Tearsheet

Take-Two Interactive Software (TTWO)


Market Price (4/6/2026): $199.99 | Market Cap: $37.0 Bil
Sector: Communication Services | Industry: Interactive Home Entertainment

Take-Two Interactive Software (TTWO)


Market Price (4/6/2026): $199.99
Market Cap: $37.0 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

Strong revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is 20%

Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 10%

Valuation becoming less expensive
P/S 6M Chg %Price/Sales change over 6 months. Declining P/S indicates valuation has become less expensive. is -26%

Low stock price volatility
Vol 12M is 31%

Megatrend and thematic drivers
Megatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms.

Not profitable at operating income level
Op Inc LTMOperating Income, Last Twelve Months is -333 Mil, Op Mgn LTMOperating Margin = Operating Income / Revenue Reflects profitability before taxes and before impact of capital structure (interest payments). is -5.1%

Expensive valuation multiples
P/CFOPrice/(Cash Flow from Operations). CFO is cash before capital expenditures. is 55x

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 -15%

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 Strong revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is 20%
1 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 10%
2 Valuation becoming less expensive
P/S 6M Chg %Price/Sales change over 6 months. Declining P/S indicates valuation has become less expensive. is -26%
3 Low stock price volatility
Vol 12M is 31%
4 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms.
5 Not profitable at operating income level
Op Inc LTMOperating Income, Last Twelve Months is -333 Mil, Op Mgn LTMOperating Margin = Operating Income / Revenue Reflects profitability before taxes and before impact of capital structure (interest payments). is -5.1%
6 Expensive valuation multiples
P/CFOPrice/(Cash Flow from Operations). CFO is cash before capital expenditures. is 55x
7 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 -15%
8 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

Price Chart

Why The Stock Moved

Qualitative Assessment

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) stock has lost about 20% since 12/31/2025 because of the following key factors:

1. Disappointing Fiscal Q3 2026 GAAP Net Loss and Weakened EBITDA Guidance.

Despite reporting strong net bookings of $1.76 billion in its fiscal third quarter 2026 (ended December 31, 2025), a 28% increase year-over-year that surpassed expectations, Take-Two Interactive posted a GAAP net loss of $0.50 per share. This loss missed the consensus estimate of a $0.39 per share loss and, along with a significantly lower full-year EBITDA guidance, overshadowed robust revenue results, causing the stock to fall 5% following the earnings report in early February 2026.

2. Prolonged Anticipation and Subsequent Delays for Grand Theft Auto VI.

Investor patience has been tested by multiple delays for the highly anticipated Grand Theft Auto VI. Initially slated for release in fall 2025, the game was first pushed to May 2026, and then further delayed to November 19, 2026. This ongoing anticipation for a major revenue driver, coupled with additional rumors of delays in early January 2026 that caused a stock dip, has created uncertainty regarding the timing of this significant catalyst and its impact on future financial performance.

Show more

Stock Movement Drivers

Fundamental Drivers

The -21.9% change in TTWO stock from 12/31/2025 to 4/5/2026 was primarily driven by a -25.8% change in the company's P/S Multiple.
(LTM values as of)123120254052026Change
Stock Price ($)256.03199.87-21.9%
Change Contribution By: 
Total Revenues ($ Mil)6,2206,5595.5%
P/S Multiple7.65.6-25.8%
Shares Outstanding (Mil)185185-0.2%
Cumulative Contribution-21.9%

LTM = Last Twelve Months as of date shown

Market Drivers

12/31/2025 to 4/5/2026
ReturnCorrelation
TTWO-21.9% 
Market (SPY)-5.4%33.8%
Sector (XLC)-5.1%41.8%

Fundamental Drivers

The -22.6% change in TTWO stock from 9/30/2025 to 4/5/2026 was primarily driven by a -30.0% change in the company's P/S Multiple.
(LTM values as of)93020254052026Change
Stock Price ($)258.36199.87-22.6%
Change Contribution By: 
Total Revenues ($ Mil)5,7996,55913.1%
P/S Multiple8.15.6-30.0%
Shares Outstanding (Mil)181185-2.3%
Cumulative Contribution-22.6%

