Take-Two Interactive (TTWO)
Develops and publishes Grand Theft Auto, NBA 2K, Borderlands, and Zynga mobile games.
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Take-Two makes games for phones, consoles, and computers, then keeps many of them earning through player purchases and advertising. Mobile games and annual basketball supply most of the business today, while the next Grand Theft Auto could swing the center back toward consoles. That leaves the company unusually dependent on a few enduring franchises and one enormous upcoming release.
Item facts: FY2026 · year ended Mar 31, 2026, from filings, earnings calls and company pages.
Judgment weights, not filed revenue
The band summarizes business focus and direction. ~ marks estimates.
8 in detail · 16 more below

Zynga
Take-Two's largest current engine makes phone games that are free to download, then sells extras and ad space. Mobile revenue grew in FY2026 but fell 4.9% in the latest quarter, so keeping players matters.
Competes with Royal Match (Dream Games) · Candy Crush Saga (King / Microsoft)
In plain English
Picture a large arcade with free admission. Zynga fills it with phone games such as Toon Blast and Match Factory!: most visitors play without paying, a smaller group buys extra moves or digital goods, and advertisers pay to appear around the action.
Those small transactions add up because the games can run for years and receive frequent events. Apple and Google distribute them and take fees; Zynga also spends to attract new players. The business works when returning players remain valuable enough to cover the rising cost of finding them.

Mobile direct-to-consumer channel
A checkout route that lets some mobile players buy from Take-Two instead of an app store. It sits inside $3.33 billion of mobile revenue; watch how much spending shifts without hurting discovery.
Competes with App Store in-app purchasing (Apple) · Google Play billing (Google)
In plain English
The purchase is the same; the cash register changes. When a player buys an in-game item through Take-Two's own web store, the company can know the customer better and keep more of the payment instead of sending a larger slice to the phone's app store.
This does not create another stream of game sales, because it reroutes purchases already counted within mobile games. Take-Two has not said how much money uses the direct route. Its five largest stores and platform partners accounted for 80.6% of FY2026 revenue; four named were Apple, Sony, Google, and Microsoft. Going direct must still work within the discovery these platforms provide.

NBA 2K
The annual basketball series sells a new game, pricier editions, tokens used inside the game, and seasonal extras. NBA 2K26 reached roughly 12 million units; keeping players spending between yearly releases is the key watchpoint.
Competes with EA SPORTS FC 26 Ultimate Team (Electronic Arts) · Madden NFL 27 Ultimate Team (Electronic Arts)
In plain English
Every year brings a fresh basketball season in a box. Players pay for the new NBA 2K game, can choose more expensive editions, and often keep spending on tokens used inside player modes and on seasonal content after the first purchase.
The familiar teams and athletes come through licenses from the NBA and player associations, so those agreements are part of the product. Console and computer stores deliver most versions, while Tencent distributes a separate China mobile game. Take-Two earns from both the annual reset and the long tail of play between releases.

Grand Theft Auto V, Grand Theft Auto Online and GTA+
An older blockbuster keeps earning through game sales, online purchases, and paid membership. Grand Theft Auto generated about $825 million in FY2026; continued updates must preserve that durable stream beside the sequel.
Competes with Cyberpunk 2077 / Phantom Liberty (CD Projekt) · Fortnite / Fortnite Creative (Epic Games)
In plain English
A game first sold years ago still acts like a busy city that charges in several places. New players buy Grand Theft Auto V, online players buy money used for things inside Grand Theft Auto Online, and members pay regularly for GTA+.
Rockstar keeps the city busy with updates, while console and computer stores distribute the games and take a fee. A few hundred million copies of GTA V have reached stores over its lifetime, feeding an unusually large audience for the online service. Rockstar says that service will continue after the next game arrives.

Grand Theft Auto VI
The console sequel earned nothing in the anchor year, yet Take-Two expects it to drive most FY2027 sales growth. Delivery on November 19 is the date the whole map hangs on.
Competes with Assassin's Creed Shadows (Ubisoft) · Ghost of Yōtei (Sony / Sucker Punch)
In plain English
This is the unopened main event. Grand Theft Auto VI is a single-player game for the current PlayStation and Xbox machines, sold first as a $79.99 upfront purchase. Preorders are open, but Take-Two has not revealed how many there are, and it has not announced a computer version or a new online service.
Money begins arriving when players buy the game for launch and afterward through ordinary game stores, which keep a fee. The release has already moved twice. Because the company expects it to produce most of FY2027's growth, another delay or a rough launch would reach far beyond one title.

