Take-Two Interactive Software, Inc.

Take-Two Interactive Software, Inc. (TTWO) Market Cap

Take-Two Interactive Software, Inc. has a market capitalization of $39.81B.

Price: $214.39

-2.26 (-1.04%)

Market Cap: 39.81B

NASDAQ · time unavailable

CEO: Strauss H. Zelnick

Sector: Communication Services

Industry: Electronic Gaming & Multimedia

IPO Date: 1997-04-15

Website: https://www.take2games.com

Take-Two Interactive Software, Inc. (TTWO) - Company Information

Market Cap: 39.81B|Sector: Communication Services

Company Profile

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, and T2 Mobile Games names. 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, as well as develops brands in other genres, including the LA Noire, Bully, and Manhunt franchises. The company also 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. In addition, it publishes sports simulation titles comprising NBA 2K series, a basketball video game; the WWE 2K professional wrestling series; and PGA TOUR 2K. Further, the company offers Kerbal Space Program, OlliOlli World, and The Outer Worlds and Ancestors: the Humankind Odyssey under Private Division; and free-to-play mobile games, such as Dragon City, Monster Legends, Two Dots, and Top Eleven. Its products are designed for console gaming systems, including PlayStation 4 and PlayStation 5; Xbox One; the Nintendo's Switch; personal computers; and mobile 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.

Analyst Sentiment

92%
Strong Buy

From 29 Active Polls

1Y Forecast: $287.43

▲ +34.1% Potential Upside

Consensus Target Metrics

Low Bound

$280

Median

$285

High Bound

$300

Average

$287

Price & Moving Averages

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🎯 Wall Street Analyst Intelligence Report

1-Year structural target targets, chart projections, and sentiment maps.

Average 1Y Target
$287.43
▲ +34.07% Upside
Low Target
$280.00
31% Risk
Median Target
$285.00
33% Mid
High Target
$300.00
40% Max
Consensus
Buy
44 / 56 Buys

Consensus Trend Projection

Trailing closures vs. 12-month metrics map.

Analyst Vote Distribution

Aggregate institutional coverage sentiment weights.

📊 Historical Valuation Multiples

Real-time Trailing Twelve Month (TTM) momentum side-by-side with discrete quarterly metrics.

Fiscal QuarterTTMQ1 2026Q4 2025Q3 2025Q2 2025Q1 2025Q4 2024Q3 2024Q2 2024
Period EndingTrailing 12MMar 31, 2026Dec 31, 2025Sep 30, 2025Jun 30, 2025Mar 31, 2025Dec 31, 2024Sep 30, 2024Jun 30, 2024
Market Cap ($M)39,80536,59746,95647,69343,90736,64232,39826,96126,584
Enterprise Value ($M)41,21838,01048,66749,33645,38939,29235,29529,84029,319
Price to Earnings Ratio (P/E)-133.22-153.77-126.36-89.05-922.42-2.46-64.69-18.44-25.37
Price/Earnings-to-Growth Ratio (PEG)-4.96-0.15-130.65-16.56
Price to Sales Ratio (P/S)5.9821.7927.6426.8929.2023.1523.8319.9319.87
Price to Book Ratio (P/B)11.3210.4213.4313.9012.6117.145.684.654.44
Price to Free Cash Flow Ratio (P/FCF)88.44195.50198.80494.23-629.04162.92-672.16-163.20-117.58
Enterprise Value to Sales (EV/Sales)22.6328.6427.8130.1824.8325.9622.0521.91
Enterprise Value to EBITDA (EV/EBITDA)33.0987.84180.58187.52161.87-11.86253.92-2243.57174.10
Debt to Equity Ratio1.130.841.111.021.011.920.720.710.69
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Valuation Model Suspended

API Payload Error: Inverted or negative baseline Free Cash Flow margin detected (-8.3%).

Troubleshooting Notice: The upstream financial data supplier has uploaded corrupted or inverted baseline metrics for TTWO. The server sandbox cannot calculate an intrinsic value path from negative cash generation baselines.

📘 Full Research Report

ℹ️

AI-Generated Research: This report is for informational purposes only.

📘 TAKE TWO INTERACTIVE SOFTWARE INC (TTWO) — Investment Overview

🧩 Business Model Overview

Take-Two Interactive is a major global video game publisher built around two internal studios (Rockstar Games and 2K) and a third-party publishing/distribution model. The economic engine is content creation followed by monetization across a title’s lifecycle. Games generate demand through a mix of brand-recognized franchises and distribution reach, then convert ongoing engagement into repeatable revenue via “live” experiences (online modes, seasonal content, and in-game economies).

