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Take-Two Interactive Software TTWO Digital Online — Total net revenue

Other product segments

Recurrent consumer spending
$1.36B+12.4%
Mobile
$843.9M+12.9%
Console
$674.6M+14.1%
Full game and other
$319.2M-14.2%
P C And Other Products
$161.3M-33.8%
Physical Retail And Other
$44.3M-22.1%

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Other financials

Income statement

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Revenue$1.7B+6.1%
Gross profit$938.7M+16.9%
Operating income-$38.7M+70.7%
Net income-$59.5M+98.4%
EPS (diluted)-$0.32+98.5%

Balance sheet

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Cash & equivalents$1.5B-0.9%
Total debt$3.0B-28.0%
Total equity$3.5B+64.2%
Total assets$9.4B+2.2%

Cash flow

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Operating cash flow$235.4M
CapEx$36.8M-32.0%
Free cash flow$198.6M

Valuation

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Market cap$44.32B+1.7%
Enterprise value$45.74B-0.9%
P/S6.7×-1.1×

Profitability

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Gross margin57.2%+2.9pp
Operating margin-59.3%-1.6pp
Net margin-4.5%-2.2pp
FCF margin6.9%

Returns & leverage

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Return on equity-10.6%-5.0pp
Debt / equity0.8×-1.1×
Current ratio1.2×+0.5×

Where this comes from

Reported directly by Take-Two Interactive Software in its filing.

Tagged under the XBRL concept us-gaap:RevenueFromContractWithCustomerExcludingAssessedTax.

The official record: Take-Two Interactive Software’s 10-K, filed May 22, 2026, on SEC EDGAR. View the filing →

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Questions, answered.

What is Take-Two Interactive Software's digital online — total net revenue?
Take-Two Interactive Software (TTWO) reported digital online — total net revenue of $1.64B in Q1 2026.
How has Take-Two Interactive Software's digital online — total net revenue changed year-over-year?
Take-Two Interactive Software's digital online — total net revenue increased by 7.2% year-over-year, from $1.53B to $1.64B.
What is the long-term trend for Take-Two Interactive Software's digital online — total net revenue?
Over 4 years (2022 to 2026), Take-Two Interactive Software's digital online — total net revenue has grown at a 19.7% compound annual growth rate (CAGR), from $3.15B to $6.46B.
What does digital online — total net revenue mean?
This metric represents the total revenue generated from the sale of digital content, including full-game downloads, downloadable content, microtransactions, and in-game currency across console, PC, and mobile platforms. It captures the shift in the gaming industry toward direct-to-consumer digital distribution and recurring monetization models. This revenue stream is critical for assessing the company's ability to drive long-term engagement and extract ongoing value from its live-service titles.