LTM = Last Twelve Months as of date shown

Market Drivers

9/30/2025 to 4/5/2026
ReturnCorrelation
TTWO-22.6% 
Market (SPY)-2.9%33.2%
Sector (XLC)-5.3%42.7%

Fundamental Drivers

The -3.6% change in TTWO stock from 3/31/2025 to 4/5/2026 was primarily driven by a -15.8% change in the company's P/S Multiple.
(LTM values as of)33120254052026Change
Stock Price ($)207.25199.87-3.6%
Change Contribution By: 
Total Revenues ($ Mil)5,4506,55920.3%
P/S Multiple6.75.6-15.8%
Shares Outstanding (Mil)176185-4.9%
Cumulative Contribution-3.6%

LTM = Last Twelve Months as of date shown

Market Drivers

3/31/2025 to 4/5/2026
ReturnCorrelation
TTWO-3.6% 
Market (SPY)16.3%41.0%
Sector (XLC)16.9%49.0%

Fundamental Drivers

The 67.5% change in TTWO stock from 3/31/2023 to 4/5/2026 was primarily driven by a 36.0% change in the company's P/S Multiple.
(LTM values as of)33120234052026Change
Stock Price ($)119.30199.8767.5%
Change Contribution By: 
Total Revenues ($ Mil)4,8346,55935.7%
P/S Multiple4.15.636.0%
Shares Outstanding (Mil)168185-9.2%
Cumulative Contribution67.5%

LTM = Last Twelve Months as of date shown

Market Drivers

3/31/2023 to 4/5/2026
ReturnCorrelation
TTWO67.5% 
Market (SPY)63.3%39.7%
Sector (XLC)98.5%43.3%

Return vs. Risk

Price Returns Compared

 202120222023202420252026Total [1]
Returns
TTWO Return-14%-41%55%14%39%-23%-5%
Peers Return44%-41%90%53%28%-13%172%
S&P 500 Return27%-19%24%23%16%-4%75%

Monthly Win Rates [3]
TTWO Win Rate25%25%67%50%58%25% 
Peers Win Rate58%32%72%67%53%35% 
S&P 500 Win Rate75%42%67%75%67%50% 

Max Drawdowns [4]
TTWO Max Drawdown-30%-47%-2%-16%-3%-26% 
Peers Max Drawdown-10%-48%-6%-11%-20%-18% 
S&P 500 Max Drawdown-1%-25%-1%-2%-15%-7% 


[1] Cumulative total returns since the beginning of 2021
[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] 2026 data is for the year up to 4/2/2026 (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 EA, MSFT, RBLX, AMZN, NVDA

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 a couple of analogies for Take-Two Interactive Software (TTWO):

  • A Disney for video games, owning many beloved and blockbuster franchises like Grand Theft Auto and NBA 2K.

  • A Warner Bros. for interactive entertainment, developing and publishing a diverse portfolio of major game titles across different genres.

AI Analysis | Feedback

  • Grand Theft Auto Series: A prominent action/adventure video game franchise.
  • Red Dead Redemption Series: An acclaimed action/adventure western-themed video game franchise.
  • NBA 2K Series: A leading basketball sports simulation video game franchise.
  • WWE 2K Series: A professional wrestling sports simulation video game series.
  • PGA TOUR 2K Series: A golf sports simulation video game series.
  • Sid Meier's Civilization Series: A popular turn-based strategy video game franchise.
  • Borderlands Series: A well-known shooter and role-playing video game series.
  • BioShock Series: A critically acclaimed shooter, action, and role-playing video game series.
  • Kerbal Space Program: A spaceflight simulation video game known for its realistic orbital mechanics.
  • Dragon City & Monster Legends: Popular free-to-play mobile games focusing on creature collection and battling.
  • Two Dots: A popular free-to-play mobile puzzle game.

