{"id":29185,"date":"2026-05-25T10:48:12","date_gmt":"2026-05-25T16:48:12","guid":{"rendered":"https:\/\/rec0ded88.com\/?p=29185"},"modified":"2026-05-25T10:49:40","modified_gmt":"2026-05-25T16:49:40","slug":"take-two-interactive","status":"publish","type":"post","link":"https:\/\/rec0ded88.com\/pt\/statistics\/take-two-interactive\/","title":{"rendered":"Take-Two Interactive Statistics 2026: Revenue, GTA Sales, Player Spending And Market Value"},"content":{"rendered":"<link href=\"https:\/\/fonts.googleapis.com\/css2?family=Inter:wght@400;500;600;700&amp;display=swap\" rel=\"stylesheet\">\n<script src=\"https:\/\/cdn.jsdelivr.net\/npm\/chart.js\"><\/script>\n<style>\n\n.cbg-article .meta{text-align:center;color:#555;margin-bottom:14px;font-size:15px;}\n.cbg-article a{color:#1a4fbf;text-decoration:none;border-bottom:1px solid #d6def0;}\n.cbg-article a:hover{border-bottom-color:#1a4fbf;}\n.cbg-article details{border-bottom:1px solid #e5e5e5;padding:14px 0;}\n.cbg-article details:first-of-type{border-top:1px solid #e5e5e5;}\n.cbg-article summary{cursor:pointer;padding:6px 0;list-style:none;position:relative;padding-right:28px;}\n.cbg-article summary::-webkit-details-marker{display:none;}\n.cbg-article summary::after{content:'+';position:absolute;right:0;top:6px;font-size:22px;color:#555;}\n.cbg-article details[open] summary::after{content:'\u2212';}\n.cbg-article details p{padding-top:10px;margin-bottom:0;color:#333;}\n.cbg-article table{width:100%;border-collapse:collapse;margin:18px 0 10px;}\n.cbg-article th{background:#f5f5f5;font-weight:600;text-align:center;padding:10px 12px;border:1px solid #e0e0e0;font-size:15px;}\n.cbg-article td{text-align:center;padding:9px 12px;border:1px solid #e0e0e0;font-size:15px;}\n.cbg-article .source-line{font-size:13px;color:#777;margin:4px 0 18px;}\n.cbg-article .chart-container{max-width:700px;margin:20px auto;padding:10px 0;height:400px;display:flex;justify-content:center;align-items:center;}\n<\/style>\n\n<div class=\"cbg-article\">\n\n<p>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&#8217;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.<\/p>\n\n<h2>Take-Two Interactive Statistics 2026 &#8211; TL;DR<\/h2>\n\n<p>FY2026 GAAP net revenue reached $6.66 billion, up 18% year-over-year from $5.63 billion in FY2025.<\/p>\n<p>Recurrent consumer spending made up 78% of total Net Bookings and grew 17% over the prior year.<\/p>\n<p>Mobile accounted for exactly half of all GAAP revenue at $3.33 billion, confirming Take-Two&#8217;s shift to a mobile-majority company after the 2022 Zynga acquisition.<\/p>\n<p>EBITDA surged 282% to $760.6 million, up from $199.1 million in FY2025.<\/p>\n<p>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.<\/p>\n\n<h2>How Much Revenue Did Take-Two Interactive Generate in FY2026?<\/h2>\n\n<p>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&#8217;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&#8217;s 54.4%.<\/p>\n\n<table>\n<tbody><tr><th>Metric<\/th><th>FY2026<\/th><th>FY2025<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>GAAP Net Revenue<\/td><td>$6,656.4M<\/td><td>$5,633.6M<\/td><td>+18%<\/td><\/tr>\n<tr><td>Net Bookings<\/td><td>$6,721.0M<\/td><td>$5,648.0M<\/td><td>+19%<\/td><\/tr>\n<tr><td>Game Revenue<\/td><td>$6,162.1M<\/td><td>$5,167.5M<\/td><td>+19%<\/td><\/tr>\n<tr><td>Advertising Revenue<\/td><td>$494.3M<\/td><td>$466.1M<\/td><td>+6%<\/td><\/tr>\n<tr><td>Gross Profit<\/td><td>$3,809.7M<\/td><td>$3,062.2M<\/td><td>+24.4%<\/td><\/tr>\n<tr><td>Gross Margin<\/td><td>57.2%<\/td><td>54.4%<\/td><td>+2.8pp<\/td><\/tr>\n<tr><td>EBITDA (non-GAAP)<\/td><td>$760.6M<\/td><td>$199.1M<\/td><td>+282%<\/td><\/tr>\n<tr><td>GAAP Net Loss<\/td><td>-$298.2M<\/td><td>-$4,478.9M<\/td><td>Improved $4.18B<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K, May 21, 2026<\/p>\n\n<p>FY2025&#8217;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&#8217;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.