The business model emphasizes franchise continuity: new installments and major expansions tend to refresh the installed base, while online ecosystems sustain monetization beyond the initial sale. This creates customer stickiness through digital entitlements, persistent progression, and marketplace-style engagement loops.

💰 Revenue Streams & Monetisation Model

Revenue is dominated by:

  • Premium game sales (primarily digital, with platform store economics)
  • In-game spending tied to online modes and recurring content (virtual currencies, cosmetic/functional items, and mode-specific progression)
  • Ongoing franchise engagement that monetizes communities through seasonal updates and new content drops

Monetisation is typically more resilient when a title sustains an online ecosystem. Margin drivers flow from (1) higher digital mix (lower physical distribution cost), (2) operating leverage from continued content servicing versus a full re-build each period, and (3) strong pricing power where player communities remain active and progression/inventory has value to participants (a form of “data gravity” within the game’s economy).

🧠 Competitive Advantages & Market Positioning

Core moat: Switching costs and intangible franchise ecosystems. Take-Two’s durable franchises embed player progression, social relationships, and in-game economies. Players are not merely “buying a game”—they are participating in persistent worlds and community structures that make migration to a competitor non-trivial. Over time, the value of accumulated progression, inventory, and social ties increases the cost (time and effort) of switching.

Network effects (community-driven engagement): Online modes concentrate activity within the title’s player base. That concentration supports matchmaking, shared events, and ongoing content consumption—features competitors struggle to replicate immediately because they require both technical operations and an established community.

Cost advantages via content know-how and scale of franchise ops: While each blockbuster carries meaningful development costs, Take-Two benefits from mature production pipelines, experienced talent networks, and the ability to monetize an audience repeatedly across sequels and expansions.

Competitive benchmarking (publishers with overlapping audiences):

  • Electronic Arts (EA): Strong in sports and online services; competes for recurring engagement but often relies on annual/recurring sports cycles and a more franchise-specific monetization cadence.
  • Ubisoft: Emphasizes large open-world offerings and live-service experimentation; market share can be more sensitive to execution variability in live-service roadmaps.
  • Microsoft (Activision Blizzard): Major franchises with strong historical engagement; competitive pressure is significant, particularly where platform bundling and cross-title ecosystems influence player preferences.

Take-Two’s positioning versus these rivals: Take-Two’s competitive strength is anchored in a smaller set of highly entrenched, long-lived franchises with persistent online communities (notably through Rockstar’s online ecosystems and 2K’s sports-driven user economics). This structure supports repeat monetization without requiring constant reinvention of entirely new IP each cycle.

🚀 Multi-Year Growth Drivers

  • Lifecycle monetization of live game ecosystems: Ongoing content, seasonal engagement, and virtual economies can convert an installed base into recurring revenue streams.
  • Platform and distribution tailwinds: Continued shift to digital storefronts and cross-platform access expands addressable players and improves revenue predictability when online modes remain healthy.
  • Higher spending per engaged user: Mature online communities tend to sustain spending through progression, cosmetics, and mode-specific incentives—subject to regulatory constraints.
  • Franchise density and content pipeline repeatability: Successful franchises enable sequels, expansions, and adjacent products that can broaden audience reach and extend the economic life of core IP.
  • Global market expansion: Growth in gaming participation and purchasing power broadens the TAM, particularly when digital distribution lowers friction to entry.

⚠ Risk Factors to Monitor

  • Execution risk and development cycle uncertainty: Game launches depend on delivery timelines, quality, and user retention; pipeline missteps can impact multi-year revenue.
  • Regulatory risk to monetization mechanics: Virtual currency spending and loot/reward structures can face evolving rules across jurisdictions, affecting revenue models and product design.
  • Platform dependency and store policy risk: Console/PC ecosystem rules, revenue share structures, and discovery algorithms can influence profitability.
  • Technological and creative disruption: Changes in player expectations, new engagement paradigms, or shifts toward alternative formats can reduce the addressable value of legacy play patterns.
  • Concentration risk: A meaningful portion of earnings power can be tied to a limited set of blockbuster franchises and their ongoing online health.

