Video games and interactive entertainment

What is Take-Two Interactive?

Global video game publisher behind Rockstar Games, 2K, Zynga, Private Division legacy assets, and mobile/live-service franchises.

Category
Video games and interactive entertainment
Headquarters
New York, NY
Founded
1993
Employees
About 12,000+
Total funding
Public company; no current VC funding
Status
Nasdaq: TTWO public company

What is Take-Two Interactive?

Take-Two Interactive is is a global interactive entertainment publisher with Rockstar Games, 2K, Zynga, mobile games, sports titles, and major franchises including Grand Theft Auto and NBA 2K.

Take-Two Interactive is a New York-based public game company whose economics combine premium releases, recurrent consumer spending, mobile monetization, and catalog longevity from major franchises. Its current scale signal is Fiscal 2026 net revenue of $6.66B and net bookings of $6.72B; the company reports about About 12,000+ employees and operates from New York, NY. The core customer or audience base spans console players, PC players, mobile players, platform partners, sports licensors, advertisers, and online communities, and the business matters because it combines durable brands, data, software, creative talent, content, or marketplace distribution at public-company scale.

The operating model centers on premium game sales, recurrent consumer spending, mobile in-app purchases, virtual currency, catalog sales, licensing, advertising, and platform revenue share. That gives Take-Two Interactive multiple buying centers: corporate technology and data, finance, procurement, security, marketing or audience growth, product engineering, and business-unit owners closest to revenue. For sellers, the highest-quality entry point is a business case tied to measurable growth, margin, workflow speed, customer experience, safety, rights management, or risk reduction.

As of June 2026, this profile should be read as a public-company account dossier rather than a startup page. Figures are drawn from recent investor releases, annual reports, official leadership pages, SEC filings or company materials, and public technology signals from careers, engineering content, BuiltWith, StackShare, or equivalent public sources.

What does Take-Two Interactive offer?

Take-Two Interactive offers Rockstar Games, Grand Theft Auto, Red Dead Redemption, 2K, NBA 2K, WWE 2K, Civilization, Borderlands, Zynga, and mobile games.

  • Rockstar Games· Label
  • Grand Theft Auto· Franchise
  • Red Dead Redemption· Franchise
  • 2K· Label
  • NBA 2K· Sports
  • WWE 2K· Sports
  • Civilization· Strategy
  • Zynga· Mobile

How does Take-Two Interactive make money?

Take-Two Interactive monetizes through full-game sales, recurrent consumer spending, mobile in-app purchases, virtual currency, subscriptions/services, licensing, advertising, and catalog sales.

Take-Two Interactive makes money through full-game sales, recurrent consumer spending, mobile in-app purchases, virtual currency, subscriptions/services, licensing, advertising, and catalog sales. Pricing is not a single self-serve SaaS sheet: Take-Two sells premium games through retail and digital stores, while GTA Online, NBA 2K, Zynga titles, and other live services monetize through in-game currency, passes, and purchases. The practical unit economics are driven by revenue per client, subscriber, user, campaign, license, catalog asset, booking, or advertising impression depending on the segment.

Growth depends on Rockstar release slate, GTA Online engagement, NBA 2K, mobile/Zynga monetization, catalog sales, release timing, platform mix, and marketing efficiency. Public filings and investor materials are the best source for margin, retention, volume, subscription, bookings, audience, and cash-flow signals because many enterprise contracts are bespoke.

Seller signal: a strong pitch should be mapped to the economics management already reports. That usually means proving higher monetization, faster production, better AI/data leverage, lower cloud or content cost, stronger compliance, improved sales productivity, or lower operational risk.

Who leads Take-Two Interactive?

Take-Two Interactive is led by Strauss Zelnick with senior executives across finance, technology, product, operations, and business-unit performance.

  • Strauss ZelnickChairman and Chief Executive OfficerCEO since 2011Leads strategy, capital allocation, and publishing portfolio.
  • Lainie GoldsteinChief Financial OfficerCFO since 2007Leads finance and investor reporting.
  • Karl SlatoffPresidentPresident since 2013Oversees business operations and publishing strategy.
  • Sam HouserFounder and President, Rockstar GamesRockstar leaderLeads Rockstar creative/business direction for major franchises.

How do you contact Take-Two Interactive's leadership?

Take-Two Interactive publishes official investor, media, partner, support, or corporate contact routes, but this profile does not treat guessed personal executive emails as verified. Use the public route below or route through procurement, investor relations, media relations, or the relevant business-unit contact page.

Email formatir@take2games.com is a published company contact; personal executive format not verified

How much funding has Take-Two Interactive raised?

Take-Two Interactive is Nasdaq: TTWO public company; it is not a current venture-backed private company.

Take-Two Interactive is a mature public company, so its capital profile is not a venture-funding round history. The relevant funding signal is Nasdaq: TTWO public company, recent revenue of Fiscal 2026 net revenue of $6.66B and net bookings of $6.72B, public debt/equity access, cash generation, acquisitions, dividends or buybacks, and the operating budget controlled by its business units.

For procurement and sales planning, that means capacity exists when a project maps to revenue growth, margin improvement, audience or customer retention, AI/data strategy, compliance, security, or workflow efficiency. Expect formal sourcing, legal, privacy, finance, security, and business-owner review rather than startup-style founder purchasing.

The major capital milestones are listed in the timeline rather than as seed or Series rounds: founding or spin-off, public listing or direct listing, major mergers or acquisitions, recent restructuring, and current public-market status.

How did Take-Two Interactive get here?

Take-Two Interactive's current position reflects founding, public-market, acquisition, product, and AI/data milestones.

  1. 1993Take-Two foundedRyan Brant founded Take-Two Interactive.
  2. 1997IPOTake-Two became public.
  3. 1998Rockstar formedRockstar Games became Take-Two’s flagship label.
  4. 2013GTA V launchedGrand Theft Auto V became one of the largest entertainment products.
  5. 2022Zynga acquiredTake-Two acquired Zynga to scale mobile.
  6. 2026FY2026 resultsTake-Two reported $6.72B fiscal-year net bookings.

Who are Take-Two Interactive's competitors?

Take-Two Interactive competes with public companies and scaled private platforms across undefined.

  • Electronic ArtsSports, live services, mobile, and major game franchise competitor.
  • Activision BlizzardCall of Duty, Blizzard, and mobile competitor owned by Microsoft.
  • UbisoftOpen-world and live-service game competitor.
  • Sony Interactive EntertainmentPlayStation studio and platform competitor.
  • NintendoFirst-party console and franchise competitor.

Take-Two Interactive — frequently asked questions

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