Take-Two Interactive Software Recurrent consumer spending — Total net revenue increased by 2.2% to $1.30B in Q4 2025 compared to the prior quarter. Year-over-year, this metric grew by 19.9%, from $1.09B to $1.30B. Over 3 years (FY 2022 to FY 2025), Recurrent consumer spending — Total net revenue shows an upward trend with a 25.4% CAGR. This is a positive signal — higher values indicate stronger performance for this metric.
An increase indicates higher player engagement and successful long-term monetization strategies, while a decrease may suggest declining player retention or reduced interest in the company's live-service offerings.
This metric represents the total net revenue generated from in-game purchases, downloadable content, virtual currency, a...
Comparable to 'Live Services' or 'In-game spending' metrics reported by major video game publishers like Electronic Arts, Activision Blizzard, or Ubisoft.
ttwo_segment_recurrent_consumer_spending_total_net_revenue| Q2 '21 | Q3 '21 | Q4 '21 | Q1 '22 | Q2 '22 | Q3 '22 | Q4 '22 | Q1 '23 | Q2 '23 | Q3 '23 | Q4 '23 | Q1 '24 | Q2 '24 | Q3 '24 | Q4 '24 | Q1 '25 | Q2 '25 | Q3 '25 | Q4 '25 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | $572.27M | $563.65M | $547.79M | $587.47M | $825.60M | $1.10B | $1.12B | $1.14B | $1.07B | $1.00B | $1.03B | $1.11B | $1.10B | $1.08B | $1.09B | $1.21B | $1.26B | $1.28B | $1.30B |
| QoQ Change | — | -1.5% | -2.8% | +7.2% | +40.5% | +33.5% | +1.2% | +2.0% | -6.1% | -6.4% | +3.4% | +7.3% | -1.1% | -1.7% | +0.8% | +11.3% | +3.8% | +1.6% | +2.2% |
| YoY Change | — | — | — | — | +44.3% | +95.5% | +103.6% | +93.6% | +29.4% | -9.2% | -7.2% | -2.4% | +2.7% | +7.9% | +5.1% | +9.0% | +14.4% | +18.2% | +19.9% |