Borderlands
Gearbox's shooting series, built for friends to play together, sells games and later content packs. It added $210.3 million of FY2026 revenue growth, but Borderlands 4 started below expectations and needed computer-performance repairs.
Competes with Warframe (Digital Extremes / Tencent) · Destiny 2 (Bungie / Sony)
In plain English
Four friends enter the same wild shooting game, collect better gear, and return for new missions. That loop is Borderlands: Take-Two sells the main game, then earns again from extra story and content packs released afterward.
Gearbox develops the series with Take-Two's funding, while console and computer stores deliver it. The latest release, Borderlands 4, helped growth but did not meet management's initial expectations, and its computer version needed updates to run better. Future sales depend on those repairs, a healthy group of online players, and a steady supply of worthwhile additions.

Red Dead Redemption
Rockstar keeps its western adventures selling through older-game purchases, new device versions, and online play. Red Dead Redemption 2 reached roughly 85 million copies by May 2026; lasting visibility matters more than a yearly sequel.
Competes with Ghost of Yōtei (Sony / Sucker Punch) · Assassin's Creed Shadows (Ubisoft)
In plain English
Old stories can keep finding new shelves. Red Dead Redemption earns when players buy its western adventures years after release, and Rockstar extends their life by adapting them for newer consoles and phones. Red Dead Online adds continued play around the same world.
The second game has reached roughly eighty-five million copies sent to stores, with its best year since launch in FY2026. Console and computer shops remain the main route, while Netflix distributes recent mobile versions. This is slow-burning library value: good adaptations and store promotion can revive demand without building a new epic from scratch.

