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Take-Two Interactive Software, Inc. (TTWO) is a prominent developer, publisher, and marketer of interactive entertainment products for a global audience. The company operates through several well-known labels, including Rockstar Games, 2K, Private Division, and Zynga, offering products for console gaming systems, PC, and mobile platforms. These products are distributed via physical retail, digital download, online platforms, and cloud streaming services . A significant portion of their revenue is derived from popular franchises, with Grand Theft Auto being a major contributor . Recurrent consumer spending, including virtual currency and in-game purchases, forms a substantial part of their business model .
- Grand Theft Auto Franchise - Develops and markets the Grand Theft Auto series, a major revenue driver known for its open-world action-adventure games.
- Recurrent Consumer Spending - Generates revenue through virtual currency, add-on content, in-game purchases, and in-game advertising, contributing significantly to the company's financial performance.
- Rockstar Games - Produces and publishes high-quality games, including the Grand Theft Auto series, known for their immersive storytelling and expansive worlds.
- 2K - Offers a diverse range of games, including sports titles like NBA 2K, catering to various gaming audiences.
- Zynga - Focuses on mobile gaming, delivering popular social games and interactive experiences on mobile platforms.
- Private Division - Publishes independent games, supporting and promoting innovative titles from smaller development teams.
- International Sales - Engages in global distribution, with a significant portion of revenue generated from markets outside the U.S.
Name | Position | External Roles | Short Bio | Start Date |
---|---|---|---|---|
Karl Slatoff ExecutiveBoard | President | Partner at ZMC | President since 2013. Previously COO (2010-2013) and EVP (2008-2010). Extensive experience in operations and strategy. | February 2008 |
Strauss Zelnick ExecutiveBoard | Chairman and CEO | Founder & Partner at Zelnick Media Capital (ZMC); Board Member at Starwood Property Trust, Inc.; Member of the Entertainment Software Association Board | CEO since 2011, Chairman since 2007. Extensive experience in media and entertainment. Former Chairman of ESA (2014-2017). | March 2007 |
Daniel Emerson Executive | EVP and Chief Legal Officer | None | Chief Legal Officer since 2014. Oversees legal and regulatory matters. Compensation includes $850,000 base salary and bonus eligibility. | October 2014 |
Lainie Goldstein Executive | Chief Financial Officer (CFO) | Director and Audit Committee Member at Phreesia, Inc. | CFO since 2007. Oversees finance, investor relations, and corporate communications. CPA with prior experience at Nautica Enterprises and Grant Thornton LLP. | November 2003 |
Ellen Siminoff Board | Director | Board Member at BigCommerce and Verifone; Board of Overseers at Hoover Institution; Advisory roles at Stanford and Princeton | Joined TTWO board in 2022 after Zynga acquisition. Former CEO of Shmoop University and Efficient Frontier. Founding executive at Yahoo!. | May 2022 |
J Moses Board | Director | Advisor to SimulMedia, GRID, Atlas Earth, and OnlyHands; Principal at Optin Studios | Independent director since 2007. Extensive media experience, including roles as CEO of UGO Networks and President of MTV Russia. | March 2007 |
LaVerne Srinivasan Board | Lead Independent Director | VP of National Program and Program Director for Education at Carnegie Corporation of New York; Advisory roles at multiple education-focused organizations | Board member since 2017. Extensive experience in education, technology, and entertainment. Former Deputy Chancellor for NYC Department of Education. | March 2017 |
Michael Sheresky Board | Director | Partner at United Talent Agency | Independent director since 2007. Extensive experience in entertainment and talent representation. Former Senior VP at William Morris Agency. | March 2007 |
William "Bing" Gordon Board | Director | Partner at Kleiner Perkins; Board Member at Duolingo, Truecaller, and several private companies; Special Advisor to Amazon (until 2023) | Joined TTWO board in 2022 after Zynga acquisition. Co-founder of EA and former Chief Creative Officer. Recognized with Lifetime Achievement Award by AIAS. | May 2022 |
- With the increasing costs and complexities of game development, how do you plan to balance investing in new IP versus focusing on existing successful franchises to ensure sustainable growth in a maturing industry?