📊 Valuation & Market View

Market valuation for game publishers often reflects a blend of operating earnings quality and the durability of franchise cash flows. Metrics commonly used include EV/EBITDA and price-to-sales, with value moving based on:

  • Evidence of repeatable live-service monetization (a higher “staying power” premium versus single-release economics)
  • Pipeline credibility (how consistently new releases and major updates can sustain engagement)
  • Digital mix and operating leverage (structural margin support from servicing and online operations)
  • Balance of capex/R&D intensity versus expected franchise life

For Take-Two, the market typically rewards the combination of (1) strong intangible franchise assets and (2) measurable stickiness in online ecosystems, since those factors support more stable future revenue assumptions than purely transactional catalogs.

🔍 Investment Takeaway

Take-Two’s investment case is anchored in hard-to-displace intangible franchise ecosystems that generate structural switching costs and community-driven engagement. The resulting monetization durability—through online modes, persistent progression, and recurring content—supports a business model with more resilience than traditional “one-off” publishing. The primary watch-items are execution and regulatory developments affecting online monetization mechanics, but the franchise moat provides a foundation for long-horizon cash generation if product delivery and community retention remain intact.


⚠ AI-generated — informational only. Validate using filings before investing.

📰 Market News & Coverage

15 Stories Available

Real-time institutional reporting and market updates for TTWO.

marketbeat.com2026-06-04

How the Memory Shortage Is Crushing the Gaming Industry

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fool.com2026-06-04

Take-Two's Path to Profitability Is Coming in November

The upcoming launch of Grand Theft Auto VI provides a cash windfall and the potential to boost recurring revenue for years to come.

247wallst.com2026-06-02

Stock Market Live June 2, 2026: S&P 500 (SPY) Slips After Testing Record Highs

Live Updates Act now: the analyst who called NVIDIA in 2010 just named his top 10 AI stocks - and SPDR S&P 500 ETF didn't make the cut. Grab the names FREE today. Take-Two Interactive Could Rally More Ahead of GTA 6 6 minutes ago Live After a substantial rally, Take-Two Interactive (NASDAQ: TTWO) could... Stock Market Live June 2, 2026: S&P 500 (SPY) Slips After Testing Record Highs

247wallst.com2026-06-02

Here Are Tuesday’s Top Wall Street Analyst Research Calls: CoreWeave, Danaher, Hewlett Packard Enterprise, Intuit, Knight-Swift, Meta Platforms, Starwood Property Trust, Tripadvisor, and More

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seekingalpha.com2026-06-01

Take-Two Is Building More Than Just A Blockbuster Launch

Take-Two Interactive is positioned for multi-year growth, with GTA VI serving as a platform catalyst rather than a single-event driver. TTWO's FY 2026 showed strong net bookings growth and improved cash flow, setting a healthier base ahead of GTA VI's November 2026 launch. The portfolio's strength extends beyond GTA and NBA 2K, with Zynga and mobile contributing significantly to digital revenue and recurrent consumer spending.

seekingalpha.com2026-05-27

Take-Two Interactive Software, Inc. (TTWO) Presents at TD Cowen's 54th Annual Technology, Media & Telecom Conference Transcript

Take-Two Interactive Software, Inc. (TTWO) Presents at TD Cowen's 54th Annual Technology, Media & Telecom Conference Transcript

zacks.com2026-05-26

Wall Street Analysts Think Take-Two (TTWO) Is a Good Investment: Is It?

When deciding whether to buy, sell, or hold a stock, investors often rely on analyst recommendations. Media reports about rating changes by these brokerage-firm-employed (or sell-side) analysts often influence a stock's price, but are they really important?

247wallst.com2026-05-25

10 of 11 Sectors Higher: Why the S&P's Rally Looks Healthier Than the Headlines Suggest

Boorstin called out the standout move: “A trio of tech stocks, HP, Dell, and Qualcomm, all posting double-digit gains.

gurufocus.com2026-05-22

Take-Two Interactive Software Inc (TTWO) Shares Fall 4.4% -- What GF Score of 75 Tells Investors

On May 22, 2026, Take-Two Interactive Software Inc (TTWO) shares fell 4.4% today, closing at $227.55. The stock's performance reflects a challenging period, wit

invezz.com2026-05-22

Take-Two stock falls as weak FY27 guidance offsets GTA VI hype

Shares of Take-Two Interactive Software (TTWO) fell on Friday despite the video game publisher reporting better-than-expected quarterly results and reaffirming the release timeline for the highly anticipated Grand Theft Auto VI. The company posted stronger-than-expected fiscal fourth-quarter net bookings and a narrower loss than analysts anticipated.

proactiveinvestors.com2026-05-22

Take-Two Interactive shares fall on conservative outlook, Wedbush bullish on GTA VI timeline confirmation

Take-Two Interactive Software Inc (NASDAQ:TTWO)'s quarterly results were viewed positively by Wedbush analysts, who pointed to broad-based portfolio strength and reaffirmed confidence in the company's outlook despite a softer-than-expected fiscal 2027 bookings guide. Investors weren't so upbeat, sending shares of Take-Two down more than 4% to about $228 on Friday morning.

investopedia.com2026-05-22

Take-Two Had Good News About 'GTA 6.' Here's Why Its Stock Is Falling Anyway.

