Take-Two Interactive’s fiscal-year data shows a global games company with $6,656.4 million in fiscal 2026 GAAP net revenue, a portfolio led by recurrent spending, and a business increasingly represented by mobile and digital distribution. The figures below cover consolidated results, platform and geography mix, costs, profitability, and worldwide staffing; Take-Two’s fiscal years end March 31.
Key Take-Two Interactive Statistics
The most useful headline figures are:
- $6,656.4 million of consolidated GAAP net revenue was reported for the fiscal year ended March 31, 2026.
- $6,721.0 million of consolidated Net Bookings was reported for the fiscal year ended March 31, 2026.
- 18% year-over-year revenue growth was reported for fiscal 2026 versus fiscal 2025 on a consolidated basis.
- 19% year-over-year Net Bookings growth was reported for fiscal 2026 versus fiscal 2025 on a consolidated basis.
- $6,162.1 million of game revenue was reported for fiscal 2026 across the consolidated business.
- $494.3 million of advertising revenue was reported for fiscal 2026 across the consolidated business.
- 78% of fiscal 2026 Net Bookings came from recurrent consumer spending, a company-defined ongoing-engagement measure.
- 50% of fiscal 2026 revenue, or $3,333.0 million, came from mobile under Take-Two’s platform categories.
- 39% of fiscal 2026 revenue, or $2,597.3 million, came from PC and other platforms under the company’s categories.
- 59% of fiscal 2026 revenue, or $3,940.4 million, came from the United States.
- 97% of fiscal 2026 revenue, or $6,459.7 million, came through digital-online channels.
- $3,809.7 million of gross profit was reported for fiscal 2026 on a GAAP basis.
- $760.6 million of adjusted EBITDA was reported for fiscal 2026 as a non-GAAP management measure.
- 12,928 full-time employees worldwide were reported as of March 31, 2025.
- 10,096 full-time employees were in development studios worldwide as of March 31, 2025.
- 78% of employees were focused on product development worldwide as of March 31, 2025.
Contents
- Revenue, bookings and growth
- Recurrent consumer spending trends
- Platform mix and gaming data
- Geography and distribution
- Costs and profitability
- Employees and development capacity
Take-Two Interactive Revenue, Net Bookings and Growth Statistics
Take-Two reported $6,656.4 million in fiscal 2026 GAAP net revenue, compared with $5,633.6 million in fiscal 2025. The company reported an 18% year-over-year increase for fiscal 2026, while Net Bookings rose from $5,648.0 million to $6,721.0 million, a reported 19% increase.
| Fiscal year ended March 31 | GAAP net revenue | Net Bookings | Measurement scope |
|---|---|---|---|
| 2026 | $6,656.4 million | $6,721.0 million | Consolidated |
| 2025 | $5,633.6 million | $5,648.0 million | Consolidated |
Source: Take-Two Interactive Software, Inc. Reports Results for Fourth Quarter and Fiscal Year 2026. Net Bookings are an operational metric, not GAAP revenue; they include digitally or physically sold products and services, licensing, merchandise, in-game advertising, strategy guides and publisher incentives.
Fiscal 2026 game revenue was $6,162.1 million, while advertising revenue was $494.3 million. The company reported a fiscal 2026 GAAP net loss of $298.2 million, or $1.62 per diluted share; fiscal 2025’s GAAP net loss was $4,480.0 million, or $25.58 per diluted share.
Take-Two Interactive Recurrent Consumer Spending Trends
Recurrent consumer spending is a company-defined category covering virtual currency, add-ons, in-game purchases and in-game advertising. It is not identical to GAAP revenue, and the percentages below are shares of company-reported financial measures rather than user counts or market share.
In fiscal 2026, recurrent consumer spending grew 17% and represented 78% of Net Bookings. It also rose 16% and represented 78% of GAAP revenue for the same consolidated fiscal year.
| Fiscal year ended March 31 | Recurrent consumer spending | Share of revenue | Full-game and other revenue | Share of revenue |
|---|---|---|---|---|
| 2025 | $4,474.6 million | 79.4% | $1,159.0 million | 20.6% |
| 2024 | $4,213.5 million | 78.8% | $1,136.1 million | 21.2% |
| 2023 | $4,180.4 million | 78.1% | $1,169.5 million | 21.9% |
Source: Take-Two Interactive Software, Inc. Form 10-K for fiscal year ended March 31, 2025. These are company-defined content categories for consolidated fiscal years, not measures of individual player behavior.
The fiscal 2026 Net Bookings contributors named by Take-Two included NBA 2K26/25, GTA Online/V, Toon Blast, Match Factory!, Empires & Puzzles, Borderlands 4, Color Block Jam, Red Dead Redemption 2/Online, Words With Friends and Toy Blast. The release did not disclose individual amounts for those contributors.
