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VizualStocks API
PUBLIC DATA DEFINITIONS

Take-Two Interactive KPI & segment coverage

Operating KPI and segment definitions available for Take-Two Interactive (TTWO) through the VizualStocks API.

TTWO10 metric seriesCatalog checked 2026-10-28

Active metrics 10

SEGMENT

Console Revenue

Net revenue earned from Take-Two games played on console platforms, including both initial game sales and recurrent spending within console titles. The category includes major franchises from Rockstar Games and 2K and is separate from Mobile and PC and Other revenue.

consoleRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint
SEGMENT

Digital Online Revenue

Net revenue delivered through digital downloads, online platforms and cloud streaming. It spans console, mobile and PC content and includes both full-game purchases and ongoing in-game spending, so it is a distribution channel rather than a device category.

digitalOnlineRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint
SEGMENT

Full Game And Other Revenue

Net revenue primarily from the initial sale of full-game software, including titles with offline play or significant game-related services. It is Take-Two's content category outside recurrent consumer spending from virtual currency, add-ons, in-game purchases and advertising.

fullGameAndOtherRevenue
Frequency
quarterly / annual
Reported history
Q2'17 — Q2'26
History endpoint
SEGMENT

International Revenue

Net revenue from customers outside the United States, based on customer location. It includes Take-Two's console, mobile and PC portfolio across international markets rather than revenue from a separate operating segment.

internationalRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint
SEGMENT

Mobile Revenue

Net revenue from games on smartphones and tablets, including Zynga's free-to-play portfolio and its in-game purchases and advertising. Mobile typically carries a lower gross-margin percentage than console or PC because digital storefront platform fees are included in cost of revenue.

mobileRevenue
Frequency
quarterly / annual
Reported history
Q2'20 — Q2'26
History endpoint
COMPANY KPI

Net Bookings

Net value of Take-Two products and services sold digitally or sold into physical retail during the period, including licensing fees, merchandise, in-game advertising and publisher incentives. Unlike GAAP revenue, Net Bookings records the sale when booked and may precede or follow revenue recognition.

netBookings
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint
SEGMENT

Personal Computer And Other Products Revenue

Net revenue from games on personal computers and the smaller platforms grouped by Take-Two as 'other.' It is a platform category that includes both initial game sales and recurrent spending, not a residual for non-game products.

personalComputerAndOtherProductsRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q1'26
History endpoint
SEGMENT

Physical Retail And Other Revenue

Net revenue from games delivered through physical retail and Take-Two's other non-digital distribution channels. It is the counterpart to Digital Online revenue and has become a small share of the business as game delivery and recurrent spending shifted online.

physicalRetailAndOtherRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint
SEGMENT

Recurrent Customer Spending Revenue

Net revenue from ongoing player engagement through virtual currency, add-on content, in-game purchases and in-game advertising. Take-Two calls the measure recurrent consumer spending, and it captures monetization after or alongside the initial game sale across console, mobile and PC titles.

recurrentCustomerSpendingRevenue
Frequency
quarterly / annual
Reported history
Q2'17 — Q1'26
History endpoint
SEGMENT

United States Revenue

Net revenue from customers in the United States, based on customer location. It includes Take-Two's console, mobile and PC portfolio and is a geographic view of the same consolidated game revenue rather than a separate business segment.

unitedStatesRevenue
Frequency
quarterly / annual
Reported history
Q2'14 — Q2'26
History endpoint