TTWO Stock: Insider Activity, Filings & Research
Take-Two Interactive Software, Inc. (TTWO) — Drillr’s hub for TTWO insider activity, SEC filings, earnings signals and AI research. Over the trailing 3 months, TTWO insiders filed 0 open-market buys and 41 sales (SEC Form 4).
TTWO insider trading activity (SEC Form 4)
| Date | Insider | Type | Shares | Price |
|---|---|---|---|---|
| Jun 3, 2026 | Goldstein Lainieofficer: Chief Financial Officer | Grant | 57,135 | — |
| Jun 3, 2026 | Emerson Daniel Pofficer: Chief Legal Officer | Grant | 38,090 | — |
| Jun 3, 2026 | ZELNICK STRAUSSdirector, officer: Chairman, CEO | Sell | 41,008 | $228.31 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 23,250 | $215.88 |
| Jun 3, 2026 | ZELNICK STRAUSSdirector, officer: Chairman, CEO | Sell | 24,899 | $225.50 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 546 | $220.00 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 6,129 | $224.44 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 1,413 | $218.73 |
| Jun 3, 2026 | Emerson Daniel Pofficer: Chief Legal Officer | Sell | 21,102 | $219.61 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 24,899 | $225.50 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 18,345 | $229.21 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 1,921 | $217.97 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 85,748 | $227.40 |
| Jun 3, 2026 | ZELNICK STRAUSSdirector, officer: Chairman, CEO | Sell | 6,129 | $224.44 |
| Jun 3, 2026 | Slatoff Karlofficer: President | Sell | 2,871 | $230.14 |
Source: TTWO SEC Form 4 filings, latest Jun 3, 2026. For informational purposes only — not investment advice.
Take-Two Interactive Software, Inc. company profile
Overview
Take-Two Interactive Software, Inc. (NASDAQ:TTWO) is a leading American video game holding company founded in 1993 and incorporated in Delaware. The company went public in 1997 and is headquartered in New York City. Take-Two has grown from a small publisher into one of the world's largest video game companies through strategic acquisitions and the development of blockbuster gaming franchises. The company's most significant acquisition was Zynga in 2022 for $12.7 billion, which transformed Take-Two into a major player in mobile gaming alongside its traditional console and PC gaming businesses.
Business
Take-Two Interactive operates in the interactive entertainment industry, developing, publishing, and distributing video games across multiple platforms including gaming consoles (PlayStation, Xbox, Nintendo Switch), personal computers, and mobile devices. The video game industry creates digital entertainment products that users play on electronic devices, generating revenue through initial game sales and ongoing content purchases. The company operates through three primary business segments: Rockstar Games (16% of revenue) develops and publishes premium action-adventure games, most notably the Grand Theft Auto franchise, which has sold over 215 million units of GTA V alone. Rockstar also creates the Red Dead Redemption series, Max Payne, and other mature-rated entertainment properties. These games typically feature open-world environments where players can explore vast virtual landscapes and engage in various activities. 2K Games (39% of revenue) publishes a diverse portfolio spanning multiple genres including sports simulation games like the NBA 2K basketball series and WWE 2K wrestling games, strategy games such as Sid Meier's Civilization, shooter games like Borderlands and BioShock, and role-playing games including XCOM. The NBA 2K franchise alone has become a cultural phenomenon, selling nearly 10 million units annually. Zynga Mobile Games (45% of revenue) develops free-to-play mobile games including Match Factory!, Dragon City, Monster Legends, Two Dots, and Top Eleven. Mobile games operate on a "freemium" model where the core game is free to download but players purchase virtual items, upgrades, and additional content. This segment represents Take-Two's largest revenue contributor following the 2022 Zynga acquisition. The company also previously operated Private Division, which focused on supporting independent developers, but sold this division in 2024 to concentrate on its core franchises.
Revenue model
Take-Two generates revenue through multiple complementary business models across its gaming portfolio. The company's revenue streams include initial game sales, ongoing content purchases, and mobile game monetization. Premium Game Sales constitute the traditional model where consumers purchase complete games upfront, typically priced between $60-70 for major console releases. Rockstar Games and many 2K titles follow this model, with blockbuster releases like Grand Theft Auto VI expected to generate billions in initial sales. Recurrent Consumer Spending represents 77% of total revenue and includes downloadable content, virtual currency, season passes, and ongoing game updates. This model transforms one-time purchases into ongoing revenue relationships. For example, Grand Theft Auto Online continues generating revenue years after the initial GTA V purchase through virtual currency sales and content expansions. Mobile Free-to-Play monetization through Zynga operates on advertising revenue and in-app purchases. Players download games for free but pay for virtual items, game progression acceleration, and cosmetic upgrades. This model can generate higher lifetime value per user than traditional game sales. Several factors influence Take-Two's profit margins. Development costs for AAA games have increased significantly, with major titles requiring 3-5 years and hundreds of millions in investment. Platform fees from console manufacturers and app stores typically consume 30% of digital sales revenue. Marketing expenses for major releases can exceed $100 million per title. Competition from other entertainment forms including streaming services affects pricing power and user attention. Technology transitions such as new console generations require additional development investment but can expand addressable markets. Seasonal patterns concentrate sales around holiday periods, creating quarterly revenue volatility.