<\/p>\n\n<div class=\"chart-container\"><canvas id=\"revenueChart\"><\/canvas><\/div>\n\n<h2>Take-Two Interactive Revenue by Platform<\/h2>\n\n<p>FY2026 was the first full fiscal year in which mobile represented exactly half of Take-Two&#8217;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 &amp; Puzzles sit alongside GTA Online and NBA 2K as top revenue drivers. PC and other revenue grew fastest at 23.7%, driven by <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/grand-theft-auto-online\/\">GTA Online&#8217;s expanding PC user base<\/a> and anticipation building ahead of the GTA VI launch.<\/p>\n\n<table>\n<tbody><tr><th>Platform<\/th><th>FY2026 Revenue<\/th><th>Share<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Mobile<\/td><td>$3,333.0M<\/td><td>50%<\/td><td>+13.3%<\/td><\/tr>\n<tr><td>PC and Other<\/td><td>$2,597.3M<\/td><td>39%<\/td><td>+23.7%<\/td><\/tr>\n<tr><td>Console<\/td><td>$726.1M<\/td><td>11%<\/td><td>+22.6%<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K, May 21, 2026<\/p>\n\n<div class=\"chart-container\"><canvas id=\"platformChart\"><\/canvas><\/div>\n\n<p>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&#8217;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 <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/mobile-gaming-revenue-vs-console-gaming-statistics\/\">mobile vs console revenue split<\/a> across the industry mirrors this trend, with mobile commanding a growing share of total spend.<\/p>\n\n<h2>Take-Two Interactive Revenue by Geography<\/h2>\n\n<p>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&#8217;s strength in international casual gaming markets, particularly in Europe and Asia, where <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/mobile-game-statistics\/\">mobile game adoption<\/a> continues to outpace other segments.<\/p>\n\n<table>\n<tbody><tr><th>Region<\/th><th>FY2026 Revenue<\/th><th>Share<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Estados Unidos<\/td><td>$3,940.4M<\/td><td>59%<\/td><td>+15.6%<\/td><\/tr>\n<tr><td>International<\/td><td>$2,716.0M<\/td><td>41%<\/td><td>+22.0%<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K, May 21, 2026<\/p>\n\n<p>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 <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/video-game-statistics\/\">video game industry<\/a> has trended this way, with digital distribution now accounting for 95% of all game sales globally.<\/p>\n\n<h2>How Much Does Take-Two Earn From Recurring Spending?<\/h2>\n\n<p>Recurrent consumer spending, which covers virtual currency, add-on content, <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/in-game-purchase-spending-habit-statistics\/\">in-game purchases<\/a>, 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.<\/p>\n\n<div class=\"chart-container\"><canvas id=\"recurringChart\"><\/canvas><\/div>\n\n<h2>Take-Two Interactive Balance Sheet and Cash Flow<\/h2>\n\n<p>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.<\/p>\n\n<table>\n<tbody><tr><th>Metric<\/th><th>March 31, 2026<\/th><th>March 31, 2025<\/th><th>YoY Change<\/th><\/tr>\n<tr><td>Cash + Short-Term Investments<\/td><td>$1,989.3M<\/td><td>$1,465.5M<\/td><td>+35.7%<\/td><\/tr>\n<tr><td>Total Assets<\/td><td>$9,383.2M<\/td><td>$9,180.7M<\/td><td>+2.2%<\/td><\/tr>\n<tr><td>Short-Term Debt<\/td><td>$30.0M<\/td><td>$1,148.5M<\/td><td>-97.4%<\/td><\/tr>\n<tr><td>Long-Term Debt<\/td><td>$2,488.0M<\/td><td>$2,512.6M<\/td><td>-1.0%<\/td><\/tr>\n<tr><td>Total Stockholders&#8217; Equity<\/td><td>$3,510.9M<\/td><td>$2,137.7M<\/td><td>+64.2%<\/td><\/tr>\n<tr><td>Operating Cash Flow<\/td><td>$624.3M<\/td><td>-$45.2M<\/td><td>+$669.5M swing<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K, May 21, 2026<\/p>\n\n<p>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.<\/p>\n\n<div class=\"chart-container\"><canvas id=\"cashFlowChart\"><\/canvas><\/div>\n\n<h2>Take-Two Interactive Market Cap and Stock Performance<\/h2>\n\n<p>Take-Two&#8217;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.<\/p>\n\n<p>Analyst sentiment remained broadly positive heading into GTA VI&#8217;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.<\/p>\n\n<h2>Take-Two Interactive FY2027 Guidance and GTA VI<\/h2>\n\n<p>Take-Two&#8217;s FY2027 outlook, which includes GTA VI&#8217;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&#8217;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.