revenue from virtual currency, add-on content, and in-game purchases
Supplementary notes
Take-Two Interactive's fiscal year starts on April 1 and ends on March 31 of the following year.Â
Recurrent consumer spending ("RCS") is generated from ongoing consumer engagement and includes revenue from virtual currency, add-on content, in- game purchases, and in-game advertising.Â
Take Two Interactive is a video game distribution company headquartered in the United States. The company is divided into different publishing labels depending on the type of games or target audience (Rockstar Games, 2K Games, Private Division and Social Point). Take-Two Interactive's global revenue from virtual currency, add-on content, and in-game purchases has shown a continuous increase since 2018. In the fiscal year 2025, Take-Two generated over 4.47 billion U.S. dollars in revenue through recurrent consumer spending, which translates to approximately 79.4 percent of the company's net revenue during the measured period. 2021 was the first year that add-on purchases accounted for the majority of TTE's revenues and show the development of the gaming industry monetization as a whole.
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
Learn more about how ÌÇÐÄÆÆ½â°æ can support your business.
Take-Two Interactive. (May 15, 2025). Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2025 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 14, 2026, from /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/
Take-Two Interactive. "Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2025." Chart. May 15, 2025. ÌÇÐÄÆÆ½â°æ. Accessed July 14, 2026. /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/
Take-Two Interactive. (2025). Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2025. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 14, 2026. /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/
Take-Two Interactive. "Share of Net Revenue Generated by Take-two Interactive through Recurrent Consumer Spending from Fiscal Year 2017 to 2025." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 15 May 2025, /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/
Take-Two Interactive, Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2025 ÌÇÐÄÆÆ½â°æ, /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/ (last visited July 14, 2026)
Share of net revenue generated by Take-Two Interactive through recurrent consumer spending from fiscal year 2017 to 2025 [Graph], Take-Two Interactive, May 15, 2025. [Online]. Available: /statistics/1237756/revenue-take-two-interactive-content-recurrent-spent/