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) primarily sells its interactive entertainment solutions directly to individual consumers worldwide.

Based on the platforms and types of games it offers, the company serves the following categories of customers:

  1. Console Gamers: Individuals who play video games on dedicated gaming consoles such as PlayStation, Xbox, and Nintendo Switch. This category enjoys a wide range of Take-Two's flagship titles, including action/adventure series like Grand Theft Auto and Red Dead Redemption, sports simulations like NBA 2K and WWE 2K, and various other genres like shooters (Borderlands) and role-playing games.
  2. PC Gamers: Individuals who play video games on personal computers. This customer base typically engages with many of Take-Two's console titles that are also released on PC, as well as strategy-focused games like Sid Meier's Civilization and XCOM series, which often have a strong PC following.
  3. Mobile Gamers: Individuals who play free-to-play games on smartphones and tablets. This category is targeted by Take-Two's mobile-focused labels like Social Point and Playdots, offering games such as Dragon City, Monster Legends, and Two Dots.

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

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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. He became Chairman of Take-Two Interactive in 2007 and assumed the role of Chief Executive Officer in 2011. Prior to his tenure at Take-Two, Mr. Zelnick served as President and CEO of BMG Entertainment from 1995 to 2000, President and CEO of Crystal Dynamics from 1993 to 1995, and President and COO of 20th Century Fox from 1989 to 1993. He also held positions as President and COO of Vestron Inc. and Vice President of International Television Sales at Columbia Pictures. His background includes a pattern of managing companies, and his involvement with ZMC highlights his focus on investments in media and communications enterprises.

Lainie Goldstein, Chief Financial Officer

Lainie Goldstein became the Chief Financial Officer of Take-Two Interactive Software, Inc. in 2007. She initially joined the company in 2003 as Senior Vice President of Finance. Ms. Goldstein possesses over 30 years of financial and business experience across the software, entertainment, retail, and apparel industries. Before joining Take-Two, she held several roles at Nautica Enterprises, culminating in her position as Vice President of Finance and Business Development. Earlier in her career, she worked in the audit and reorganization departments at Grant Thornton LLP. Ms. Goldstein is a Certified Public Accountant (CPA).

Karl Slatoff, President

Karl Slatoff has served as President of Take-Two Interactive since May 2013. Before this, he was the company's Chief Operating Officer from 2010 to 2013 and Executive Vice President from 2008 to 2010. Mr. Slatoff is a Partner at ZelnickMedia (ZMC), a private equity firm, which he joined in 2001. At ZMC, his responsibilities include originating, structuring, and monitoring investments, with a particular focus on direct marketing and interactive entertainment. His prior experience includes working as Vice President of New Media for BMG Entertainment, in strategic planning and corporate development at The Walt Disney Company, and in corporate finance and mergers and acquisitions at Lehman Brothers.

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

Daniel P. Emerson holds the position of Executive Vice President and Chief Legal Officer at Take-Two Interactive. In this role, he is responsible for managing all legal and governmental affairs for the company.

Sam Houser, Co-founder and President of Rockstar Games

Sam Houser is a co-founder and the current President of Rockstar Games, a subsidiary of Take-Two Interactive. He co-founded Rockstar Games in 1998 with his brother, Dan Houser, and others. Mr. Houser is a key creative force behind the Grand Theft Auto franchise, serving as its producer since the third game. Before establishing Rockstar Games, he worked in music production and served as the Head of Development at BMG Interactive.

AI Analysis | Feedback

The key risks to Take-Two Interactive Software's (TTWO) business primarily revolve around its dependence on major franchises, intense industry competition, and the financial challenges associated with game development and acquisitions.