<\/p>\n\n<table>\n<tbody><tr><th>FY2027 Guidance Metric<\/th><th>Projected Range<\/th><\/tr>\n<tr><td>Net Bookings<\/td><td>$8,000 &#8211; $8,200M<\/td><\/tr>\n<tr><td>GAAP Net Revenue<\/td><td>$7,900 &#8211; $8,100M<\/td><\/tr>\n<tr><td>GAAP Net Income<\/td><td>$105 &#8211; $141M<\/td><\/tr>\n<tr><td>GAAP Diluted EPS<\/td><td>$0.55 &#8211; $0.75<\/td><\/tr>\n<tr><td>EBITDA<\/td><td>$1,013 &#8211; $1,070M<\/td><\/tr>\n<tr><td>Operating Cash Flow<\/td><td>Over $1,000M<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K FY2027 Outlook, May 21, 2026<\/p>\n\n<p><a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/grand-theft-auto-v\/\">Grand Theft Auto V has shipped over 225 million copies<\/a> 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 &#8220;over $1 billion&#8221; compared to FY2026&#8217;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.<\/p>\n\n<div class=\"chart-container\"><canvas id=\"guidanceChart\"><\/canvas><\/div>\n\n<h2>Take-Two Interactive Statistics: Key Pipeline Titles<\/h2>\n\n<p>Beyond the headline GTA VI release, Take-Two has several major titles in active development. The <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/pc-gaming-statistics\/\">PC gaming market<\/a> will be watching closely for a potential GTA VI PC port announcement, though the initial launch is console-only. The company&#8217;s <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/steam-game-statistics\/\">Steam presence through GTA Online<\/a> and NBA 2K already generates a large share of PC revenue.<\/p>\n\n<table>\n<tbody><tr><th>Title<\/th><th>Launch Window<\/th><th>Platforms<\/th><\/tr>\n<tr><td>Grand Theft Auto VI<\/td><td>November 19, 2026<\/td><td>PS5, Xbox Series X|S<\/td><\/tr>\n<tr><td>NBA 2K27<\/td><td>September 2026<\/td><td>Multi-platform<\/td><\/tr>\n<tr><td>WWE 2K27<\/td><td>TBA<\/td><td>Multi-platform<\/td><\/tr>\n<tr><td>Judas (Ghost Story Games)<\/td><td>TBA<\/td><td>PS5, Xbox Series X|S, PC<\/td><\/tr>\n<tr><td>BioShock (next iteration)<\/td><td>TBA<\/td><td>TBA<\/td><\/tr>\n<\/tbody><\/table>\n<p class=\"source-line\">Source: Take-Two Interactive Form 8-K, May 21, 2026<\/p>\n\n<h2>Take-Two Interactive Net Bookings Growth Over Time<\/h2>\n\n<p>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&#8217;s almost entirely driven by one product: GTA VI. The entire <a href=\"https:\/\/rec0ded88.com\/pt\/statistics\/teenagers-playing-video-games\/\">teen gaming audience<\/a>, 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.<\/p>\n\n<div class=\"chart-container\"><canvas id=\"bookingsChart\"><\/canvas><\/div>\n\n<h2>FAQ<\/h2>\n\n<details>\n<summary>How much revenue did Take-Two Interactive make in FY2026?<\/summary>\n<p>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.<\/p>\n<\/details>\n\n<details>\n<summary>When does GTA VI launch?<\/summary>\n<p>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.<\/p>\n<\/details>\n\n<details>\n<summary>What is Take-Two Interactive&#8217;s market cap in 2026?<\/summary>\n<p>Take-Two&#8217;s market capitalization was approximately $42 billion as of May 2026, with shares trading around $227.70 on NASDAQ under the ticker TTWO.<\/p>\n<\/details>\n\n<details>\n<summary>How much of Take-Two&#8217;s revenue comes from mobile?<\/summary>\n<p>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 &amp; Puzzles.<\/p>\n<\/details>\n\n<details>\n<summary>Is Take-Two Interactive profitable?<\/summary>\n<p>Take-Two posted a $298.2 million GAAP net loss in FY2026, but guided for $105 to $141 million in GAAP net income for FY2027, which would be its first profitable year in recent history.<\/p>\n<\/details>\n\n<p style=\"margin-top:30px;font-size:14px;color:#555;\">Sources:<\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/www.businesswire.com\/news\/home\/20260521261721\/en\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/www.businesswire.com\/news\/home\/20260521261721\/en\/<\/a><\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/ir.take2games.com\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/ir.take2games.com\/<\/a><\/p>\n<p style=\"font-size:14px;color:#555;\"><a href=\"https:\/\/stockanalysis.com\/stocks\/ttwo\/market-cap\/\" rel=\"nofollow noopener\" target=\"_blank\" class=\"external\">https:\/\/stockanalysis.com\/stocks\/ttwo\/market-cap\/<\/a><\/p>\n\n<\/div>\n\n<script>\nnew