Company AnalysisAnalysis as of 19 Jun 2026

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Take-Two Interactive Software, Inc. - Common Stock

NASDAQ:TTWO

Our verdict on Take-Two Interactive Software, Inc. - Common Stock isn’t the consensus take — see where we landed, and the one risk the bull case glosses over.

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01 · Management Credibility

Does management do what it says?

RevisedGaming And Interactive Media Revenue Quality
50/100

Management has increased the expected recognition of deferred revenue over the next 12 months to $1,416.8 million, up from the previous target of $1,119.9 million, reflecting higher unsatisfied performance obligations. (2 revised across 2 tracked commitments)

We expect to recognize approximately $1,351.9 of this balance as revenue over the next 12 months, and the remainder thereafter.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.15
Gaming And Interactive Media Fed Rate Cycle

Management of interest rate risk through short-term investment portfolio — target: Maturities of less than two years

We seek to manage our interest rate risk by maintaining a short-term investment portfolio that includes corporate bonds with high credit quality and maturities of less than two years.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Jun 2025 · p.49
Gaming And Interactive Media Competitive Moat

Management expects to continue delivering new content for franchises and investing in growth opportunities.

In addition, throughout the year, we expect to continue to deliver new content for our franchises. We will also continue to invest in opportunities that we believe will enhance and scale our business and have the potential to drive growth over the long term.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2024 · p.48
Gaming And Interactive Media Digital and Automation Shift

Management expects to incur total charges of $160.0 million to $200.0 million for the 2024 cost reduction plan. — target: $160.0 to $200.0 million

We estimated that we will incur approximately $160.0 to $200.0 in total charges in connection with the 2024 Plan, which consists of approximately $120.0 to $140.0 related to title cancellations, $25.0 to $35.0 associated with employee severance and employee-related costs, and approximately $150.0 to $25.0 related to office space reductions.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2024 · p.40
Gaming And Interactive Media Market Structure

Management expects online delivery of games to remain the primary part of the business over the long term.

We expect online delivery of games and game offerings to continue to be the primary part of our business over the long term.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.41

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02 · Business Model

How durable is the business?

Gaming And Interactive Media M&A and Portfolio Action
80/100

The company's brand moat is expanding through the strategic acquisition of Gearbox Entertainment, adding the 'Borderlands' and 'Tiny Tina's Wonderlands' franchises to its owned IP portfolio. (2 expanding)

On June 11, 2024, we completed the purchase of 100% of the issued and outstanding capital stock of The Gearbox Entertainment Company, Inc. ("Gearbox") ... to strengthen our industry-leading creative talent and portfolio of owned intellectual property.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Jun 2025 · p.31
Gaming And Interactive Media Product or Capex Inflection
80/100

Full game revenue saw a massive 44.9% surge for the nine-month period, largely due to the successful release of Borderlands 4 in September 2025 and Mafia: The Old Country. (1 expanding)

Full game and other 1,140.6 786.9

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.15
Gaming And Interactive Media Revenue Growth
80/100

The U.S. market share expanded slightly to 59.9% of total revenue, growing 9.7% year-over-year as domestic demand for core franchises remained robust. (5 expanding across 1 engine)

Full game and other 1,459.8 21.9 %... Full game and other revenue primarily includes the initial sale of full game software products, which may include offline and/or significant game related services.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.86
Gaming And Interactive Media Revenue Quality
80/100

Recurrent consumer spending (RCS) continues to expand its dominance, growing 14.4% year-over-year and increasing its share of total revenue to 83.5%. Growth was driven by NBA 2K and the mobile title Color Block Jam. (4 expanding across 1 engine)

Recurrent consumer spending $ 5,196.6 78.1 %... Recurrent consumer spending ("RCS") is generated from ongoing consumer engagement and includes revenue from virtual currency, add-on content, in-game purchases, and in-game advertising.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.86
Gaming And Interactive Media Unit Economics
80/100

The company is reinforcing its technology moat by increasing R&D spending by 18.9%, primarily due to higher personnel expenses following the Gearbox acquisition. (1 expanding)

Research and development expenses increased by $41.6 for the three months ended June 30, 2025 ... primarily due to (i) the timing of tax related credits ... and (ii) higher personnel expense due to the acquisition of Gearbox.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Jun 2025 · p.41

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03 · Future Growth

Where does growth come from?

