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Take-Two Interactive Software, Inc. (TTWO)
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Take-Two Interactive Software, Inc. (TTWO) Average EV/EBIT Ratio

EV/EBIT Ratio

The current ev/ebit ratio for Take-Two Interactive Software, Inc. (TTWO) is N/A as of Tuesday, June 16, 2026, shown against its trailing averages.

Average EV/EBIT Ratio Chart

TTWO EV/EBIT Ratio Averages

EV/EBIT RATIO CURRENT

N/A

EV/EBIT RATIO TTM

42.51x

EV/EBIT RATIO 3Y

39.55x

EV/EBIT RATIO 5Y

53.17x

EV/EBIT RATIO 10Y

60.40x

EV/EBIT RATIO 15Y

58.83x

EV/EBIT RATIO 20Y

47.01x

About Take-Two Interactive Software, Inc.

Established in 1993 and headquartered in New York, New York, Take-Two Interactive Software, Inc. is a global leader in the development, publishing, and marketing of interactive entertainment experiences for consumers worldwide. The company's extensive catalog is primarily distributed under its prominent labels: Rockstar Games, 2K, Private Division, and T2 Mobile Games. Rockstar Games is renowned for its action-adventure titles, including iconic franchises like Grand Theft Auto, Red Dead Redemption, Max Payne, and Midnight Club, alongside other fan favorites such as LA Noire, Bully, and Manhunt. The 2K label covers a broad spectrum of genres, offering popular series in shooter (Borderlands), action (BioShock, Mafia), role-playing, strategy (Sid Meier's Civilization, XCOM series), sports, and family/casual categories. This includes highly successful sports simulation games like the NBA 2K basketball series, WWE 2K professional wrestling, and PGA TOUR 2K. Private Division supports titles such as Kerbal Space Program, OlliOlli World, The Outer Worlds, and Ancestors: The Humankind Odyssey. For mobile device users, T2 Mobile Games provides free-to-play options like Dragon City, Monster Legends, Two Dots, and Top Eleven. Take-Two's diverse range of products is designed for major gaming platforms, encompassing current and previous generation consoles (PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch), personal computers, and mobile devices (smartphones and tablets). Consumers can purchase these games through traditional physical retail channels, digital storefronts for download, various online platforms, and cloud streaming services.

New York City, NY
12,371 employees
Communication Services / Electronic Gaming & Multimedia
Sector
Communication Services
Industry
Electronic Gaming & Multimedia
CEO
Strauss H. Zelnick