Analysis published 19 Jun 2026

AI-generated · cited to primary sources · not investment advice

Take-Two Interactive Software, Inc. - Common Stock (TTWO) Mar 2026 Filing Analysis

02 · Business Model

How durable is the business?

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 Competitive Moat
73/100

The company's brand moat is stable and reinforcing, with management confirming the planned release of Grand Theft Auto VI for November 19, 2026, which is expected to be a major financial catalyst. (1 stable, 2 expanding)

We believe that Rockstar Games has established a uniquely original, popular, cultural phenomenon with its Grand Theft Auto series, which is the interactive entertainment industry's most iconic and critically acclaimed brand and has sold-in over 465 million units worldwide.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.8
Other Findings

Take-Two Interactive is a global entertainment powerhouse that creates and sells video games through major labels like Rockstar Games, 2K, and Zynga, earning revenue from both full game sales and ongoing in-game purchases.

We are a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe. We develop, operate, and publish products principally through Rockstar Games, 2K, and Zynga.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.4

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04 · Risk

What could break the thesis?

Gaming And Interactive Media Demand Cycle
90/100

Take-Two's earnings are highly sensitive to the timing of game releases; delays in major titles like Grand Theft Auto VI can cause significant swings in quarterly and annual financial results. [EXECUTION]

Our quarterly and annual operating results are dependent on the release of hit titles and therefore dependent on the timing of our product releases, which may cause our quarterly operating results to fluctuate significantly.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.22
Gaming And Interactive Media Revenue Quality
82/100

Customer concentration remains extremely high; the five largest customers now account for 81.5% of revenue, up from 80.6% in the prior period. (2 intensifying, 3 stable, 1 high-severity)

Grand Theft Auto products contributed 12.4% of our net revenue for the fiscal year ended March 31, 2026, and the five best-selling franchises (including Grand Theft Auto), which may change year over year, in the aggregate accounted for 54.3% of our net revenue for the fiscal year ended March 31, 2026.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.22
Gaming And Interactive Media Market Structure
78/100

STABLE. Digital online channels now account for 97.4% of total net revenue, up from 96.4% in the prior year, indicating even higher reliance on digital platform providers. (2 stable, 1 high-severity)

Sales to our five largest customers during the fiscal year ended March 31, 2026, accounted for 80.6% of our net revenue, with Apple, Sony, Google, and Microsoft each accounting for more than 10.0% of our net revenue.

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.10
Gaming And Interactive Media M&A and Portfolio Action
75/100

Risk is stable; while no new massive impairments were recorded this quarter, the company completed the $411.4 million acquisition of Gearbox, adding new goodwill of $189.4 million that must be supported by future performance. (2 stable, 2 easing, 1 high-severity)

potential impairment charges incurred to write down the carrying amount of intangible assets generated as a result of an acquisition, such as the Goodwill impairment charge of approximately $3,500 we recognized during the fiscal year ended March 31, 2025

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.39
Gaming And Interactive Media Unit Economics
59/100

Costs associated with the ZMC agreement are increasing; consulting and stock-based compensation expenses for ZMC rose to $37.6 million for the six-month period. (1 intensifying, 1 stable)

A platform provider may also... alter how we are able to advertise on the platform, change how the personal information of its users is made available to application developers on the platform, limit the use of personal information for advertising purposes

Take-Two Interactive Software, Inc. - Common Stock · Annual Report · Mar 2026 · p.26

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