Chart(document.getElementById('revenueChart'),{type:'bar',data:{labels:['FY2025','FY2026','FY2027 (Guidance Mid)'],datasets:[{label:'GAAP Net Revenue ($B)',data:[5.634,6.656,8.0],backgroundColor:['#94a3b8','#3b82f6','#1e40af'],borderRadius:4},{label:'Net Bookings ($B)',data:[5.648,6.721,8.1],backgroundColor:['#cbd5e1','#60a5fa','#2563eb'],borderRadius:4}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13}}}},scales:{y:{beginAtZero:true,ticks:{callback:function(v){return'$'+v+'B'},font:{family:'Inter',size:12}}},x:{ticks:{font:{family:'Inter',size:13}}}}}});\n\nnew Chart(document.getElementById('platformChart'),{type:'doughnut',data:{labels:['Mobile (50%)','PC & Other (39%)','Console (11%)'],datasets:[{data:[3333,2597.3,726.1],backgroundColor:['#3b82f6','#10b981','#f59e0b'],borderWidth:2,borderColor:'#fff'}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13},padding:16}}}}});\n\nnew Chart(document.getElementById('recurringChart'),{type:'doughnut',data:{labels:['Recurrent Spending (78%)','Other Net Bookings (22%)'],datasets:[{data:[78,22],backgroundColor:['#3b82f6','#e2e8f0'],borderWidth:2,borderColor:'#fff'}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13},padding:16}}}}});\n\nnew Chart(document.getElementById('cashFlowChart'),{type:'bar',data:{labels:['FY2025','FY2026','FY2027 (Guidance)'],datasets:[{label:'Operating Cash Flow ($M)',data:[-45.2,624.3,1000],backgroundColor:['#ef4444','#3b82f6','#1e40af'],borderRadius:4}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13}}}},scales:{y:{ticks:{callback:function(v){return'$'+v+'M'},font:{family:'Inter',size:12}}},x:{ticks:{font:{family:'Inter',size:13}}}}}});\n\nnew Chart(document.getElementById('guidanceChart'),{type:'bar',data:{labels:['FY2026 Actual','FY2027 Low','FY2027 High'],datasets:[{label:'EBITDA ($M)',data:[760.6,1013,1070],backgroundColor:['#3b82f6','#10b981','#059669'],borderRadius:4},{label:'GAAP Net Income ($M)',data:[-298.2,105,141],backgroundColor:['#ef4444','#6366f1','#4f46e5'],borderRadius:4}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13}}}},scales:{y:{ticks:{callback:function(v){return'$'+v+'M'},font:{family:'Inter',size:12}}},x:{ticks:{font:{family:'Inter',size:13}}}}}});\n\nnew Chart(document.getElementById('bookingsChart'),{type:'line',data:{labels:['FY2025','FY2026','FY2027 (Guidance Mid)'],datasets:[{label:'Net Bookings ($B)',data:[5.648,6.721,8.1],borderColor:'#3b82f6',backgroundColor:'rgba(59,130,246,0.1)',fill:true,tension:0.3,pointBackgroundColor:'#3b82f6',pointRadius:5}]},options:{responsive:true,plugins:{legend:{position:'bottom',labels:{font:{family:'Inter',size:13}}}},scales:{y:{beginAtZero:false,min:4,ticks:{callback:function(v){return'$'+v+'B'},font:{family:'Inter',size:12}}},x:{ticks:{font:{family:'Inter',size:13}}}}}});\n<\/script>","protected":false},"excerpt":{"rendered":"<p>Take-Two Interactive generated $6.72 billion in FY2026 bookings, with GTA VI driving future growth. Explore revenue, mobile gaming, GTA sales, player spending, cash flow, and market value statistics for 2026.<\/p>","protected":false},"author":3,"featured_media":29188,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"cybocfi_hide_featured_image":"","footnotes":""},"categories":[717],"tags":[],"class_list":["post-29185","post","type-post","status-publish","format-standard","has-post-thumbnail","category-statistics"],"_links":{"self":[{"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/posts\/29185","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/comments?post=29185"}],"version-history":[{"count":2,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/posts\/29185\/revisions"}],"predecessor-version":[{"id":29190,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/posts\/29185\/revisions\/29190"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/media\/29188"}],"wp:attachment":[{"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/media?parent=29185"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/categories?post=29185"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rec0ded88.com\/pt\/wp-json\/wp\/v2\/tags?post=29185"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}