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Take-Two Interactive Software TTWO Recurrent consumer spending — Total net revenue

Other product segments

Digital Online
$1.64B+7.2%
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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ROP
ROPRecurring — Net revenues
$1.2B+14.3%
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BLKBRecurring — Revenue
$276.49M+5.0%

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-0.4%
Enterprise value$45.74B-1.5%
P/S6.7×-1.0×

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 recurrent consumer spending — total net revenue?
Take-Two Interactive Software (TTWO) reported recurrent consumer spending — total net revenue of $1.36B in Q1 2026.
How has Take-Two Interactive Software's recurrent consumer spending — total net revenue changed year-over-year?
Take-Two Interactive Software's recurrent consumer spending — total net revenue increased by 12.4% year-over-year, from $1.21B to $1.36B.
What is the long-term trend for Take-Two Interactive Software's recurrent consumer spending — total net revenue?
Over 4 years (2022 to 2026), Take-Two Interactive Software's recurrent consumer spending — total net revenue has grown at a 23.0% compound annual growth rate (CAGR), from $2.27B to $5.2B.
What does recurrent consumer spending — total net revenue mean?
This metric represents the total net revenue generated from in-game purchases, downloadable content, virtual currency, and subscription services within the company's gaming ecosystem. It captures the ongoing monetization of the existing player base beyond the initial purchase of the base game. This revenue stream is critical for assessing the long-term engagement and lifetime value of the company's intellectual property portfolio.