Take-Two Interactive Software Inc

TTWOServices-Prepackaged SoftwareNasdaq
Revenue (FY2026)$6.66B
Net margin-4.5%
Revenue growth+18.2%
Dividend / shareNone
Held by ETFs206
1 week-5.5%
1 month-5.2%
3 months-20.9%
6 months-11.1%
YTD-25.0%
1 year-25.1%
3 years*+11.8%
5 years*+0.9%
10 years*+15.7%

Total returns with dividends reinvested; * a year. Prices as of Nov 2, 2026 · filings through Jun 30, 2026 · page updated Nov 3, 2026

At a glance

Take-Two Interactive Software Inc is worth $35.92B. Revenue grew 18.2% to $6.66B in fiscal 2026, at a loss; over 5 years it has grown 14.6% a year. It pays no dividend; it spent $200.0M buying back its shares over FY2022–FY2026. The stock returned −25.1% over the past year with dividends reinvested and +0.9% a year over five years, against +11.5% and +11.7% for the S&P 500. At its worst it fell 16.1% in the 2020 crash (S&P 500: 33.7%) and 43.1% in the 2022 bear market (S&P 500: 24.5%), and was back at its earlier high within a month and 30 months after the lows.

The business in plain English

Take-Two Interactive develops and publishes video games for consoles, PCs and mobile devices. It sells them through stores, digital downloads, online platforms and cloud streaming services. Its games come out mainly under three labels. Rockstar Games makes Grand Theft Auto and Red Dead Redemption. The Grand Theft Auto series has sold-in more than 465 million units, meaning copies sold to stores and distributors. 2K publishes NBA 2K, WWE 2K, PGA TOUR 2K, Borderlands, BioShock and Sid Meier's Civilization. Zynga runs free-to-play mobile games such as Words With Friends, Zynga Poker and Toon Blast.

Take-Two earns money by selling games and then selling extras after launch. These include virtual currency, add-on content, in-game purchases and memberships such as GTA+. Free-to-play games cost nothing to download and earn money from in-game sales and advertising. Most titles are built in-house. As of March 31, 2026, 9,998 of its 12,909 full-time employees worked in development studios. It also licenses brands, mainly from sports leagues and players' associations.

By region, the United States brought in 59.2% of the $6.66 billion in revenue for the fiscal year ended March 31, 2026, and international markets brought in 40.8%. Among its growth regions of Asia, the Middle East and Latin America, China is the most established. There it offers NBA 2K Online through a partnership with Tencent.

Price history

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TTWO -25.1% over the year to Nov 2, 2026, total return with dividends reinvested.

Prices through Nov 2, 2026. Total return: the price with dividends reinvested.

How it makes money

By geography

United States$3.94B59.2%
International$2.72B40.8%
Fiscal year ended Mar 31, 2026, from the 10-K's XBRL data; shares of total revenue ($6.66B).

Latest results

  • In Q1 FY2027 (ended Jun 30, 2026), revenue was $1.53B, up 2% from a year earlier, and net income was $-34.1M.
  • For fiscal 2026, revenue was $6.66B (+18.2% year over year; +14.6% a year from FY2021 to FY2026) with a -4.5% net margin.

Financial health check

Revenue growth a year (FY2021–FY2026)+14.6% good
Operating margin-1.6% weak
Free cash flow margin6.9% watch
Return on equity (FY2026)-8.5% weak
Return on assets (FY2026)-3.2% weak
Net cash (cash minus debt)$-704.1M watch
Fiscal yearRevenueNet incomeFree cash flow
FY2021$3.37B$588.9M$843.4M
FY2022$3.50B$418.0M$99.4M
FY2023$5.35B$-1.12B$-203.1M
FY2024$5.35B$-3.74B$-157.8M
FY2025$5.63B$-4.48B$-214.6M
FY2026$6.66B$-298.2M$461.5M

Cash returned to shareholders

  • Over FY2022–FY2026: $200.0M in buybacks and $0.00 in dividends.
  • The company pays no regular dividend.
  • Shares outstanding changed +62.2% from Oct 22, 2021 to Jul 27, 2026.

Valuation snapshot

Market value$35.92B
P/E ratio—
Dividend yield0%
As of Nov 2, 2026.

Rank among 1514 US companies

Market value at each year end

End of 2016: $4.27B$4.3B2016End of 2017: $12.52B$12.5B2017End of 2018: $11.72B$11.7B2018End of 2019: $13.88B$13.9B2019End of 2020: $23.90B$23.9B2020End of 2021: $20.49B$20.5B2021End of 2022: $17.48B$17.5B2022End of 2023: $27.37B$27.4B2023End of 2024: $32.33B$32.3B2024End of 2025: $47.31B$47.3B2025Nov 2, 2026: $35.92B$35.9BNow
End of 2021: $20.49B$20.5B2021End of 2022: $17.48B$17.5B2022End of 2023: $27.37B$27.4B2023End of 2024: $32.33B$32.3B2024End of 2025: $47.31B$47.3B2025Nov 2, 2026: $35.92B$35.9BNow

Take-Two Interactive Software’s market value went from $4.27B at the end of 2016 to $35.92B on Nov 2, 2026, about 8.4 times as much; since the end of 2025 it is down 24%.

