Take-Two Interactive Software, Inc. (TTWO) Earnings

Take-Two Interactive Software, Inc. is expected to report next earnings on August 10, 2026 (in NaN days), with a consensus EPS estimate of $0.36. TTWO has beaten EPS estimates in 10 of its last 12 reported quarters (average surprise +65.3% over the last four).

Next earnings
Aug 10, 2026in NaN days
EPS est $0.36 · Revenue est $1.4B
Track record
Beat EPS in 10 of 12 quarters
Avg surprise +65.3% (last 4 quarters)
Earnings history
Report dateEPS estEPS actualSurpriseRevenueRev. surprise
May 21, 2026$0.56$0.80+42.1%$1.6B+2.2%
Feb 3, 2026$0.83$1.23+47.7%$1.7B+7.3%
Nov 6, 2025$0.94$1.46+55.5%$1.8B+2.6%
Aug 7, 2025$0.28$0.61+115.9%$1.5B+14.6%
May 15, 2025$1.10$1.09-0.9%$1.6B+2.0%
Feb 6, 2025$0.64$0.72+12.5%$1.4B-1.9%
Aug 8, 2024$0.01$0.05+314.9%$1.3B+6.4%
May 16, 2024$0.09$0.31+263.0%$1.4B+7.2%
Feb 8, 2024$0.72$0.71-1.4%$1.4B+2.2%
May 17, 2023$0.68$0.85+25.0%$1.4B+8.0%
Feb 6, 2023$0.88$0.93+5.7%$1.4B-3.7%
May 16, 2022$1.04$1.09+4.8%$930M+5.6%

Source: company filings + earnings calendar. For informational purposes only — not investment advice.

Earnings call summary

Q4 FY2026 · May 21, 2026

AI summary of management’s prepared remarks and analyst Q&A. For informational purposes only — not investment advice.

Management highlights

- Overall Fiscal 2026 Performance * The company delivered record full-year results that exceeded the high end of initial guidance, with all three labels outperforming forecasts. * Direct-to-consumer channel continues to drive net bookings and margin growth, improving conversion and customer loyalty by reducing payment friction. Management is increasingly confident in the channel's sustainability amid evolving regulation. * Recurring consumer spending remains a core growth driver, reaching 78% of total full-year net bookings in FY2026, up from prior periods. - Upcoming Product Pipeline * Fiscal 2027 is positioned as a breakout/inflection year, led by the November 19 launch of *Grand Theft Auto 6*, widely described as the most anticipated entertainment property ever. Rockstar Games will begin its marketing campaign for the title in summer 2027. * A total of 7 titles are scheduled for launch in FY2027: 2 mobile titles, 3 sports titles (NBA 2K27, PGA Tour 2K27, WWE 2K27), and 1 platform extension, in addition to Grand Theft Auto 6. * Through fiscal 2029, the company has a pipeline of 29 scheduled titles (only mobile games confirmed for worldwide launch within the 3-year window are counted), including 1 mobile title, 5 sports titles, 3 new core IPs, and 13 existing core IPs (7 sequels, 6 remakes/remasters/platform extensions). - Key Live Services Updates * GTA Online delivered strong engagement, with the A Safe House in the Hills update becoming one of the platform's best-performing updates ever, adding community-requested content including the new Rockstar Mission Creator user-generated content tool. * NBA 2K26 launched its first college basketball-themed season with 16 iconic universities, which was well-received by players and served as a preview of future college basketball content for the franchise. * Mature mobile titles continue to deliver resilient long-term growth: Toon Blast, Top Eleven, and other long-running titles achieved record performance years after launch, supported by consistent live content updates and feature improvements. - Financial Position * The company ended FY2026 with operating cash flow of $624 million, above the forecast of $450 million, and capital expenditures of ~$163 million, which came in below forecast. * Management expects to reach a net cash position by the end of FY2027, with a strong balance sheet and cash flow that supports creative risk-taking, accretive M&A, and technology investments to improve efficiency.

Guidance

- Full Fiscal Year 2027 Guidance: * Net bookings are projected to be $8.0-$8.2 billion, representing ~20% YoY growth over FY2026, driven almost entirely by the launch of *Grand Theft Auto 6*. * Recurring consumer spending is expected to be flat YoY, representing 65% of total net bookings: expected high single-digit growth for NBA 2K, growth for the Grand Theft Auto series, and a decline for mobile due to tough comps from Color Block Jam's 2026 performance and expected moderation for mature Zynga titles. * Operating cash flow is projected to exceed $1 billion, with capital expenditures of approximately $200 million, focused on game technology and office build-outs. * GAAP net revenue is expected to be $7.9-$8.1 billion, cost of revenue $3.5-$3.62 billion, and total operating expenses $4.18-$4.2 billion. On a management basis, operating expenses are expected to grow ~8% YoY, driven by higher marketing for *Grand Theft Auto 6* and new releases, as well as higher R&D costs, representing meaningful operating leverage against revenue growth. - Q1 FY2027 Guidance: * Net bookings are projected to be $1.32-$1.37 billion, down from $1.42 billion in the prior year quarter. * Recurring consumer spending is expected to decline ~3% YoY, with high single-digit growth for NBA 2K offset by declines for mobile and the Grand Theft Auto series. * GAAP net revenue is expected to be $1.45-$1.5 billion, cost of revenue $578-$594 million, and operating expenses $926-$936 million. On a management basis, operating expenses are expected to grow ~3% YoY, driven by modest personnel cost increases. No upward or downward revision of prior long-term outlooks was provided; this was the first guidance release for FY2027.