WWE 2K
The yearly wrestling series combines game editions, content packs, a paid seasonal pass, and repeat purchases. Spending after launch rose 20% for WWE 2K26; license continuity and fresh rosters keep the cycle moving.
Competes with AEW: Fight Forever (AEW / Yuke's / THQ Nordic) · Wrestling Empire (MDickie)
In plain English
The ring resets each year. Wrestling fans buy a new WWE 2K game for updated performers and features, then can pay for extra content, digital items, and a seasonal Ringside Pass. More than eighty million matches were played soon after the latest release.
Take-Two needs permission to use WWE names, performers, and likenesses, making the license as essential as the code. Console and computer stores carry the main product, and Netflix carries a separate phone version. Revenue lasts when new rosters and real-world event tie-ins give players a reason to move into the next annual edition.
ZyngaTake-Two's largest current engine makes phone games that are free to download, then sells extras and ad space. Mobile revenue grew in FY2026 but fell 4.9% in the latest quarter, so keeping players matters.
Take-Two's largest current engine makes phone games that are free to download, then sells extras and ad space. Mobile revenue grew in FY2026 but fell 4.9% in the latest quarter, so keeping players matters.
In plain English
Picture a large arcade with free admission. Zynga fills it with phone games such as Toon Blast and Match Factory!: most visitors play without paying, a smaller group buys extra moves or digital goods, and advertisers pay to appear around the action.
Those small transactions add up because the games can run for years and receive frequent events. Apple and Google distribute them and take fees; Zynga also spends to attract new players. The business works when returning players remain valuable enough to cover the rising cost of finding them.
Competes with Royal Match (Dream Games) · Candy Crush Saga (King / Microsoft)
Mobile direct-to-consumer channelA checkout route that lets some mobile players buy from Take-Two instead of an app store. It sits inside $3.33 billion of mobile revenue; watch how much spending shifts without hurting discovery.
A checkout route that lets some mobile players buy from Take-Two instead of an app store. It sits inside $3.33 billion of mobile revenue; watch how much spending shifts without hurting discovery.
In plain English
The purchase is the same; the cash register changes. When a player buys an in-game item through Take-Two's own web store, the company can know the customer better and keep more of the payment instead of sending a larger slice to the phone's app store.
This does not create another stream of game sales, because it reroutes purchases already counted within mobile games. Take-Two has not said how much money uses the direct route. Its five largest stores and platform partners accounted for 80.6% of FY2026 revenue; four named were Apple, Sony, Google, and Microsoft. Going direct must still work within the discovery these platforms provide.
Competes with App Store in-app purchasing (Apple) · Google Play billing (Google)
NBA 2KThe annual basketball series sells a new game, pricier editions, tokens used inside the game, and seasonal extras. NBA 2K26 reached roughly 12 million units; keeping players spending between yearly releases is the key watchpoint.
The annual basketball series sells a new game, pricier editions, tokens used inside the game, and seasonal extras. NBA 2K26 reached roughly 12 million units; keeping players spending between yearly releases is the key watchpoint.
In plain English
Every year brings a fresh basketball season in a box. Players pay for the new NBA 2K game, can choose more expensive editions, and often keep spending on tokens used inside player modes and on seasonal content after the first purchase.
The familiar teams and athletes come through licenses from the NBA and player associations, so those agreements are part of the product. Console and computer stores deliver most versions, while Tencent distributes a separate China mobile game. Take-Two earns from both the annual reset and the long tail of play between releases.
Competes with EA SPORTS FC 26 Ultimate Team (Electronic Arts) · Madden NFL 27 Ultimate Team (Electronic Arts)
Grand Theft Auto V, Grand Theft Auto Online and GTA+An older blockbuster keeps earning through game sales, online purchases, and paid membership. Grand Theft Auto generated about $825 million in FY2026; continued updates must preserve that durable stream beside the sequel.
An older blockbuster keeps earning through game sales, online purchases, and paid membership. Grand Theft Auto generated about $825 million in FY2026; continued updates must preserve that durable stream beside the sequel.
In plain English
A game first sold years ago still acts like a busy city that charges in several places. New players buy Grand Theft Auto V, online players buy money used for things inside Grand Theft Auto Online, and members pay regularly for GTA+.
Rockstar keeps the city busy with updates, while console and computer stores distribute the games and take a fee. A few hundred million copies of GTA V have reached stores over its lifetime, feeding an unusually large audience for the online service. Rockstar says that service will continue after the next game arrives.
Competes with Cyberpunk 2077 / Phantom Liberty (CD Projekt) · Fortnite / Fortnite Creative (Epic Games)
Grand Theft Auto VIThe console sequel earned nothing in the anchor year, yet Take-Two expects it to drive most FY2027 sales growth. Delivery on November 19 is the date the whole map hangs on.
The console sequel earned nothing in the anchor year, yet Take-Two expects it to drive most FY2027 sales growth. Delivery on November 19 is the date the whole map hangs on.
In plain English
This is the unopened main event. Grand Theft Auto VI is a single-player game for the current PlayStation and Xbox machines, sold first as a $79.99 upfront purchase. Preorders are open, but Take-Two has not revealed how many there are, and it has not announced a computer version or a new online service.
Money begins arriving when players buy the game for launch and afterward through ordinary game stores, which keep a fee. The release has already moved twice. Because the company expects it to produce most of FY2027's growth, another delay or a rough launch would reach far beyond one title.
Competes with Assassin's Creed Shadows (Ubisoft) · Ghost of Yōtei (Sony / Sucker Punch)
BorderlandsGearbox's shooting series, built for friends to play together, sells games and later content packs. It added $210.3 million of FY2026 revenue growth, but Borderlands 4 started below expectations and needed computer-performance repairs.
Gearbox's shooting series, built for friends to play together, sells games and later content packs. It added $210.3 million of FY2026 revenue growth, but Borderlands 4 started below expectations and needed computer-performance repairs.
In plain English