The release date of Take-Two Interactive's flagship game is good news for video-game fans—but it's not helping the stock today.

zacks.com2026-05-22

Take-Two Q4 Earnings Beat on Strong Revenue & Margin Growth

TTWO beats Q4 estimates as revenues rise 6%, margins expand and FY27 bookings guidance points to continued growth.

youtube.com2026-05-22

Friday's Morning Movers: ROST, DECK & TTWO Report Earnings

Ahead of a long holiday weekend, Diane King Hall highlights key earnings moving the stock market Friday morning. Ross Stores (ROST) shows consumers still have their eye on value, Deckers (DECK) stepped up with a beat, and Take-Two Interactive (TTWO) reiterated the release date of Grand Theft Auto VI.

investopedia.com2026-05-22

5 Things to Know Before the Stock Market Opens

Stock futures are pointing to a slightly higher open ahead of the long holiday weekend; the Dow closed at its first record high in more than three months yesterday, while the S&P 500 is on pace to post gains for the 8th consecutive week; shares of Estée Lauder are rallying after the cosmetics maker dropped acquisition talks with a fellow makeup brand, Puig; Workday stock is rallying after the enterprise software maker reported results that topped Wall Street estimates; and Take-Two Interactive shares are climbing after the video game maker beat estimates and said "Grand Theft Auto VI" is still on track for its Nov. 19 release date. Here's what you need to know today.

📊 AI Financial Analysis

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Earnings Data: Q Ending 2026-03-31

"TTWO reported Q4’26 (ended 2026-03-31) revenue of $1.68B and net income of -$59.5M (EPS -$0.32). Revenue was -1.1% QoQ (from $1.70B in 2025-12-31) and +6.2% YoY (from $1.58B in 2025-03-31). Net income improved sequentially (loss narrowed from -$92.9M in 2025-12-31) but remained loss-making vs. -$3.73B in the prior-year quarter, meaning YoY net income improved materially (less negative). Profitability remains pressured. Net margin contracted QoQ from -5.47% (2025-12-31) to -3.54% (2026-03-31), and gross margin ticked up slightly to 55.9% from 55.7%, indicating modest gross stabilization. Operating income turned positive in the quarter (+$14.4M), a clear QoQ improvement from -$38.1M. Cash flow quality is improving: operating cash flow was $235M and free cash flow was $187M in Q4’26. However, working capital was a major driver (large negative change in working capital), and cash declined QoQ (cash and equivalents fell to $1.56B from $2.17B). Shareholder returns look mixed. With price up only +0.3% over 1 year, total shareholder momentum is not strong (dividend is $0; buybacks: -$0.3M in the quarter). Overall, the turnaround signals are improving, but continued profitability and balance-sheet cash volatility weigh on the score. Analyst consensus targets ($285) imply downside vs. the ~market price (~$212)."

Revenue Growth

Neutral

Revenue was -1.1% QoQ ($1.70B -> $1.68B) but +6.2% YoY ($1.58B -> $1.68B), indicating mild underlying growth despite sequential softness.

Profitability

Caution

Net income improved QoQ (-$92.9M -> -$59.5M) and net margin improved to -3.54% from -5.47%, but the business remains loss-making. Gross margin rose slightly to 55.9% from 55.7% while operating income flipped to +$14.4M from -$38.1M.

Cash Flow Quality

Neutral

Operating cash flow was $235M and free cash flow $187M in Q4’26, both positive and QoQ improved vs. $305M OCF but with sizable negative working-capital contribution. No dividend paid; limited buyback ($0.3M repurchased in the quarter).

Leverage & Balance Sheet

Caution

Net cash position deteriorated: net debt moved to -$1.09B (net cash) from +$1.71B (net debt) in the prior quarter, but cash fell sharply QoQ ($2.17B -> $1.56B). Equity remains positive but historical retained earnings are deeply negative.

Shareholder Returns

Caution

1Y price momentum is weak (+0.3%), and dividend yield is 0. Buybacks are present but immaterial at this scale, so total shareholder return is likely muted.

