Take-Two Interactive posted $6.72 billion in Net Bookings for fiscal year 2026 (ended March 31, 2026), a 19% jump from the prior year. The company filed its FY2026 results on May 21, 2026, confirming GTA VI’s November 19, 2026 launch date alongside the first positive GAAP net income guidance in recent memory. This article covers Take-Two Interactive statistics for 2026, including revenue, platform mix, balance sheet data, and FY2027 outlook.
Take-Two Interactive Statistics 2026 – TL;DR
FY2026 GAAP net revenue reached $6.66 billion, up 18% year-over-year from $5.63 billion in FY2025.
Recurrent consumer spending made up 78% of total Net Bookings and grew 17% over the prior year.
Mobile accounted for exactly half of all GAAP revenue at $3.33 billion, confirming Take-Two’s shift to a mobile-majority company after the 2022 Zynga acquisition.
EBITDA surged 282% to $760.6 million, up from $199.1 million in FY2025.
FY2027 Net Bookings guidance sits at $8.0 to $8.2 billion, with GAAP net income projected between $105 and $141 million, the first profitable guidance Take-Two has issued in years. GTA VI launches November 19, 2026 on PS5 and Xbox Series X|S.
How Much Revenue Did Take-Two Interactive Generate in FY2026?
Take-Two reported $6.656 billion in GAAP net revenue for FY2026, broken into $6.162 billion from games and $494.3 million from advertising. Net Bookings, the company’s preferred operational metric, came in at $6.721 billion. The $64.6 million gap between Net Bookings and GAAP revenue reflects deferred revenue timing adjustments. Gross profit hit $3.81 billion, pushing gross margin to 57.2%, a 2.8 percentage point improvement over FY2025’s 54.4%.
| Metric | FY2026 | FY2025 | YoY Change |
|---|---|---|---|
| GAAP Net Revenue | $6,656.4M | $5,633.6M | +18% |
| Net Bookings | $6,721.0M | $5,648.0M | +19% |
| Game Revenue | $6,162.1M | $5,167.5M | +19% |
| Advertising Revenue | $494.3M | $466.1M | +6% |
| Gross Profit | $3,809.7M | $3,062.2M | +24.4% |
| Gross Margin | 57.2% | 54.4% | +2.8pp |
| EBITDA (non-GAAP) | $760.6M | $199.1M | +282% |
| GAAP Net Loss | -$298.2M | -$4,478.9M | Improved $4.18B |
Source: Take-Two Interactive Form 8-K, May 21, 2026
FY2025’s $4.48 billion GAAP net loss included a $3.545 billion non-cash goodwill impairment charge. Stripping that out, the underlying operating improvement between the two years was still substantial. EBITDA’s recovery from $199.1 million to $760.6 million is the clearest indicator of operational health, as it strips out non-cash charges that distorted the GAAP figures in both years.
Take-Two Interactive Revenue by Platform
FY2026 was the first full fiscal year in which mobile represented exactly half of Take-Two’s total revenue. The Zynga acquisition in 2022 reshaped the company from a console-first publisher into one where Toon Blast, Match Factory!, and Empires & Puzzles sit alongside GTA Online and NBA 2K as top revenue drivers. PC and other revenue grew fastest at 23.7%, driven by GTA Online’s expanding PC user base and anticipation building ahead of the GTA VI launch.
| Platform | FY2026 Revenue | Share | YoY Change |
|---|---|---|---|
| Mobile | $3,333.0M | 50% | +13.3% |
| PC and Other | $2,597.3M | 39% | +23.7% |
| Console | $726.1M | 11% | +22.6% |
Source: Take-Two Interactive Form 8-K, May 21, 2026
Console at just 11% of revenue might seem low for a company known for GTA and NBA 2K. But that figure changes sharply once GTA VI ships. Take-Two’s FY2027 guidance already factors in the November 2026 console launch, which explains the projected 19% to 22% Net Bookings increase next year. The broader mobile vs console revenue split across the industry mirrors this trend, with mobile commanding a growing share of total spend.
Take-Two Interactive Revenue by Geography
The United States generated 59% of FY2026 revenue at $3.94 billion. International revenue grew faster, up 22% to $2.72 billion, compared to 15.6% domestic growth. That gap reflects Zynga’s strength in international casual gaming markets, particularly in Europe and Asia, where mobile game adoption continues to outpace other segments.
| Region | FY2026 Revenue | Share | YoY Change |
|---|---|---|---|
| Estados Unidos | $3,940.4M | 59% | +15.6% |
| International | $2,716.0M | 41% | +22.0% |
Source: Take-Two Interactive Form 8-K, May 21, 2026
Digital online delivery accounted for 97% of both GAAP revenue ($6.46 billion) and Net Bookings ($6.53 billion). Physical retail and other sources made up the remaining 3%, roughly flat year-over-year. The entire video game industry has trended this way, with digital distribution now accounting for 95% of all game sales globally.
How Much Does Take-Two Earn From Recurring Spending?
Recurrent consumer spending, which covers virtual currency, add-on content, in-game purchases, and in-game advertising, grew 17% year-over-year and made up 78% of FY2026 Net Bookings. That comes to roughly $5.24 billion from recurring sources alone. This mix is consistent with industry-wide trends, where live-service monetization now generates the majority of revenue for large publishers.