  1. Dependence on Key Franchises and Success of New Releases: Take-Two Interactive heavily relies on the sustained popularity and commercial success of its tentpole franchises, most notably Grand Theft Auto and NBA 2K. The timely release and significant market acceptance of new installments, particularly the highly anticipated Grand Theft Auto VI, are crucial to the company's revenue and profitability. Any delays in product releases or a lack of market acceptance for these "hit" titles or sequels could substantially decrease revenue and lead to losses.
  2. Intense Competition and Evolving Consumer Preferences: The interactive entertainment industry is highly competitive and characterized by rapidly changing consumer tastes and technological advancements. Take-Two must continually innovate to maintain its market position against established competitors and adapt to emerging trends, such as shifts in mobile and social gaming, as well as new platforms and distribution channels. Failure to innovate or adapt effectively could result in a loss of market share and impact financial performance.
  3. High Development Costs, Operational Losses, and Goodwill Impairment: Developing high-quality AAA games requires substantial financial investment and often involves extended development cycles. The company has reported significant operational losses, including a substantial net loss of $4,478.9 million for the fiscal year ended March 31, 2025, largely attributed to a goodwill impairment charge of $3,545.2 million related to a reduction in the forecasted performance of certain games. These financial setbacks, alongside increased operational expenses and heavy spending on development and acquisitions, raise concerns about the company's ability to sustain growth and manage its portfolio effectively.

AI Analysis | Feedback

The accelerating shift towards subscription-based gaming services offered by platform holders (e.g., Xbox Game Pass, PlayStation Plus) and other tech giants represents an emerging threat. This trend, analogous to how Netflix disrupted Blockbuster's individual rental model, could devalue Take-Two's traditional premium game sales and shift power to platform holders, potentially impacting licensing terms and overall revenue streams for publishers focused on upfront game purchases.

AI Analysis | Feedback

Take-Two Interactive Software, Inc. (NASDAQ: TTWO) operates within several significant addressable markets for its diverse portfolio of interactive entertainment. The company's main products and services cater to various segments of the global video game industry, including mobile, action/adventure, role-playing, strategy, and sports simulation games.

Overall Global Video Game Market

The global video game market, encompassing all platforms and genres, was valued at an estimated USD 239.92 billion in 2025 and is projected to grow to USD 415.78 billion by 2034, exhibiting a Compound Annual Growth Rate (CAGR) of 6.30% from 2026 to 2034. Another estimate places the global games market at USD 187.7 billion in 2024, with a projected growth to USD 213.3 billion in 2027 at a CAGR of 3.1% from 2022-2027. More broadly, the global video games market was valued at USD 337.85 billion in 2025 and is projected to reach USD 703.38 billion by 2031, growing at a CAGR of 13.0% during the forecast period.

Mobile Gaming Market

For its free-to-play mobile games under the Social Point and Playdots labels (e.g., Dragon City, Monster Legends, Two Dots), Take-Two Interactive addresses a substantial global mobile gaming market. This market was valued at USD 121 billion in 2025 and is projected to grow to USD 289.21 billion by 2034, at a CAGR of 9.74%. Other estimates for the global mobile games market include USD 148.92 billion in 2026, projected to reach USD 241.66 billion by 2031 with a 10.17% CAGR. The Asia Pacific region notably dominated the mobile gaming market, holding a market share of 52.30% in 2024. The U.S. mobile gaming market is expected to reach USD 67.61 billion by 2032.

Action/Adventure Games Market

Take-Two's prominent action/adventure titles like Grand Theft Auto and Red Dead Redemption operate within a significant market. The global action games market was valued at USD 17.63 billion in 2024 and is expected to reach USD 30.33 billion by 2032, expanding at a CAGR of 7.03% from 2025 to 2032. Within this, action-adventure games represented a 38.42% revenue share in 2024. The global adventure games market size was valued at USD 16.2 billion in 2024 and is projected to reach USD 30 billion by 2032, growing at a CAGR of 9% from 2026-2032. The U.S. market holds approximately 34% of the global adventure games revenue. The PC action-adventure games market was valued at USD 7.15 billion in 2024 and is expected to grow to USD 12.3 billion by 2035, at a CAGR of 5.0%.