Analyst Sentiment & Valuation

Fair

Consensus target ($290) is above the indicated market price (~$212), suggesting potential upside; however, the company’s recurring losses limit confidence in valuation support.

Disclaimer:This analysis is AI-generated for informational purposes only. Accuracy is not guaranteed and this does not constitute financial advice.

Fundamentals Overview

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TTWO closed Q4 FY26 with net bookings of $1.58B, beating the top of guidance ($1.51B–$1.56B) and reinforcing strength in GTA, mobile live-ops, and sports franchises. Recurring consumer spending rose 7% YoY and represented 82% of bookings; GTA Online (+5%) and mobile (+7%) both exceeded expectations, while NBA 2K grew 10% but moderated vs prior quarter extremes. FY26 net bookings of $6.72B also beat the top end of guidance and exceeded the initial May guide by ~$750M. The key forward view is FY27: net bookings $8.0B–$8.2B (+~20% YoY) driven by the November 19 GTA VI launch, with operating cash flow expected to exceed $1B and a return to net-cash. However, recurrent spending is forecast flat with mobile down, and GTA Online post-launch trajectory is acknowledged as uncertain. Overall sentiment is mixed: strong momentum offsets prudent mobile assumptions and execution/margin variability.

AI IconGrowth Catalysts

  • Grand Theft Auto series momentum: record net bookings in recurrent consumer spending; GTA Online driven by the “safe house in the hills” update and Rockstar Mission Creator; GTA+ growth led by holiday update and NBA 2K26 monthly benefits
  • Toon Blast mobile growth ~25% YoY as Peak added new events/features (Temple Guardians, deep quest, refined level experiences)
  • Match Factory outperformed expectations via live-ops execution and player-friendly feature pipeline (collectible album)
  • Empires and Puzzles grew 5% YoY driven by in-game events for 9th anniversary
  • Color Block Jam grew 15% YoY; highest grossing Rollic title
  • Top 11 delivered strongest quarter in 16 years after 2 in-market Bundesliga performance and live-operations innovation
  • WWE SuperCard reached nearly 39M lifetime downloads; NBA 2K26 Arcade remained top 5 on Apple Arcade; NBA 2K All Star in China grew to nearly 10M registered users after 1 year
  • PGA Tour 2K25 resurgence: aligned season 5 with PGA Tour season start and included in PlayStation Plus; 60M rounds played (+110% vs Q3)
  • WWE 2K26 launched March 13; recurrent consumer spending up 20% YoY; >85M matches played (+7% vs WWE 2K25)

Business Development

  • Named partners/support: NBA and NBA Players Association
  • Named commercial partner: CIX (used to feature 16 universities in NBA 2K26 Season 5 “college” rollout)
  • Strategic acquisition history cited as accretive: Zynga acquisition in 2022 (for $9.7B cash and stock) and Gearbox acquisition

AI IconFinancial Highlights

  • Q4 net bookings of $1.58B: above the high end of guidance range ($1.51B–$1.56B)
  • FY26 net bookings of $6.72B: above the high end of guidance range ($6.65B–$6.7B), and ~$750M above initial May guidance
  • Recurring consumer spending grew 7% YoY in Q4 and represented 82% of net bookings; GTA Online +5% YoY and mobile +7% YoY in Q4
  • NBA 2K Q4: +10% YoY (noted as one of the strongest franchise Q4s), but softer than anticipated due to moderation after Q2/Q3 extreme growth
  • GAAP net revenue increased 6% YoY to $1.68B; cost of revenue declined 5% YoY to $741M
  • Operating expenses decreased materially as FY25 Q4 included a $3.6B goodwill/intangible impairment; management operating expenses declined 2% YoY in Q4
  • FY26 GAAP net revenue rose 18% to $6.65B; cost of revenue increased 11% to $2.8B (impairment-related comparability cited)
  • FY26 operating cash flow: $624M in Q4 (vs forecast $450M), reflecting outperformance; FY26 capex ~$163M (timing favorable vs forecast)
  • FY27 outlook (initial): net bookings $8.0B–$8.2B (+~20% YoY), GAAP net revenue $7.9B–$8.1B, cost of revenue $3.5B–$3.62B, operating expenses $4.18B–$4.2B (management opex +~8% YoY)
  • FY27 recurrent consumer spending forecast: flat to FY26 and 65% of net bookings; assumptions: NBA 2K up high single digits, GTA series up, mobile down
  • FY27 operating cash flow: >$1B; expected to be in net cash position by end of FY27; capex planned ~$200M for game technology and office build-outs
  • FY27 Q1 guidance: net bookings $1.32B–$1.37B vs $1.42B in Q1 last year; recurrent consumer spending -~3% YoY; GAAP net revenue $1.45B–$1.5B; cost of revenue $578M–$594M; operating expenses $926M–$936M (management +~3% YoY)