Competitive moat
Take-Two's competitive advantages center on its portfolio of iconic intellectual properties and proven ability to create cultural phenomena rather than technological barriers. The company's strongest moat lies in its franchise ownership, particularly Grand Theft Auto, which has achieved unprecedented cultural penetration and brand recognition. These franchises benefit from network effects where large player communities create social pressure for continued engagement and word-of-mouth marketing. The company possesses creative talent retention through its studio system, maintaining teams that understand how to develop blockbuster entertainment. Rockstar Games, in particular, has demonstrated unique capability in creating open-world experiences that competitors struggle to replicate. The scale advantages in marketing and distribution allow Take-Two to invest hundreds of millions in promoting major releases, creating barriers for smaller competitors. However, Take-Two's moat faces significant challenges. The gaming industry experiences rapid technological change, and new platforms like mobile gaming, cloud gaming, and potentially virtual reality can disrupt established advantages. Talent mobility in the creative industry means key developers can leave to form competing studios or join rivals. Changing consumer preferences toward live-service games, user-generated content platforms like Roblox, and free-to-play models threaten traditional premium game sales. The mobile gaming segment through Zynga operates in an intensely competitive environment with lower barriers to entry, where small developers can achieve viral success and threaten established players. The company's moat is moderate rather than insurmountable, requiring continuous investment in new intellectual properties and adaptation to evolving gaming trends.
Risks & safety
Take-Two presents significant financial risks with limited margin of safety based on current metrics. • Solvency concerns: Current ratio of 0.78 indicates potential liquidity challenges, with current liabilities exceeding current assets • High debt burden: Debt-to-equity ratio of 1.92 reflects substantial leverage, primarily from the Zynga acquisition financing • Cash burn: Negative free cash flow of -$215 million annually and negative operating cash flow of -$45 million indicate ongoing cash consumption • Available liquidity: $1.47 billion in cash provides approximately 6-7 years of current burn rate coverage • Valuation concerns: Price-to-book ratio of 17.1 suggests significant premium valuation despite recent losses • Profitability challenges: Net loss of $4.5 billion in fiscal 2025, though includes goodwill impairment charges • Revenue concentration risk: Heavy dependence on Grand Theft Auto VI success for future growth projections • Integration execution: Zynga acquisition benefits still materializing, with mobile gaming facing industry headwinds
Recent development
Take-Two has undergone significant strategic transformation over the past few years, centered on its $12.7 billion acquisition of Zynga in 2022, which repositioned the company as a major mobile gaming player alongside its traditional console business. This acquisition made mobile gaming the largest revenue segment at 45% of total bookings, fundamentally changing Take-Two's business model from primarily premium game sales to a more diversified portfolio including free-to-play mobile monetization. The company has streamlined its operations by selling the Private Division label in 2024 to focus resources on its core franchises and mobile games. Take-Two implemented a cost reduction program targeting over $165 million in annual savings while maintaining investment in key development projects. The mobile strategy has shown early success with new titles like Match Factory! and Color Block Jam achieving strong user engagement and revenue performance. Grand Theft Auto VI represents the company's most significant upcoming catalyst, with the highly anticipated sequel scheduled for release in fall 2025 after years of development. The first trailer broke viewership records with 475 million views in 24 hours, demonstrating unprecedented consumer anticipation. Take-Two expects this release to drive record financial performance in fiscal 2026 and 2027. The company has expanded its sports gaming portfolio with continued growth in the NBA 2K franchise, which achieved nearly 10 million units sold for NBA 2K25, and new partnerships including WWE 2K development for Netflix. Take-Two is also preparing launches for other major franchises including Borderlands 4, Mafia: The Old Country, and Sid Meier's Civilization VII, representing a robust pipeline of 13 planned releases in fiscal 2026.
TTWO company profile · for informational purposes only — not investment advice.
Track TTWO with Drillr
SEC filings, earnings calls, insider activity, alt-data signals — all queryable through Drillr's AI terminal and MCP API.
Try Drillr for free