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Take-Two Interactive Software, Inc. (TTWO)
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Take-Two Interactive Software, Inc. (TTWO) Revenue CAGR:18.16%(TTM)

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Over longer horizons, Take-Two Interactive Software, Inc.'s Revenue CAGR averages 7.55% over 3 years and 14.57% over 5 years.The TTM figure compares the trailing 12 months (sum of the latest four quarters) with the 12 months before that. Rows in the history table compare fiscal years, and the quarterly table compares single quarters; the three measure different windows and will differ. Revenue CAGR measures how Take-Two Interactive Software, Inc.'s top-line revenue has grown over time. Consistent revenue growth is a key indicator of business expansion and market share gains.

TTWO Revenue CAGR Chart

Take-Two Interactive Software, Inc. (TTWO)

TTWO Quarterly Revenue Growth (YoY)

Revenue growth vs the same quarter one year earlier, last 20 quarters.

TTWO Revenue CAGR History

YearStart RevenueEnd RevenueChange% ChangeCAGR
2026$5.63B$6.66B+$1.02B+18.16%+18.16%
2025$5.35B$5.63B+$284.00M+5.31%+5.31%
2024$5.35B$5.35B$-300.00K-0.01%-0.01%
2023$3.50B$5.35B+$1.85B+52.64%+52.64%
2022$3.37B$3.50B+$132.00M+3.91%+3.91%
2021$3.09B$3.37B+$283.83M+9.19%+9.19%
2020$2.67B$3.09B+$420.58M+15.76%+15.76%
2019$1.79B$2.67B+$875.50M+48.83%+48.83%
2018$1.78B$1.79B+$13.14M+0.74%+0.74%
2017$1.41B$1.78B+$366.05M+25.89%+25.89%
2016$1.08B$1.41B+$330.76M+30.54%+30.54%
2015$2.35B$1.08B$-1.27B-53.93%-53.93%
2014$1.21B$2.35B+$1.14B+93.54%+93.54%
2013$825.82M$1.21B+$388.66M+47.06%+47.06%
2012$1.14B$825.82M$-311.05M-27.36%-27.36%
2011$968.49M$1.14B+$168.39M+17.39%+17.39%
2009$1.54B$968.49M$-569.04M-37.01%-37.01%
2008$981.79M$1.54B+$555.74M+56.60%+56.60%
2007$1.04B$981.79M$-56.05M-5.40%-5.40%
2006$1.20B$1.04B$-163.38M-13.60%-13.60%
2005$1.13B$1.20B+$73.47M+6.51%+6.51%
2004$1.03B$1.13B+$94.06M+9.10%+9.10%
2003$794.68M$1.03B+$239.02M+30.08%+30.08%
2002$451.40M$794.68M+$343.28M+76.05%+76.05%
2001$364.00M$451.40M+$87.39M+24.01%+24.01%
2000$304.71M$364.00M+$59.29M+19.46%+19.46%
1999$194.10M$304.71M+$110.61M+56.99%+56.99%
1998$97.30M$194.10M+$96.80M+99.49%+99.49%

Quarterly Revenue: QoQ & YoY

QuarterValueQoQYoY
Q4 2026$1.68B-1.1%+6.1%
Q3 2025$1.70B-4.2%+24.9%
Q2 2025$1.77B+18.0%+31.1%
Q1 2025$1.50B-5.0%+12.4%
Q4 2025$1.58B+16.4%+13.1%
Q3 2024$1.36B+0.5%-0.5%
Q2 2024$1.35B+1.1%+4.1%
Q1 2024$1.34B-4.4%+4.2%
Q4 2024$1.40B+2.4%-3.2%
Q3 2023$1.37B+5.2%-2.9%
Q2 2023$1.30B+1.1%-6.8%
Q1 2023$1.28B-11.2%+16.5%
Q4 2023$1.45B+2.7%+55.5%
Q3 2022$1.41B+1.0%+55.9%
Q2 2022$1.39B+26.4%+62.4%
Q1 2022$1.10B+18.5%+35.5%

QoQ = change vs the prior quarter; YoY = change vs the same quarter a year earlier.

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