- Considering the competitive nature of the sports gaming market and your current portfolio, what specific strategies are you implementing to expand your presence in major sports genres beyond basketball, and how do you plan to overcome barriers in acquiring licenses for other big sports?
- Given the delays in releasing the seven core titles you mentioned earlier this fiscal year, with line of sight on only four, have any titles been pushed back, and how will this impact your financial guidance and pipeline expectations?
- With record net bookings anticipated for fiscal '26 and '27, can you provide more clarity on how you plan to sustain growth beyond the major releases like Mafia, Borderlands, and GTA VI, especially considering the challenges in maintaining momentum in subsequent years?
- As the mobile gaming landscape evolves, particularly in terms of advertising and user acquisition costs, how are you adapting your strategies to maintain growth in your mobile division, and do you see the need to rely more on third-party platforms like Chartboost, or can your internal resources suffice?
Competitors mentioned in the company's latest 10K filing.
Company | Description |
---|---|
Activision Blizzard | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. | |
Embracer Group AB | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
Playrix | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. | |
The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. | |
Scopely | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
Tencent | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
Ubisoft Entertainment S.A. | The company competes with other interactive entertainment companies, including those offering mobile games, that range in size and cost structure from very small with limited resources to very large with greater financial, marketing, technical, and other resources than theirs. |
The company competes for both licenses to properties and the sale of interactive entertainment software with Sony, which is a large developer and marketer of software for its own platforms. | |
The company competes for both licenses to properties and the sale of interactive entertainment software with Microsoft, which is a large developer and marketer of software for its own platforms. | |
Nintendo | The company competes with Nintendo for the sale of interactive entertainment software. |
The company faces competition from high-profile companies with significant online presences with new and expanded mobile gaming offerings, such as Apple. | |
The company faces competition from high-profile companies with significant online presences with new and expanded mobile gaming offerings, such as Google. |
Customer | Relationship | Segment | Details |
---|---|---|---|
Sony | Platform licensing and distribution | All | Contributed >10% of net revenue during FY 2024 ; part of the five largest customers collectively accounting for 79.8% of net revenue in FY 2024 and 69.9% of gross A/R. |
Apple | Mobile distribution | All | Contributed >10% of net revenue during FY 2024 ; part of the five largest customers collectively accounting for 79.8% of net revenue in FY 2024 and 69.9% of gross A/R. |
Mobile distribution | All | Contributed >10% of net revenue during FY 2024 ; part of the five largest customers collectively accounting for 79.8% of net revenue in FY 2024 and 69.9% of gross A/R. | |
Microsoft | Platform licensing and distribution | All | Contributed >10% of net revenue during FY 2024 ; part of the five largest customers collectively accounting for 79.8% of net revenue in FY 2024 and 69.9% of gross A/R. |
Notable M&A activity and strategic investments in the past 3 years.
Company | Year | Details |
---|---|---|
The Gearbox Entertainment Company, Inc. | 2024 | Acquisition valued at $460 million through newly issued Take-Two common shares, completed on June 11, 2024, that added key creative IP (including Borderlands, Tiny Tina’s Wonderlands, Homeworld, among others) and an assembled workforce with expected synergies, despite initial net loss contributions. |
Popcore GmbH | 2022 | Undisclosed financial terms acquisition by Rollic (a Zynga subsidiary) aimed at strengthening its position in hyper-casual mobile gaming by leveraging Popcore’s expertise in ad-driven, free-to-play games and its strong development team based in Berlin. |
Zynga Inc. | 2022 | Enterprise value of $12.7 billion with consideration combining cash, stock, and replacement equity awards, the deal expanded Take-Two’s portfolio in mobile gaming, delivered significant developed game technology, branding assets, and goodwill, and was partly funded through a $2.7 billion senior notes offering. |
Recent developments and announcements about TTWO.
Earnings
New Earnings (Q3 2025)
·Feb 6, 2025, 11:54 PMView full earnings summary →TTWO reaffirms GTA VI for Fall 2025, targeting record net bookings in FY26 & FY27. NBA 2K shines with recurrent spend up 30%, daily users +20%, monthly users +10%. Mobile faces headwinds, yet Match Factory is on track to turn profitable by year-end.