Gaming And Interactive Media Revenue Growth
63/100

Net Bookings growth is accelerating, driven by the NBA 2K franchise and the mobile title Color Block Jam. The company reported a 16.8% year-over-year increase for the quarter ended June 30, 2025. (2 accelerating, 1 decelerating, 2 steady across 5 signals, 1 leading indicator)

Net Bookings $ 1,757.1 $ 1,373.4 $ 383.7 27.9 %... The increase was primarily driven by higher Net Bookings from our NBA 2K and Grand Theft Auto franchises

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.43
Gaming And Interactive Media Revenue Quality
63/100

RCS is accelerating as a percentage of total revenue, reaching 80% in the most recent quarter compared to 75.7% in the prior year, driven by mobile titles like Match Factory!. (1 accelerating, 2 decelerating, 2 steady across 5 signals)

Net revenue from RCS increased by $216.5 and accounted for 76.8% of net revenue for the three months ended December 31, 2025

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.44
Gaming And Interactive Media Margin Profile
61/100

Gross margin improved significantly to 57.6% from 52.9% YoY, reversing the previous downward trend due to lower development royalties and impairment charges. (5 accelerating across 5 signals)

Gross profit as a percentage of net revenue for the three months ended December 31, 2025 was 55.6% as compared to 55.9% for the prior year period. The decrease... was primarily driven by (i) higher amortization... and (ii) higher internal royalties

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.44
Gaming And Interactive Media Unit Economics
20/100

The company faces a significant growth constraint in the form of platform fees charged by Apple and Google, which lower the profit margins on mobile games compared to PC or console games.

as a result of the platform fees associated with online game sales, our mobile net revenue generally generates a lower gross margin percentage than our Console or PC revenue.

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2025 · p.41
Gaming And Interactive Media Demand Cycle

The shift to digital is steady and dominant, consistently representing over 96% of total net revenue. (1 steady, 1 accelerating across 2 signals)

Net revenue from digital online channels increased by $13.4 and accounted for 96.4% of our total net revenue for the three months ended December 31, 2024

Take-Two Interactive Software, Inc. - Common Stock · QUARTERLY_REPORT · Dec 2024 · p.49

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04 · Risk

What could break the thesis?

Gaming And Interactive Media Regulatory Position
55/100

New regulations regarding 'loot boxes' (in-game items with randomized rewards) could force the company to change its business model or face legal penalties, as these are increasingly viewed as a form of gambling. [REGULATORY]

New regulation by the FTC, U.S. states or other international jurisdictions... could require that these game mechanics be modified or removed from games, increase the costs of operating our games, impact player engagement and monetization or otherwise harm our business performance.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.57
Gaming And Interactive Media Supply Chain Reconfiguration
54/100

STABLE. International revenue remains a significant portion of the business (40.4% of net revenue in Q3 FY26). Management explicitly notes global tariff policies as a factor that could impact console hardware acceptance. (1 stable)

Following the U.S. Supreme Court's decision, on February 24, 2026, the U.S., via an Executive Order signed by the President, implemented a global 10% tariff on all countries for a period of 150 days.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.41
Gaming And Interactive Media Balance Sheet Resilience
49/100

Risk is easing; the company successfully raised $1.19 billion through a common stock offering in May 2025, using proceeds to repay $600 million in debt and significantly improving the cash position to $2.02 billion. (3 easing, 1 stable)

As of March 31, 2026, we had $2,500.0 aggregate principal amount of outstanding senior notes ("Senior Notes") and a $1,000.0 revolving credit facility

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.63
Gaming And Interactive Media Margin Profile
38/100

Risk is intensifying; foreign currency transaction losses increased to $8.5 million for the quarter compared to $2.8 million in the prior year, primarily due to the weakening U.S. dollar against the British Pound. (2 intensifying, 2 stable)

We recognized foreign currency exchange transaction losses of $17.4, $22.6, and $28.6 for the fiscal years ended March 31, 2026, 2025, and 2024, respectively

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.97
Other Findings
25/100

The company relies on a management agreement with ZMC Advisors, where its top two executives are partners, creating potential conflicts of interest or risks if that relationship ends. [GOVERNANCE]

Our continued success will depend to a significant extent on our senior management team and our relationship with ZMC Advisors, L.P. ("ZMC"). Our Executive Chairman/Chief Executive Officer and President are partners of ZMC.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.144

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