion, representing 54.86% of the global video game market.
  • The Asia Pacific region dominated the mobile gaming market, holding the largest revenue share of 52.30% in 2024.
  • Take-Two's acquisition of Zynga significantly expanded its presence in this market, with Zynga's revenue reaching C$3.96 billion as of November 2025.

PC Gaming Market

  • The global PC gaming market was valued at USD 76.73 billion in 2024, projected to increase to USD 86.12 billion in 2025 and reach USD 152.16 billion by 2032, demonstrating a CAGR of 8.47% from 2025-2032.
  • Another estimate indicates a market size of USD 61.84 billion in 2024, with a projection to reach USD 129.93 billion by 2030, growing at a CAGR of 13.5% from 2025 to 2030.
  • PC games represented approximately 23% of the total gaming market in 2024.
  • Asia Pacific held the largest share of the PC gaming market, at 46.7% in 2024.

Console Gaming Market

  • The global gaming console market was valued at USD 60 billion in 2024 and is projected to grow to USD 94 billion by 2030, expanding at a CAGR of 7.8% from 2025 to 2030.
  • Other data estimates the global gaming console market size at USD 56.25 billion in 2024, with an expected growth to USD 112.74 billion by 2034 at a CAGR of 7.20% from 2025-2034.
  • Console games constituted roughly 28% of the total gaming market in 2024.
  • North America accounts for 35% of the console market in 2024. Historically, Asia Pacific has also held a significant share.

AI Analysis | Feedback

Here are 3-5 expected drivers of future revenue growth for Take-Two Interactive Software (TTWO) over the next 2-3 years:
  1. Launch of Grand Theft Auto VI (GTA VI): The highly anticipated release of Grand Theft Auto VI is expected to be a significant catalyst for revenue growth, with its launch scheduled for November 19, 2026. This major title is repeatedly cited as a key contributor to future financial performance and is projected to help the company achieve new record levels of net bookings.
  2. Continued Growth in Key Franchises (NBA 2K): The ongoing strong performance of established franchises, particularly NBA 2K, is a crucial driver. Recent releases like NBA 2K26 have shown robust product performance, leading to double-digit increases in unit sales and higher average selling prices due to premium editions. This franchise has also seen significant growth in daily active users and recurrent consumer spending.
  3. Expansion and Performance in Mobile Gaming: Take-Two's mobile gaming segment is demonstrating robust performance and is expected to be a significant contributor to recurrent consumer spending growth. The company has increased its Net Bookings forecast for Fiscal Year 2026, highlighting strong performance in mobile gaming.
  4. Launch of New Titles: Beyond its tentpole franchises, Take-Two plans to release a pipeline of new games. The company anticipates releasing 13 titles in FY2026, with expected significant contributions from upcoming games such as Mafia: The Old Country and Borderlands 4, which will diversify and strengthen revenue streams.
  5. Growth in Recurrent Consumer Spending (RCS): An increase in recurrent consumer spending, which includes sales from digital add-ons, virtual currency, and in-game purchases, is a vital growth driver. This area is forecast to grow approximately 11%, driven by the strong performance in titles like NBA 2K and various mobile games.

AI Analysis | Feedback

Share Repurchases

  • In September 2021, Take-Two's Board of Directors authorized a strategic share repurchase program of up to $500 million. As of October 27, 2024, approximately $301 million remained available under this program.
  • An anti-dilutive share repurchase program of up to $250 million was authorized in September 2024, replacing a prior June 2021 program. Approximately $206 million remained available under this authorization as of October 27, 2024.
  • Take-Two repurchased 1.3 million shares for $200 million during fiscal year 2022. No shares were repurchased in fiscal years 2023 and 2024.

Share Issuance

  • As part of the $12.7 billion acquisition of Zynga Inc., completed in May 2022, Take-Two issued shares of its common stock to Zynga stockholders.
  • In May 2025, Take-Two announced a public offering of 4,750,000 shares of common stock at $225.00 each, aiming to raise approximately $1.04 billion for general corporate purposes, including debt repayment and potential acquisitions.
  • The number of shares outstanding increased from 0.16 billion in 2022 to 0.175 billion in 2025, reflecting a 36.9% increase from 2022 to 2023, a 6.38% increase from 2023 to 2024, and a 2.94% increase from 2024 to 2025.

Inbound Investments

  • The Public Investment Fund of Saudi Arabia acquired 3.9 million shares of Take-Two in February 2021, valued at $826 million.

Outbound Investments

  • Take-Two Interactive acquired Zynga Inc. for approximately $12.7 billion, a deal announced in January 2022 and closed in May 2022, to significantly expand its presence in mobile gaming.
  • In June 2021, the company acquired Nordeus, a mobile game developer, for $378 million.
  • Take-Two acquired Gearbox Software in March 2024 for $460 million, financed through the issuance of newly issued shares of Take-Two common stock.