Take-Two Interactive Balance Sheet and Cash Flow
Take-Two ended FY2026 with $1.55 billion in cash and $443.8 million in short-term investments, totaling $1.99 billion in liquid assets. The most notable balance sheet move was a 97.4% reduction in short-term debt, from $1.15 billion down to $30 million. The company funded this paydown through a $1.247 billion common stock issuance, which increased shares outstanding from 177.1 million to 185.4 million.
| Metric | March 31, 2026 | March 31, 2025 | YoY Change |
|---|---|---|---|
| Cash + Short-Term Investments | $1,989.3M | $1,465.5M | +35.7% |
| Total Assets | $9,383.2M | $9,180.7M | +2.2% |
| Short-Term Debt | $30.0M | $1,148.5M | -97.4% |
| Long-Term Debt | $2,488.0M | $2,512.6M | -1.0% |
| Total Stockholders’ Equity | $3,510.9M | $2,137.7M | +64.2% |
| Operating Cash Flow | $624.3M | -$45.2M | +$669.5M swing |
Source: Take-Two Interactive Form 8-K, May 21, 2026
Operating cash flow swinging from negative $45.2 million to positive $624.3 million, a $669.5 million turnaround, was the single most significant cash flow development of FY2026. The company also spent $162.8 million on capital expenditures and invested $2.35 billion in software development costs, up 18.9% from the prior year as GTA VI neared completion.
Take-Two Interactive Market Cap and Stock Performance
Take-Two’s market capitalization stood at approximately $42 billion as of May 2026, with the stock trading around $227.70 per share on NASDAQ under the ticker TTWO. Over the past twelve months, shares ranged between $187.63 and $264.79. The company has 185.4 million diluted shares outstanding. Take-Two does not pay a dividend.
Analyst sentiment remained broadly positive heading into GTA VI’s launch window. Wells Fargo maintained an Overweight rating in late May 2026 while trimming its price target from $293 to $287. The stock rallied after the May 21 earnings call confirmed the November 19 release date.
Take-Two Interactive FY2027 Guidance and GTA VI
Take-Two’s FY2027 outlook, which includes GTA VI’s first four-plus months of sales, projects Net Bookings of $8.0 to $8.2 billion and GAAP net revenue of $7.9 to $8.1 billion. GAAP net income guidance of $105 to $141 million would make FY2027 Take-Two’s first profitable fiscal year in recent history. EBITDA is expected to land between $1.013 billion and $1.070 billion, a 33% to 41% increase over FY2026.
| FY2027 Guidance Metric | Projected Range |
|---|---|
| Net Bookings | $8,000 – $8,200M |
| GAAP Net Revenue | $7,900 – $8,100M |
| GAAP Net Income | $105 – $141M |
| GAAP Diluted EPS | $0.55 – $0.75 |
| EBITDA | $1,013 – $1,070M |
| Operating Cash Flow | Over $1,000M |
Source: Take-Two Interactive Form 8-K FY2027 Outlook, May 21, 2026
Grand Theft Auto V has shipped over 225 million copies since 2013, and GTA VI is expected to ride that built-in audience into record-breaking first-week sales. The operating cash flow guidance of “over $1 billion” compared to FY2026’s $624.3 million implies at least $375 million in incremental cash from the launch window alone. NBA 2K27 is scheduled for September 2026, with Judas and the next BioShock also in the pipeline at unannounced dates.
Take-Two Interactive Statistics: Key Pipeline Titles
Beyond the headline GTA VI release, Take-Two has several major titles in active development. The PC gaming market will be watching closely for a potential GTA VI PC port announcement, though the initial launch is console-only. The company’s Steam presence through GTA Online and NBA 2K already generates a large share of PC revenue.
| Title | Launch Window | Platforms |
|---|---|---|
| Grand Theft Auto VI | November 19, 2026 | PS5, Xbox Series X|S |
| NBA 2K27 | September 2026 | Multi-platform |
| WWE 2K27 | TBA | Multi-platform |
| Judas (Ghost Story Games) | TBA | PS5, Xbox Series X|S, PC |
| BioShock (next iteration) | TBA | TBA |
Source: Take-Two Interactive Form 8-K, May 21, 2026
Take-Two Interactive Net Bookings Growth Over Time
Looking at the three-year trajectory from FY2025 through FY2027 guidance, Take-Two is on track to add over $2.5 billion in annual Net Bookings. That acceleration is not organic growth in the traditional sense; it’s almost entirely driven by one product: GTA VI. The entire teen gaming audience, which makes up one of the largest player demographics globally, will be a primary target for the launch. Meanwhile, recurrent spending across existing titles like GTA Online continues to generate billions in baseline revenue each year.
FAQ
How much revenue did Take-Two Interactive make in FY2026?
Take-Two reported $6.656 billion in GAAP net revenue and $6.721 billion in Net Bookings for fiscal year 2026, ending March 31, 2026. Both figures reflect roughly 18-19% growth over FY2025.
When does GTA VI launch?
Grand Theft Auto VI launches November 19, 2026 on PlayStation 5 and Xbox Series X|S. No PC release date has been announced. Take-Two confirmed this date in its May 21, 2026 earnings filing.
What is Take-Two Interactive’s market cap in 2026?
Take-Two’s market capitalization was approximately $42 billion as of May 2026, with shares trading around $227.70 on NASDAQ under the ticker TTWO.
How much of Take-Two’s revenue comes from mobile?
Mobile generated $3.333 billion in FY2026, exactly 50% of total GAAP revenue. This is driven primarily by Zynga titles like Toon Blast, Match Factory!, and Empires & Puzzles.
Is Take-Two Interactive profitable?
Take-Two posted a $298.2 million GAAP net loss in FY2026, but guided for $105 to $141 million in GAAP net income for FY2027, which would be its first profitable year in recent history.
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