Take-Two Interactive Software reported strong financial and operational results for the third quarter of fiscal 2026, driven by broad-based outperformance across its console, PC, and mobile game portfolio. The company raised its full-year bookings outlook, supported by momentum in live services and growing anticipation for the launch of Grand Theft Auto VI later this year.

For the quarter ended December 31, 2025, Take-Two posted bookings of $1.76 billion, representing an increase of 28 percent from $1.37 billion in the same period last year. The results reflected solid performance from both premium franchises and mobile titles.
Recurrent consumer spending continued to be a key growth engine, rising 23 percent and accounting for 76 percent of total net bookings. The largest contributors during the quarter included NBA 2K26, Grand Theft Auto Online, Grand Theft Auto V, Red Dead Redemption 2, Red Dead Online, WWE 2K25, and several mobile hits such as Toon Blast, Match Factory!, Empires and Puzzles, and Words With Friends.
Net revenue for the third quarter increased to $1.70 billion, up from $1.36 billion a year earlier. Recurrent consumer spending grew 20 percent and represented 77 percent of total net revenue. Key revenue drivers mirrored bookings performance, led by NBA 2K26 and NBA 2K25, Grand Theft Auto Online, Red Dead Redemption titles, and Take-Two’s expanding mobile portfolio.
Chairman and CEO Strauss Zelnick said Take-Two continues to project record levels of net bookings in fiscal 2027, supported by ongoing momentum and the highly anticipated launch of Grand Theft Auto VI on November 19.
Take-Two raised its full-year fiscal 2026 bookings forecast to a range of $6.65 billion to $6.7 billion, up from the previous guidance of $6.4 billion to $6.5 billion.
The company is benefiting from a steady rebound in the mobile gaming market after the post-pandemic slowdown. Titles such as Match Factory! and Toon Blast delivered robust growth, strengthening Take-Two’s diversification beyond console and PC gaming.
Take-Two executives addressed concerns around the potential impact of generative artificial intelligence on game development. Take-Two downplayed fears that emerging AI tools could disrupt established development processes, noting that such technology remains in early stages and does not replace the creative depth, proprietary engines, and long development cycles required to produce blockbuster franchises like Grand Theft Auto and Red Dead Redemption.
With strong live services performance, improving mobile trends, and the upcoming release of Grand Theft Auto VI, Take-Two Interactive remains positioned for sustained growth in fiscal 2026 and a potential step-change in scale in fiscal 2027.
mobile business
Take-Two Interactive delivered a strong quarter in its mobile business, driven by broad-based growth across core franchises, advertising, and direct-to-consumer initiatives. Peak’s flagship title Toon Blast grew 43 percent year-on-year and surpassed $3 billion in lifetime net bookings, reinforcing its position as one of the company’s most valuable long-term franchises more than eight years after launch. Match Factory also posted solid momentum, growing about 17 percent from last year and remaining a top contributor two years into its lifecycle.
Rollic’s Color Block Jam continued to be the publisher’s top-performing title of all time and gained further visibility after being featured on Apple’s 2025 Free Games list in the U.S. Meanwhile, Empires and Puzzles and Words with Friends recorded year-on-year growth of 11 percent and 6 percent, respectively. Advertising revenue increased 10 percent, supported by higher average revenue per daily active user, strengthening confidence in advertising as a long-term revenue stream.
2K’s mobile portfolio also delivered solid results, with WWE SuperCard surpassing 38 million lifetime downloads, NBA 2K Mobile expanding its audience, NBA 2K26 Arcade Edition maintaining a top-five ranking on Apple Arcade, and NBA 2K All-Star in China approaching 9 million registered users within its first year.
Direct-to-consumer business
In addition, Take-Two’s mobile direct-to-consumer business achieved its strongest quarter on record. Recent enhancements such as personalized offers, flexible pricing, reduced payment friction, and alternative payment methods, combined with a more favorable regulatory environment, are positioning direct-to-consumer as a key growth driver expected to support higher net bookings, margins, and overall profitability.
Core console franchise
Take-Two Interactive reported another strong quarter for its core console franchises, led by exceptional performance from NBA 2K26 and the Grand Theft Auto series. NBA 2K26 delivered upside to forecasts, with sell-in reaching about 8 million units, a high single-digit increase over NBA 2K25. Engagement remained robust, as recurrent consumer spending, daily active users, and MyCAREER daily active users each rose 30 percent. The NBA 2K franchise is on track to achieve its highest-ever annual net bookings and recurrent consumer spending.
The Grand Theft Auto franchise also significantly outperformed expectations. Recurrent consumer spending grew 27 percent, driven by the success of GTA Online’s “A Safehouse in the Hills” update, which introduced Mansion properties and marked the return of fan-favorite character Michael De Santa. Full-game sales of Grand Theft Auto V remained strong, with lifetime sell-in surpassing 225 million units since its 2013 launch. GTA+ continued to gain traction, with memberships nearly doubling compared to last year, highlighting its growing role in enhancing player value and long-term engagement.
In addition, Rockstar Games expanded Red Dead Redemption and Undead Nightmare to new platforms in December, bringing the titles to PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and mobile devices on iOS and Android for Netflix subscribers, extending the reach of these blockbuster franchises to new audiences.
RAJANI BABURAJAN

