55 Take-Two Interactive Statistics on Revenue, Platforms and Operations

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.

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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.

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’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.

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