Segment performance

For Q4 FY2026: Net bookings were $1.58 billion, above the guidance range of $1.51-$1.56 billion. GAAP net revenue increased 6% YoY to $1.68 billion, with cost of revenue down 5% to $741 million. Recurring consumer spending grew 7% YoY, representing 82% of total net bookings, with 7% growth for mobile and 5% growth for Grand Theft Auto Online. For full fiscal year 2026: Net bookings were $6.72 billion, above the guidance range of $6.65-$6.7 billion, and ~$750 million above initial guidance from the prior year. GAAP net revenue rose 18% YoY to $6.65 billion, cost of revenue increased 11% to $2.8 billion, and operating expenses fell significantly to $3.9 billion due to a large impairment charge in the prior year. Recurring consumer spending grew 17% YoY and represented 78% of total net bookings. By label/segment: - Rockstar Games: The Grand Theft Auto series significantly outperformed expectations, with recurring consumer spending up 5% YoY in Q4 and 6% YoY for the full year. Grand Theft Auto V has sold nearly 230 million units lifetime, and Red Dead Redemption 2 has sold over 85 million units lifetime, achieving its highest annual unit sales since launch. For FY2027, Rockstar Games is expected to contribute approximately 36% of total net bookings. - 2K: NBA 2K26 has sold over 10 million units (a 5% increase over NBA 2K25), with full-year recurring consumer spending up over 30% YoY. WWE 2K26 launched in Q4 and saw recurring consumer spending up 20% YoY, with 7% more matches played than the prior iteration. PGA Tour 2K25 saw a 110% quarter-over-quarter increase in rounds played in Q4. For FY2027, 2K is expected to contribute approximately 29% of total net bookings. - Zynga (Mobile): Achieved its highest net bookings since the 2022 acquisition, with full-year mobile growth of 13% YoY. Toon Blast grew 25% YoY, Color Block Jam grew 15% YoY, Empires & Puzzles grew 5% YoY, and Top Eleven delivered its strongest ever quarter. For FY2027, Zynga is expected to contribute approximately 35% of total net bookings.

Risks & headwinds

- Video game development and publishing is inherently unpredictable: management notes that not all new titles will meet expectations, and even large, highly anticipated releases can underperform, though the company has had few high-profile disappointments recently. - Mobile user acquisition is volatile: inventory availability and return on ad spend can fluctuate, requiring constant model tuning and conservative forecasting for new mobile launches. - Macroeconomic conditions can impact consumer discretionary spending on games, particularly for mobile, and are factored into guidance assumptions. - Changing regulatory environments for digital distribution and data privacy create uncertainty, though management views the direct-to-consumer channel as well-positioned for these changes. - Actual results may differ materially from forward-looking guidance due to unforeseen changes in consumer behavior, console install base trends, competitive dynamics, and development delays, as disclosed in SEC filings.

Analyst Q&A

  • Q: An analyst asks how much of the projected $300 million YoY increase in non-GAAP operating expenses for FY2027 goes to marketing, and what the trajectory for G&A and R&D will be over the next few years. They also ask about the expected trajectory of GTA Online recurrent consumer spending after GTA 6 launches. /

    A: Half of the $300 million increase goes to selling and marketing for the full FY2027 pipeline of new titles. Management expects significant operating leverage over the next few years as the business scales, with expense growth well below revenue growth. For GTA Online, management noted that the 13-year-old title has vastly outperformed all expectations for resilience, with Grand Theft Auto V continuing to sell well across three console generations. It will remain in market after GTA 6 launches, though management declined to provide specific forward performance forecasts, as Rockstar will share more details when ready.

  • Q: An analyst asks how management is approaching capital allocation, between organic investment, M&A, and returning capital to shareholders, given the expected large cash inflow from FY2027. /

    A: Management's capital allocation strategy remains unchanged, with three priorities. First, supporting organic growth, which has been the core of Take-Two's success, with FY2027 representing a new benchmark for organic scale that requires ongoing targeted investment. Second, pursuing highly selective, accretive inorganic acquisitions, consistent with the company's successful track record including the Zynga and Gearbox acquisitions. Management expects more opportunistic deals in the future as the balance sheet reaches a net cash position. Third, returning capital to shareholders via opportunistic share buybacks executed when the share price represents deep value, consistent with prior buybacks that have generated strong returns.

  • Q: An analyst asks how management views the impact of AI on the game industry and Take-Two's strategy, given investor debate around the topic. /

    A: Management remains highly optimistic about AI, as technology has always driven growth in the game industry, and Take-Two will adopt any tool that improves creativity, efficiency, or innovation. AI does not create a competitive disadvantage for Take-Two, as all game development technology is licensed broadly, so the company has the same access to AI tools as any competitor. Management emphasizes that asset creation, which AI can streamline, is not the same as hit creation: thousands of games are released yearly with access to the same technology, but only a small number become hits, and Take-Two's track record of creating hits is a core competitive advantage. A real-world example is AI-generated marketing ads that cut costs from $25k-$100k per spot to near-zero, improving efficiency without reducing headcount. Studio leadership broadly supports AI adoption, and it may unlock new IP development that was previously constrained by resource limits.

  • Q: An analyst asks what explains the continued long-term growth of mature mobile titles like Toon Blast, and how the company sustains this performance. /

    A: Growth drivers differ by title: Toon Blast is a legacy title that grows by deepening engagement with its existing active user base through consistent new content and targeted offers from Peak Games, rather than growing daily active users sharply. Match Factory is a relatively newer title that is still in early-stage steep growth, so its trajectory is very different from older titles. The company's live services expertise applies across all segments: Rockstar's 13-year-old GTA Online is also a legacy live service business that continues to outperform expectations, just like Zynga's mobile titles, so the core competencies transfer across platforms. Sustaining strong performance across new and legacy live service titles, paired with a pipeline of new frontline releases, allows the company to set a new higher revenue base after the GTA 6 launch and continue growing from there.