Show as a table
Year endMarket valueChange
Nov 2, 2026$35.92B-24.1%
2025$47.31B+46.3%
2024$32.33B+18.1%
2023$27.37B+56.6%
2022$17.48B-14.7%
2021$20.49B-14.3%
2020$23.90B+72.2%
2019$13.88B+18.4%
2018$11.72B-6.4%
2017$12.52B+193.5%
2016$4.27B
The year-end close times the shares outstanding on the latest 10-K or 10-Q cover before it. Changes in market value include new shares issued and shares bought back, so they differ from the stock’s return.

Price behavior

Volatility (1 year)34.1%annualized; the S&P 500 is usually 15–20%
Worst drop (1 year)-26.4%3 years: -27.7% · all history: -79.8%
Beta vs S&P 5000.72moves less than the market
Sharpe ratio (1 year)-0.85return above cash per unit of risk
Since price data starts+9.7%a year over 21.3 years
Total over 5 years+4%10 years: +329%
52-week range$189.69 – $258.41
Last price $192.10 on Nov 2, 2026, 25.7% below the 52-week high · below its 200-day average ($220.06).
YTD1 yr3 yr5 yr10 yr
TTWO price data to Nov 2, 2026-25.0%-25.1%+11.8%+0.9%+15.7%
Multi-year figures are annualized total returns with dividends reinvested, computed from daily prices.
4%2007-59%200833%200922%201010%2011-19%201258%201361%201424%201541%2016123%2017-6%201819%201970%2020-14%2021-41%202255%202314%202439%2025-25%2026*
123%2017-6%201819%201970%2020-14%2021-41%202255%202314%202439%2025-25%2026*
Calendar-year total returns from price data, dividends reinvested (last 20 years; all in the table). * 2026 is year to date.
Show as a table
YearPrice data
2026 (to date)-25.0%
2025+39.1%
2024+14.4%
2023+54.6%
2022-41.4%
2021-14.5%
2020+69.7%
2019+18.9%
2018-6.2%
2017+122.7%
2016+41.5%
2015+24.3%
2014+61.4%
2013+57.8%
2012-18.8%
2011+10.5%
2010+22.0%
2009+32.9%
2008-59.0%
2007+3.9%
2006+0.3%
2008 financial crisis
stocks fell Oct 9, 2007 – Mar 9, 2009
Lost 67.2% over that stretch · deepest drop along the way 79.7%, back to its old high 68.7 months after the low
2020 COVID crash
stocks fell Feb 19, 2020 – Mar 23, 2020
Lost 3.3% over that stretch · deepest drop along the way 16.1%, back to its old high 0.4 months after the low
2022 bear market
stocks fell Jan 3, 2022 – Oct 12, 2022
Lost 34.7% over that stretch · deepest drop along the way 43.1%, back to its old high 30.3 months after the low

Insider activity

Form 4 filings from 2025-10-31 to 2026-10-31 (25 read): 0 open-market purchases and 32 sales ($15.5M), 18 of them under pre-arranged 10b5-1 trading plans.

DateInsiderTypeValue
Aug 10, 2026Strauss Zelnick Chairman, CEO, Directorsell$2.6M
Aug 10, 2026Strauss Zelnick Chairman, CEO, Directorsell$2.4M
Aug 10, 2026Strauss Zelnick Chairman, CEO, Directorsell$1.5M
Sep 29, 2026William B Gordon Directorsell (plan)$1.2M
Aug 10, 2026Strauss Zelnick Chairman, CEO, Directorsell$1.1M

Who owns it

Large shareholders (13G filings)

Vanguard Capital Management7.09%Mar 31, 2026
STATE STREET CORPORATION6.5%Mar 31, 2026
The Public Investment Fund6.2%Dec 29, 2025
Vanguard Portfolio Management5.13%Sep 30, 2026
JPMORGAN CHASE & CO.5%Jun 30, 2025

ETFs with the most weight in TTWO

HERO Global X Video Games & Esports ETF6.73%
NERD Roundhill Video Games ETF6.29%
ESPO VanEck Video Gaming and eSports ETF5.75%
OND ProShares On-Demand ETF5.41%
SAMM Strategas Macro Momentum ETF5.18%
BNGE First Trust S-Network Streaming and Gaming ETF5.06%
FMCX FM Focus Equity ETF4.69%
RSPC Invesco S&P 500 Equal Weight Communication Services ETF4.68%
Held by 206 ETFs in our database.