Capital Expenditures

  • Capital expenditures were $68.9 million in fiscal year 2021, $158.6 million in fiscal year 2022, $204.2 million in fiscal year 2023, $141.7 million in fiscal year 2024, and $169.4 million in fiscal year 2025.
  • For fiscal year 2026, Take-Two anticipates capital expenditures of approximately $140 million to $145 million.
  • The primary focus of capital expenditures is on game technology and office buildouts.

Better Bets than Take-Two Interactive Software (TTWO)

Trade Ideas

Select ideas related to TTWO. For more, see Trefis Trade Ideas.

Unique KeyDateTickerCompanyCategoryTrade Strategy6M Fwd Rtn12M Fwd Rtn12M Max DD
PINS_11302025_Monopoly_xInd_xCD_Getting_Cheaper11302025PINSPinterestMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
1.0%1.0%-1.4%
TMUS_11212025_Monopoly_xInd_xCD_Getting_Cheaper11212025TMUST-Mobile USMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
-6.1%-6.1%-6.4%
Z_11212025_Monopoly_xInd_xCD_Getting_Cheaper11212025ZZillowMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
-3.5%-3.5%-5.1%
IRDM_11072025_Dip_Buyer_High_CFO_Margins_ExInd_DE11072025IRDMIridium CommunicationsDip BuyDB | CFO/Rev | Low D/EDip Buy with High Cash Flow Margins
Buying dips for companies with significant cash flows from operations and reasonable debt / market cap
8.7%8.7%-5.6%
TTD_10032025_Dip_Buyer_High_CFO_Margins_ExInd_DE10032025TTDTrade DeskDip BuyDB | CFO/Rev | Low D/EDip Buy with High Cash Flow Margins
Buying dips for companies with significant cash flows from operations and reasonable debt / market cap
-27.7%-27.7%-29.8%
TTWO_11302019_Monopoly_xInd_xCD_Getting_Cheaper11302019TTWOTake-Two Interactive SoftwareMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
12.2%45.4%-17.5%
TTWO_5312019_Monopoly_xInd_xCD_Getting_Cheaper05312019TTWOTake-Two Interactive SoftwareMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
12.2%25.9%-7.4%

Recent Active Movers

More From Trefis

Peer Comparisons for Take-Two Interactive Software

Peers to compare with:

Financials

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Mkt Price248.58203.79484.9281.98228.43183.69216.11
Mkt Cap45.950.93,604.457.22,429.84,468.61,243.5
Rev LTM6,2207,288293,8124,464670,038187,14297,215
Op Inc LTM-4041,247135,937-1,11876,190110,12238,718
FCF LTM2031,65378,0171,16613,48177,3247,567
FCF 3Y Avg-2021,88471,30259121,67750,46211,780
CFO LTM3581,872147,0391,374121,13783,15942,516
CFO 3Y Avg-442,094121,38486396,97753,65227,873

Growth & Margins

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Rev Chg LTM14.0%-1.6%15.6%32.7%10.9%65.2%14.8%
Rev Chg 3Y Avg13.3%0.1%13.2%26.5%11.3%91.6%13.2%
Rev Chg Q31.1%-9.2%18.4%48.0%13.3%62.5%24.8%
QoQ Delta Rev Chg LTM7.3%-2.5%4.3%11.0%3.0%13.3%5.8%
Op Mgn LTM-6.5%17.1%46.3%-25.0%11.4%58.8%14.2%
Op Mgn 3Y Avg-17.0%18.8%44.6%-35.3%7.9%55.8%13.4%
QoQ Delta Op Mgn LTM3.6%-2.7%0.6%2.3%0.3%0.8%0.7%
CFO/Rev LTM5.8%25.7%50.0%30.8%18.1%44.4%28.2%
CFO/Rev 3Y Avg-1.1%28.2%47.2%23.5%15.8%46.2%25.8%
FCF/Rev LTM3.3%22.7%26.6%26.1%2.0%41.3%24.4%
FCF/Rev 3Y Avg-3.9%25.3%28.0%14.7%3.5%43.4%20.0%

Valuation

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Mkt Cap45.950.93,604.457.22,429.84,468.61,243.5
P/S7.47.012.312.83.623.99.8
P/EBIT-11.538.527.7-61.528.538.428.1
P/E-11.557.634.4-59.034.445.034.4
P/CFO128.227.224.541.620.153.734.4
Total Yield-8.7%1.9%3.6%-1.7%2.9%2.2%2.1%
Dividend Yield0.0%0.2%0.7%0.0%0.0%0.0%0.0%
FCF Yield 3Y Avg-0.9%4.9%2.3%1.1%1.1%1.7%1.4%
D/E0.10.00.00.00.10.00.0
Net D/E0.00.0-0.0-0.00.0-0.00.0