Role-Playing Games (RPG) Market

With franchises such as BioShock, Borderlands, XCOM series, and The Outer Worlds, Take-Two addresses the global RPG market. This market was valued at approximately USD 26.33 billion in 2025 and is projected to reach USD 50.82 billion by 2034, growing at a CAGR of 7.58% from 2025 to 2034. Another source reported the RPG Games Market size at USD 40 billion in 2024, with an expected increase to USD 65 billion by 2035, at a CAGR of 4.5% during the forecast period. The global RPG Games Market is also projected to reach USD 31.34 billion in 2026, hitting USD 121 billion by 2035, at a CAGR of 16.2%. The North American RPG market is expected to continue its growth trajectory, with a projected CAGR of 6.5% from 2025 to 2033.

Strategy Games Market

Take-Two's Sid Meier's Civilization and XCOM series target the strategy games market. The global strategy games market size was USD 17.6 billion in 2023 and is expected to reach approximately USD 38.4 billion by 2033, growing at a CAGR of 8.1% from 2024 to 2033. The online strategy games market specifically was valued at USD 21.44 billion in 2025 and is estimated to grow to USD 36.74 billion by 2031, at a CAGR of 9.39% from 2026-2031. The turn-based strategy games market, a sub-segment, was valued at USD 6.9 billion in 2024 and is projected to reach USD 15.2 billion by 2033, growing at a CAGR of 10.4%.

Sports Simulation Market

The company's NBA 2K, WWE 2K, and PGA TOUR 2K series fall within the sports simulation market. The global sports simulators market was valued at USD 4.97 billion in 2025 and is expected to reach USD 9.87 billion by 2032, growing at a CAGR of 10.27%. Another report valued the sports simulators market at USD 5.72 billion in 2025, growing to USD 6.62 billion in 2026 at a CAGR of 15.8%, and is expected to reach USD 11.16 billion in 2030. More broadly, the global virtual sports market, which includes sports simulators, is calculated at USD 22.42 billion in 2025 and is predicted to increase to approximately USD 105.50 billion by 2035, expanding at a CAGR of 16.75% from 2026 to 2035.

AI Analysis | Feedback

Take-Two Interactive Software (TTWO) is expected to experience significant revenue growth over the next 2-3 years, driven by several key factors:
  1. Launch of Grand Theft Auto VI: The highly anticipated release of Grand Theft Auto VI (GTA VI) on November 19, 2026, is projected to be a monumental revenue driver for the company, particularly in fiscal year 2027. Management expects this title to establish a new financial baseline and drive record net bookings.
  2. Sustained Growth in Recurrent Consumer Spending (RCS): Recurrent consumer spending, which includes virtual currency, add-on content, and in-game purchases, consistently accounts for a substantial portion of Take-Two's net bookings, ranging from 76% to 83% of the total. This area is forecast to continue its growth, notably through strong engagement in titles like Grand Theft Auto Online and the NBA 2K series, as well as mobile games.
  3. Expansion and Performance of the Mobile Gaming Portfolio: The company's mobile gaming segment, significantly bolstered by the Zynga acquisition, is a major contributor to net bookings, projected to contribute approximately 46% of total net bookings for the year. Continued strong performance from popular mobile titles such as Toon Blast, Match Factory, Empires & Puzzles, and Words With Friends is anticipated to fuel further revenue growth.
  4. New Releases and Continued Strength of Core Franchises: Beyond Grand Theft Auto, the consistent success and introduction of new iterations within established franchises like the NBA 2K series remain crucial. The NBA 2K franchise, for instance, is on track to achieve its highest annual net bookings and revenue contribution in its history. Upcoming releases for other key franchises, including Borderlands 4, Mafia: The Old Country, and Civilization VII for platforms like Apple Arcade and Nintendo Switch 2, are also expected to contribute to revenue expansion.