Four friends enter the same wild shooting game, collect better gear, and return for new missions. That loop is Borderlands: Take-Two sells the main game, then earns again from extra story and content packs released afterward.
Gearbox develops the series with Take-Two's funding, while console and computer stores deliver it. The latest release, Borderlands 4, helped growth but did not meet management's initial expectations, and its computer version needed updates to run better. Future sales depend on those repairs, a healthy group of online players, and a steady supply of worthwhile additions.
Competes with Warframe (Digital Extremes / Tencent) · Destiny 2 (Bungie / Sony)
Red Dead RedemptionRockstar keeps its western adventures selling through older-game purchases, new device versions, and online play. Red Dead Redemption 2 reached roughly 85 million copies by May 2026; lasting visibility matters more than a yearly sequel.
Rockstar keeps its western adventures selling through older-game purchases, new device versions, and online play. Red Dead Redemption 2 reached roughly 85 million copies by May 2026; lasting visibility matters more than a yearly sequel.
In plain English
Old stories can keep finding new shelves. Red Dead Redemption earns when players buy its western adventures years after release, and Rockstar extends their life by adapting them for newer consoles and phones. Red Dead Online adds continued play around the same world.
The second game has reached roughly eighty-five million copies sent to stores, with its best year since launch in FY2026. Console and computer shops remain the main route, while Netflix distributes recent mobile versions. This is slow-burning library value: good adaptations and store promotion can revive demand without building a new epic from scratch.
Competes with Ghost of Yōtei (Sony / Sucker Punch) · Assassin's Creed Shadows (Ubisoft)
WWE 2KThe yearly wrestling series combines game editions, content packs, a paid seasonal pass, and repeat purchases. Spending after launch rose 20% for WWE 2K26; license continuity and fresh rosters keep the cycle moving.
The yearly wrestling series combines game editions, content packs, a paid seasonal pass, and repeat purchases. Spending after launch rose 20% for WWE 2K26; license continuity and fresh rosters keep the cycle moving.
In plain English
The ring resets each year. Wrestling fans buy a new WWE 2K game for updated performers and features, then can pay for extra content, digital items, and a seasonal Ringside Pass. More than eighty million matches were played soon after the latest release.
Take-Two needs permission to use WWE names, performers, and likenesses, making the license as essential as the code. Console and computer stores carry the main product, and Netflix carries a separate phone version. Revenue lasts when new rosters and real-world event tie-ins give players a reason to move into the next annual edition.
Competes with AEW: Fight Forever (AEW / Yuke's / THQ Nordic) · Wrestling Empire (MDickie)
Named in filings, launches and programs
- Toon BlastProductPeak's matching puzzle game grew revenue by $121.9 million in FY2026 and is built to stay active for years.
- Match Factory!ProductPeak's object-matching puzzle game repeatedly ranks among Take-Two's largest sources of mobile sales.
- Empires & PuzzlesProductSmall Giant's role-playing and matching game remains one of the mobile titles expected to matter in FY2027.
- Color Block JamProductThis puzzle game added $206.6 million of FY2026 growth from a small starting point, then declined in the latest quarter.
- Words With FriendsProductThe social word game earns from advertising and player purchases; customer spending in the latest quarter grew 8%.
- Zynga PokerProductA social card game that remains a named contributor to Take-Two's expected FY2027 sales.
- Sid Meier's Civilization VIIProductFiraxis's strategy game expanded to more devices, though FY2026 revenue fell against its launch-year comparison.
- Mafia: The Old CountryProductHangar 13's story-led action game launched in August 2025 and primarily earns from complete-game purchases.
- PGA TOUR 2KProduct lineA licensed golf series kept active through new seasons and versions for additional devices.
- BioShockProduct line · AnnouncedThe 2K series has another installment in Take-Two's publicly named long-term release pipeline.
- CSR RacingProduct lineThe mobile racing series passed $1 billion in lifetime in-game spending; CSR 3 remains in the future pipeline.
- Top ElevenProductNordeus's football-management game is an established mobile service within Zynga.
- Top GoalProduct · Pre-revenueNordeus's new soccer game is being tested with a limited audience before a wider release.
- Max Payne 1 & 2 remakesProduct · AnnouncedRemedy is developing remakes of the first two games under an agreement with Rockstar.
- JudasProduct · AnnouncedGhost Story Games' title sits in Take-Two's disclosed long-term release pipeline.
- NBA 2K All-StarCustomer programTencent distributes this China-focused mobile basketball game, which had roughly 10 million registered users by August 2026.
Toon BlastProduct
Peak's matching puzzle game grew revenue by $121.9 million in FY2026 and is built to stay active for years.
Match Factory!Product
Peak's object-matching puzzle game repeatedly ranks among Take-Two's largest sources of mobile sales.
Empires & PuzzlesProduct
Small Giant's role-playing and matching game remains one of the mobile titles expected to matter in FY2027.
Color Block JamProduct
This puzzle game added $206.6 million of FY2026 growth from a small starting point, then declined in the latest quarter.
Words With FriendsProduct
The social word game earns from advertising and player purchases; customer spending in the latest quarter grew 8%.
Zynga PokerProduct
A social card game that remains a named contributor to Take-Two's expected FY2027 sales.
Sid Meier's Civilization VIIProduct
Firaxis's strategy game expanded to more devices, though FY2026 revenue fell against its launch-year comparison.
Mafia: The Old CountryProduct
Hangar 13's story-led action game launched in August 2025 and primarily earns from complete-game purchases.
PGA TOUR 2KProduct line
A licensed golf series kept active through new seasons and versions for additional devices.
BioShockProduct line · Announced
The 2K series has another installment in Take-Two's publicly named long-term release pipeline.
CSR RacingProduct line
The mobile racing series passed $1 billion in lifetime in-game spending; CSR 3 remains in the future pipeline.
Top ElevenProduct
Nordeus's football-management game is an established mobile service within Zynga.
Top GoalProduct · Pre-revenue
Nordeus's new soccer game is being tested with a limited audience before a wider release.
Max Payne 1 & 2 remakesProduct · Announced
Remedy is developing remakes of the first two games under an agreement with Rockstar.
JudasProduct · Announced
Ghost Story Games' title sits in Take-Two's disclosed long-term release pipeline.
NBA 2K All-StarCustomer program
Tencent distributes this China-focused mobile basketball game, which had roughly 10 million registered users by August 2026.