Returns

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
1M Rtn5.6%1.6%2.7%-8.1%3.5%2.7%2.7%
3M Rtn-1.2%17.6%-5.6%-40.1%0.4%0.0%-0.6%
6M Rtn2.9%32.2%0.1%-20.8%9.6%27.4%6.2%
12M Rtn36.6%38.5%11.9%36.4%1.6%36.4%36.4%
3Y Rtn149.0%70.4%108.0%206.5%168.0%1,109.2%158.5%
1M Excs Rtn0.4%-3.8%-3.8%-15.8%0.0%-3.5%-3.6%
3M Excs Rtn-4.4%13.9%-7.9%-41.3%0.2%-0.4%-2.4%
6M Excs Rtn-10.6%16.4%-13.6%-34.7%-5.5%11.3%-8.1%
12M Excs Rtn19.5%19.4%-5.5%22.3%-13.6%25.4%19.5%
3Y Excs Rtn68.0%-6.4%22.8%117.2%81.7%908.1%74.8%

Financials

Segment Financials

Revenue by Segment
$ Mil20252024202320222021
Single Segment5,3505,3503,505  
Product   1,0911,249
Service and other   2,2821,840
Total5,3505,3503,5053,3733,089


Price Behavior

Price Behavior
Market Price$248.58 
Market Cap ($ Bil)45.9 
First Trading Date04/15/1997 
Distance from 52W High-5.2% 
   50 Days200 Days
DMA Price$247.50$234.26
DMA Trendupdown
Distance from DMA0.4%6.1%
 3M1YR
Volatility26.1%30.7%
Downside Capture55.9137.23
Upside Capture42.5862.14
Correlation (SPY)33.2%38.4%
TTWO Betas & Captures as of 11/30/2025

 1M2M3M6M1Y3Y
Beta0.740.630.620.650.610.78
Up Beta1.701.331.111.230.570.65
Down Beta0.750.650.600.570.780.91
Up Capture16%15%51%44%52%70%
Bmk +ve Days12253873141426
Stock +ve Days10213362131411
Down Capture68%64%45%51%55%90%
Bmk -ve Days7162452107323
Stock -ve Days9202962116338

[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
 Comparison of TTWO With Other Asset Classes (Last 1Y)
 TTWOSector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return33.7%17.3%14.7%67.3%6.8%-0.5%-16.6%
Annualized Volatility30.6%18.8%19.7%19.3%15.2%17.6%35.4%
Sharpe Ratio0.960.720.572.540.23-0.18-0.25
Correlation With Other Assets 45.8%39.0%10.8%13.1%25.7%20.5%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 5-Year Data
 Comparison of TTWO With Other Asset Classes (Last 5Y)
 TTWOSector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return5.0%12.9%15.0%18.9%11.8%5.1%35.8%
Annualized Volatility31.9%20.9%17.1%15.5%18.7%18.9%48.9%
Sharpe Ratio0.210.530.710.980.510.180.63
Correlation With Other Assets 48.6%43.4%9.8%9.8%30.3%20.5%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
 Comparison of TTWO With Other Asset Classes (Last 10Y)
 TTWOSector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return21.6%13.0%14.9%14.9%6.7%5.5%69.9%
Annualized Volatility33.8%22.6%18.0%14.8%17.6%20.8%55.8%
Sharpe Ratio0.670.530.710.840.300.230.90
Correlation With Other Assets 52.5%44.9%7.9%11.7%28.6%14.8%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How

Short Interest

Short Interest: As Of Date11282025
Short Interest: Shares Quantity7,914,406
Short Interest: % Change Since 1115202511.8%
Average Daily Volume1,529,664
Days-to-Cover Short Interest5.17
Basic Shares Quantity184,600,000
Short % of Basic Shares4.3%

Earnings Returns History

Expand for More
 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
11/6/2025-8.1%-5.9%-1.5%
8/7/2025-4.0%2.9%9.8%
5/15/2025-2.4%-2.7%2.7%
2/6/202514.0%14.8%10.3%
11/6/20247.5%9.2%13.9%
8/8/20244.4%5.5%12.6%
5/16/20241.2%4.3%7.7%
2/8/2024-8.7%-7.5%-14.0%
...
SUMMARY STATS   
# Positive111113
# Negative11119
Median Positive5.9%7.3%8.7%
Median Negative-5.9%-5.9%-9.6%
Max Positive14.0%14.8%14.6%
Max Negative-11.9%-12.2%-22.7%

SEC Filings

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Report DateFiling DateFiling
93020251107202510-Q 9/30/2025
6302025807202510-Q 6/30/2025
3312025520202510-K 3/31/2025
12312024207202510-Q 12/31/2024
93020241107202410-Q 9/30/2024
6302024809202410-Q 6/30/2024
3312024522202410-K 3/31/2024
12312023209202410-Q 12/31/2023
93020231109202310-Q 9/30/2023
6302023809202310-Q 6/30/2023
3312023526202310-K 3/31/2023
12312022207202310-Q 12/31/2022
93020221108202210-Q 9/30/2022
6302022809202210-Q 6/30/2022
3312022517202210-K 3/31/2022
12312021208202210-Q 12/31/2021