AI IconCapital Funding

  • Share repurchase reference: last buyback executed at $158/share; management highlighted stock traded down to ~$195 earlier and buybacks done opportunistically at “deep value”
  • Capital deployment framing: capital allocation prioritized for organic growth, then selective accretive inorganic opportunities; net cash position expected by end of FY27
  • Capex: FY26 ~$163M; FY27 planned ~$200M (game technology and office build-outs)

AI IconStrategy & Ops

  • Direct-to-consumer channel: integrating additional mobile titles and reducing payment friction to improve conversion and customer loyalty; management asserted regulatory confidence supports sustainability of the DTC platform
  • Product pipeline expansion: 20–9 titles through fiscal 2029 (count limited to mobile titles scheduled for worldwide launch within a 3-year window); FY27 adds 6 additional titles (2 mobile, 3 sports, 1 platform extension)
  • FY28–FY29 expected delivery: 22 titles in FY28 and 2029 (1 mobile, 5 sports, 3 core new IP, 13 core existing IP including 7 sequels and 6 remixes/remasters/platform extensions)
  • Automation/AI efficiency emphasis (management intent): using AI to improve efficiency in creation and marketing production while maintaining ‘hit creation’ discipline

AI IconMarket Outlook

  • FY27 initial financial outlook: net bookings $8.0B–$8.2B; GAAP net revenue $7.9B–$8.1B; cost of revenue $3.5B–$3.62B; operating expenses $4.18B–$4.2B; operating cash flow >$1B; net cash position by end of FY27
  • FY27 recurrent consumer spending: flat to FY26 and 65% of net bookings; NBA 2K up high single digits, GTA up, mobile down
  • GTA VI launch date reiterated: November 19 (marketing campaign starting “this summer” per prepared remarks)
  • FY27 Q1 net bookings guidance: $1.32B–$1.37B vs $1.42B prior-year Q1; recurrent consumer spending -~3% YoY

AI IconRisks & Headwinds

  • NBA 2K Q4 softness vs expectations attributed to moderation after extreme Q2/Q3 spending concentration and reduced upside remaining in Q4
  • Mobile growth headwind: FY27 assumes mobile down due to older titles maturing and Zynga trend moderation on mature mobile titles
  • GTA Online trajectory uncertainty post-GTA VI: management stated Rockstar will provide details when ready; management believes GTA Online will remain in market but exact recurrent spending trajectory after launch is “difficult to know exactly”
  • Operational/commercial execution risk: FY27 margin outlook depends on operating expense leverage amid higher marketing and R&D for GTA VI and new mobile releases
  • Macro/industry hardware cycle sensitivity acknowledged by analyst question: management emphasized pricing tied to property value/entertainment value rather than installed base

Q&A: Analyst Interest

  • Operating expense trajectory: Management clarified that next-year management opex implies roughly $300M higher YoY, with about half driven by companywide selling & marketing to support GTA VI launch and broader pipeline of titles; remaining increases discussed as scaling and R&D needs. Also reiterated future leverage due to scale.
  • GTA Online and GTA VI transition: Management emphasized Rockstar will provide more details when ready; reiterated GTA V and Red Dead Redemption 2 unit sales resilience (230M and 85M sold-in). Management said GTA Online will “certainly” stay in market, but exact recurrent consumer trajectory post-GTA VI remains hard to quantify.
  • Mobile guidance prudence and how it’s modeled: Management pushed back on assuming continually beating expectations and explained mobile guidance reflects reality that newer titles become older in the next year. They stated mobile hit ratios are low, so guidance doesn’t assume “massive new release” upside; it’s driven by marketing spend and manageable dev costs.

Sentiment: MIXED

Note: This summary was synthesized by AI from the TTWO Q4 FY2026 (ended March 31, 2026) earnings transcript. Financial data is complex; please verify all metrics against official SEC filings before making investment decisions.

📋 Official Regulatory 10-K / 10-Q SEC Filings

Direct authenticated documentation links to audited SEC database reports for TTWO.

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SEC Filings (TTWO)

© 2026 Stock Market Info — Take-Two Interactive Software, Inc. (TTWO) Financial Profile