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Share Repurchases

Take-Two Interactive Software has not made any significant share repurchases over the last 3-5 years. Data indicates a cessation of buybacks and a negative share buyback ratio as of February 2026, suggesting a trend of share issuance rather than repurchases.

Share Issuance

In May 2025, Take-Two conducted a public offering of 4.75 million shares of its common stock at $225.00 per share, with an option for underwriters to purchase up to an additional 712,500 shares. This offering aimed to raise approximately $1.04 billion to $1.19 billion, with net proceeds intended for general corporate purposes, including debt repayment and future acquisitions. The company's shares outstanding increased by 36.9% in 2023 from 2022, 6.38% in 2024 from 2023, and 2.94% in 2025 from 2024. A significant share issuance occurred as part of the January 2022 acquisition of Zynga, a $12.7 billion cash-and-stock transaction, where Zynga stockholders received Take-Two common stock.

Outbound Investments

Take-Two acquired mobile game developer Zynga in May 2022 for approximately $12.7 billion through a cash-and-stock transaction, strategically expanding its presence in the mobile gaming market. In March 2024, the company announced the acquisition of Gearbox Entertainment Company, developer of the Borderlands franchise, for $460 million in Take-Two common stock. This acquisition was expected to close in Q1 FY2025. The company has also engaged in divesting non-core assets, such as the Private Division label in 2024, to streamline its operations.

Capital Expenditures

Take-Two Interactive Software's capital expenditures (CAPEX) averaged $148.6 million from fiscal years ending March 2021 to 2025. CAPEX reached a peak of $204.2 million in March 2023. For fiscal year 2026, expected capital expenditures are projected at $166.1 million, and for fiscal year 2027, they are estimated to be $177.4 million. Capital expenditures are generally focused on long-term assets such as office buildings, machines, and vehicles.

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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
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TTWO_5312019_Monopoly_xInd_xCD_Getting_Cheaper05312019TTWOTake-Two Interactive SoftwareMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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Recent Active Movers

Peer Comparisons

Peers to compare with:

Financials

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Mkt Price199.87203.60373.4660.11209.77177.39201.74
Mkt Cap37.050.92,775.242.32,246.64,310.91,148.8
Rev LTM6,5597,306305,4534,891716,924215,938111,622
Op Inc LTM-333996142,559-1,23279,975130,38740,486
FCF LTM4882,29977,4121,3537,69596,6764,997
FCF 3Y Avg-702,11671,62970624,26361,51713,190
CFO LTM6682,522160,5061,796139,514102,71852,620
CFO 3Y Avg982,328129,5791,026113,44664,96633,647

Growth & Margins

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Rev Chg LTM20.3%-0.6%16.7%35.8%12.4%65.5%18.5%
Rev Chg 3Y Avg11.0%-0.3%14.4%30.1%11.7%101.8%13.1%
Rev Chg Q24.9%1.0%16.7%43.2%13.6%73.2%20.8%
QoQ Delta Rev Chg LTM5.5%0.2%4.0%9.6%3.7%15.4%4.7%
Op Mgn LTM-5.1%13.6%46.7%-25.2%11.2%60.4%12.4%
Op Mgn 3Y Avg-16.2%18.1%45.3%-33.2%9.4%59.0%13.8%
QoQ Delta Op Mgn LTM1.4%-3.5%0.4%-0.2%0.1%1.5%0.3%
CFO/Rev LTM10.2%34.5%52.5%36.7%19.5%47.6%35.6%
CFO/Rev 3Y Avg1.1%31.3%48.5%25.3%17.5%47.6%28.3%
FCF/Rev LTM7.4%31.5%25.3%27.7%1.1%44.8%26.5%
FCF/Rev 3Y Avg-1.8%28.5%27.2%16.6%3.9%45.3%21.9%