Take-Two Interactive Platform Revenue Statistics and Trends
Take-Two’s fiscal 2026 platform mix was led by mobile, which generated $3,333.0 million, or 50% of revenue. PC and other platforms accounted for $2,597.3 million, or 39%, while consoles accounted for $726.1 million, or 11%.
| Fiscal year ended March 31 | Mobile | Console | PC and other |
|---|---|---|---|
| 2026 | $3,333.0m (50%) | $726.1m (11%) | $2,597.3m (39%) |
| 2025 | $2,942.0m (52.2%) | $2,099.1m (37.3%) | $592.5m (10.5%) |
| 2024 | $2,748.0m (51.4%) | $2,167.3m (40.5%) | $434.3m (8.1%) |
| 2023 | $2,538.6m (47.5%) | $2,303.8m (43.0%) | $507.5m (9.5%) |
Source: Take-Two Interactive Software, Inc. Reports Results for Fourth Quarter and Fiscal Year 2026 for fiscal 2026; Take-Two Interactive Software, Inc. Form 10-K for fiscal year ended March 31, 2025 for fiscal 2023–2025. Platform categories and percentages are company-reported and are not market-share estimates.
The four-year figures show mobile as the largest reported platform category in every listed year. PC and other revenue was reported at $434.3 million in fiscal 2024, $592.5 million in fiscal 2025 and $2,597.3 million in fiscal 2026, while the company’s category definitions should be kept in mind when comparing periods.
Take-Two Interactive Geography and Digital Distribution Data
The United States generated $3,940.4 million, or 59% of fiscal 2026 revenue, while international markets generated $2,716.0 million, or 41%. The same year’s Net Bookings were $4,004.9 million in the United States, or 60%, and $2,716.1 million internationally, or 40%.
| Fiscal 2026 consolidated measure | United States | International / outside U.S. |
|---|---|---|
| Revenue | $3,940.4m (59%) | $2,716.0m (41%) |
| Net Bookings | $4,004.9m (60%) | $2,716.1m (40%) |
Source: Take-Two Interactive Software, Inc. Reports Results for Fourth Quarter and Fiscal Year 2026. Geography is the company’s United States versus outside-the-United-States classification.
Digital-online channels accounted for $6,459.7 million, or 97% of fiscal 2026 revenue. Physical-retail-and-other channels accounted for $196.7 million, or 3%, compared with fiscal 2025 digital-online revenue of $5,431.8 million, or 96.4%, and physical-retail-and-other revenue of $201.8 million, or 3.6%.
Take-Two Interactive Costs, Profitability and EBITDA Statistics
Fiscal 2026 gross profit was $3,809.7 million, against total cost of revenue of $2,846.7 million. Reported operating expenses included $1,770.8 million in selling and marketing, $1,074.6 million in research and development, and $874.4 million in general and administrative expense.
The company reported a fiscal 2026 GAAP operating loss of $104.2 million alongside $760.6 million of adjusted EBITDA. Adjusted EBITDA is a non-GAAP management measure and should not be treated as the same result as GAAP operating income or net income.
| Fiscal year ended March 31 | Gross profit | Cost of revenue | Reported gross-profit share |
|---|---|---|---|
| 2026 | $3,809.7 million | $2,846.7 million | Not supplied |
| 2025 | $3,062.2 million | $2,571.4 million | 54.3% gross profit; 45.7% cost of revenue |
Source: Take-Two Interactive Software, Inc. Reports Results for Fourth Quarter and Fiscal Year 2026 for fiscal 2026; Take-Two Interactive Software, Inc. Form 10-K for fiscal year ended March 31, 2025 for fiscal 2025. The table preserves the reported fiscal 2025 percentages and does not calculate an additional margin for fiscal 2026.
Take-Two Interactive Employees and Development Capacity
As of March 31, 2025, Take-Two reported 12,928 full-time employees worldwide, including 10,096 full-time employees in development studios. These are point-in-time headcount figures rather than an average workforce measure.
The company reported that 78% of employees were focused on product development. Workforce geography was 49% North America, 34% Europe and 17% Asia-Pacific, while the filing listed development studios in 14 countries; that country figure is a count of named countries, not a studio count.
| Workforce measure | Reported figure | Scope and date |
|---|---|---|
| Full-time employees | 12,928 | Worldwide, March 31, 2025 |
| Employees in development studios | 10,096 | Worldwide, March 31, 2025 |
| Employees focused on product development | 78% | Worldwide, March 31, 2025 |
| Development-studio countries listed | 14 | Worldwide, March 31, 2025 |
Source: Take-Two Interactive Software, Inc. Form 10-K for fiscal year ended March 31, 2025. Workforce percentages describe Take-Two’s classifications and are not measures of output, productivity or game quality.
The geographic distribution of employees provides a separate view from customer revenue: 49% were in North America, 34% in Europe and 17% in Asia-Pacific. Together with the development-studio headcount, these figures describe the company’s reported staffing footprint at the March 31, 2025 measurement date.