What could go wrong

  1. Heavy reliance on Grand Theft Auto. Take-Two depends on Grand Theft Auto and a few other hits. The series has sold-in over 465 million units. A delay or disappointing launch for Grand Theft Auto VI could hurt results.
  2. Release delays make results lumpy. Results depend on when big games ship. Development can run late and cost more than planned. A slipped release can shift revenue between quarters or years, making results swing sharply.
  3. Console makers are gatekeepers and rivals. Games need approval from Sony, Microsoft and Nintendo, which also compete with Take-Two. A small number of customers make up a large share of sales, and some platforms influence online distribution fees.
  4. In-game spending can fade. Virtual currency, add-ons and free-to-play mobile games matter more and more to Take-Two. If players lose interest or in-game economies are mismanaged, this recurring spending could fall amid intense competition.
  5. Sports licenses can cost more or lapse. NBA 2K, WWE 2K and PGA TOUR 2K depend on licensed rights from sports organizations and players' associations. These run for set periods, and competition for them can raise costs and squeeze profits.
  6. Debt exceeds cash on hand. As of June 30, 2026, Take-Two had $2.53 billion of debt and $1.83 billion of cash and investments. Debt could weigh on its finances, especially while the company reports net losses.

Recent events

  • Major agreement signed
  • Bylaws or fiscal year changed; Shareholder vote results
  • Quarterly results released
  • Quarterly results released
  • Quarterly results released
  • Quarterly results released

For income and retirement investors

Take-Two does not pay a dividend. Its dividend yield was 0% as of October 28, 2026. It paid no dividends from fiscal 2022 through 2026, and it repurchased about $200 million of its own stock over that span. The share count grew 62.2% between October 22, 2021 and July 27, 2026, which spreads each holder's stake more thinly. For an income investor, that means no cash payments. Any return comes only from the share price, and cash would come only from selling shares.

The price has fallen hard in past downturns. During the 2008 financial crisis it dropped 79.7% and took about 69 months to climb back. In the 2022 bear market it fell 43.1% and regained its peak only in November 2024, about 30 months later. The 2020 COVID drop was milder at 16.1%, and the stock recovered by April 2, 2020. A single stock like Take-Two carries more risk than a diversified fund that spreads money across many companies.

Questions investors ask

How does Take-Two Interactive make money?

Take-Two makes money by selling video games and then selling extras inside them. Players pay for titles such as Grand Theft Auto, Red Dead Redemption and NBA 2K on consoles, PCs and phones. Many then spend on virtual currency, add-on content and in-game purchases. Its Zynga label offers free-to-play mobile games that earn money from in-game sales and advertising. Revenue was $6.66 billion in the fiscal year ended March 31, 2026, with 59.2% coming from the United States.

Does Take-Two pay a dividend?

No. Take-Two does not pay a dividend, and its dividend yield was 0% as of October 28, 2026. It paid no dividends from fiscal 2022 through fiscal 2026. Over that period it repurchased about $200 million of its own shares. For investors who want regular cash income, any return from this stock comes only from changes in its share price, and getting cash out means selling shares.

Is Take-Two profitable?

Not on a net basis. Take-Two reported a net loss of $298.2 million for the fiscal year ended March 31, 2026. That was much smaller than its losses of $4.48 billion in fiscal 2025 and $3.74 billion in fiscal 2024. Revenue grew 18.2% to $6.66 billion. Free cash flow, the cash left after running the business and paying for equipment, was $461.5 million. In the quarter ended June 30, 2026, it posted a net loss of $34.1 million.

When is GTA 6 coming out?

Take-Two's annual report, filed May 22, 2026, said Grand Theft Auto VI was planned for release on November 19, 2026. A lot rides on the game. The series has sold-in more than 465 million units, and Grand Theft Auto V, released in 2013, has sold-in more than 225 million. The company lists its dependence on Grand Theft Auto and other hits as a risk, so a delay or a weaker launch could weigh on results.

How has Take-Two stock performed over the long run?

Strongly over ten years, less so over five. As of October 28, 2026, the share price gained an average of 15.9% a year over 10 years, or 337% in total. Over five years the yearly average was just 1.5%. Over three years it was 13.3%, and over one year the stock fell 22.4%. Drops have been deep. The shares lost 79.7% in the 2008 financial crisis and 43.1% in the 2022 bear market.

Sources

  • SEC company facts (XBRL financial data), filed Aug 7, 2026 — SEC EDGAR
  • 10-K annual report, filed May 22, 2026 — SEC EDGAR
  • Prices: daily prices and dividends through Nov 2, 2026

For education only, not investment advice. Past performance does not predict future results.