Valuation

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
Mkt Cap37.050.92,775.242.32,246.64,310.91,148.8
P/S5.67.09.18.73.120.07.8
P/EBIT-9.748.518.6-41.222.630.420.6
P/E-9.374.923.3-39.828.935.926.1
P/CFO55.420.217.323.616.142.021.9
Total Yield-10.7%1.5%5.2%-2.5%3.5%2.8%2.2%
Dividend Yield0.0%0.2%0.9%0.0%0.0%0.0%0.0%
FCF Yield 3Y Avg-0.4%5.1%2.3%1.5%1.3%2.1%1.8%
D/E0.10.00.00.00.10.00.0
Net D/E0.0-0.0-0.0-0.00.0-0.0-0.0

Returns

TTWOEAMSFTRBLXAMZNNVDAMedian
NameTake-Two.Electron.MicrosoftRoblox Amazon.c.NVIDIA  
1M Rtn-5.5%2.8%-8.7%-5.4%-1.6%-0.2%-3.5%
3M Rtn-20.6%-0.3%-20.9%-25.7%-7.4%-6.1%-14.0%
6M Rtn-22.4%1.6%-27.5%-51.0%-4.4%-5.4%-13.9%
12M Rtn2.7%51.1%4.6%13.5%22.7%88.1%18.1%
3Y Rtn68.0%65.2%31.1%30.1%105.5%556.7%66.6%
1M Excs Rtn-3.2%5.1%-3.7%-6.6%0.9%1.1%-1.1%
3M Excs Rtn-18.1%3.6%-18.8%-22.0%-5.3%-1.0%-11.7%
6M Excs Rtn-19.8%3.1%-25.9%-53.3%-3.0%-3.3%-11.6%
12M Excs Rtn-21.7%23.5%-18.4%-18.3%-7.7%44.2%-13.0%
3Y Excs Rtn7.2%9.4%-26.9%-22.1%50.0%506.5%8.3%

Comparison Analyses

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$199.87 
Market Cap ($ Bil)37.0 
First Trading Date04/15/1997 
Distance from 52W High-23.8% 
   50 Days200 Days
DMA Price$208.73$234.66
DMA Trenddowndown
Distance from DMA-4.2%-14.8%
 3M1YR
Volatility37.3%30.1%
Downside Capture1.170.50
Upside Capture126.7662.86
Correlation (SPY)33.5%41.2%
TTWO Betas & Captures as of 3/31/2026

 1M2M3M6M1Y3Y
Beta0.261.270.980.810.660.74
Up Beta-0.44-0.220.060.810.570.60
Down Beta-0.92-0.040.030.460.720.81
Up Capture46%182%115%56%49%59%
Bmk +ve Days7162765139424
Stock +ve Days9202659126406
Down Capture97%198%184%123%87%92%
Bmk -ve Days12233358110323
Stock -ve Days13223767125344

[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with TTWO
TTWO-6.1%30.8%-0.19-
Sector ETF (XLC)16.9%18.3%0.7149.4%
Equity (SPY)16.1%19.0%0.6741.3%
Gold (GLD)50.5%28.0%1.4619.0%
Commodities (DBC)16.2%17.7%0.7721.4%
Real Estate (VNQ)3.6%16.5%0.0424.1%
Bitcoin (BTCUSD)-21.5%44.0%-0.4220.6%

Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 5-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with TTWO
TTWO2.5%32.1%0.13-
Sector ETF (XLC)10.1%20.7%0.4048.5%
Equity (SPY)11.6%17.0%0.5342.8%
Gold (GLD)21.7%17.8%1.0011.1%
Commodities (DBC)11.6%18.8%0.5111.2%
Real Estate (VNQ)3.3%18.8%0.0830.0%
Bitcoin (BTCUSD)3.9%56.5%0.2920.2%

Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with TTWO
TTWO18.8%34.0%0.60-
Sector ETF (XLC)9.2%22.4%0.4952.2%
Equity (SPY)14.0%17.9%0.6744.4%
Gold (GLD)14.0%15.9%0.739.6%
Commodities (DBC)8.4%17.6%0.4012.3%
Real Estate (VNQ)5.2%20.7%0.2228.0%
Bitcoin (BTCUSD)66.2%66.8%1.0612.9%

Smart multi-asset allocation framework can stack odds in your favor. Learn How

Short Interest

Short Interest: As Of Date3132026
Short Interest: Shares Quantity8.9 Mil
Short Interest: % Change Since 22820261.7%
Average Daily Volume1.9 Mil
Days-to-Cover Short Interest4.7 days
Basic Shares Quantity185.0 Mil
Short % of Basic Shares4.8%

Earnings Returns History

Expand for More
 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
2/3/2026-5.4%-0.7%0.2%
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%
...
SUMMARY STATS   
# Positive111114
# Negative11118
Median Positive5.9%7.3%8.5%
Median Negative-5.4%-5.0%-8.3%
Max Positive14.0%14.8%14.6%
Max Negative-8.7%-8.7%-22.7%

SEC Filings

Expand for More
Report DateFiling DateFiling
12/31/202502/04/202610-Q
09/30/202511/07/202510-Q
06/30/202508/07/202510-Q
03/31/202505/20/202510-K
12/31/202402/07/202510-Q
09/30/202411/07/202410-Q
06/30/202408/09/202410-Q
03/31/202405/22/202410-K
12/31/202302/09/202410-Q
09/30/202311/09/202310-Q
06/30/202308/09/202310-Q
03/31/202305/26/202310-K
12/31/202202/07/202310-Q
09/30/202211/08/202210-Q
06/30/202208/09/202210-Q
03/31/202205/17/202210-K

Recent Forward Guidance [BETA]

Latest: Q3 2026 Earnings Reported 2/3/2026

Forward GuidanceGuidance Change
MetricLowMidHigh% Chg% DeltaChangePrior
Q4 2026 Net Bookings1.51 Bil1.53 Bil1.56 Bil-2.5% Lower NewActual: 1.57 Bil for Q3 2026
Q4 2026 Total net revenue1.57 Bil1.60 Bil1.62 Bil0.2% Higher NewActual: 1.59 Bil for Q3 2026
2026 Net Bookings6.65 Bil6.67 Bil6.70 Bil3.5% RaisedGuidance: 6.45 Bil for 2026
2026 Total net revenue6.55 Bil6.58 Bil6.60 Bil2.3% RaisedGuidance: 6.43 Bil for 2026

Prior: Q2 2026 Earnings Reported 11/6/2025

Forward GuidanceGuidance Change
MetricLowMidHigh% Chg% DeltaChangePrior
Q3 2026 Total net revenue1.57 Bil1.59 Bil1.62 Bil-4.8% Lower NewGuidance: 1.68 Bil for Q2 2026
Q3 2026 Net Bookings1.55 Bil1.57 Bil1.60 Bil-8.7% Lower NewGuidance: 1.73 Bil for Q2 2026
2026 Total net revenue6.38 Bil6.43 Bil6.48 Bil4.6% RaisedGuidance: 6.15 Bil for 2026
2026 Net Bookings6.40 Bil6.45 Bil6.50 Bil5.7% RaisedGuidance: 6.10 Bil for 2026

Insider Activity

Expand for More
#OwnerTitleHoldingActionFiling DatePriceSharesTransacted
Value
Value of
Held Shares
Form
1Siminoff, Ellen F the D&E Living TrustSell12172025242.7127065,532747,547Form
2Siminoff, Ellen F the EFS 2020 Irrevocable TrustSell12172025242.7114334,708624,493Form
3Goldstein, LainieChief Financial OfficerDirectSell12042025248.111,612399,95367,601,539Form
4Emerson, Daniel PChief Legal OfficerDirectSell12042025248.111,107274,65831,435,289Form
5Srinivasan, Laverne Evans DirectSell11182025238.271,350321,6642,166,351Form