In its fiscal year 2025, gaming company Take-Two Interactive spent approximately 1 billion U.S. dollars on research and development, accounting for almost 18 percent of Take Two's net revenues. The company indicated that growing personnel expenses due to an increased headcount (also related to its acquisition of Zynga) was a significant factor in the year-over-year growth.
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Take-Two Interactive. (May 15, 2025). Research and development expenditure of Take-Two Interactive from fiscal year 2021 to 2025 (in million U.S. dollars) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 15, 2026, from /statistics/1611056/take-two-rd-expense/
Take-Two Interactive. "Research and development expenditure of Take-Two Interactive from fiscal year 2021 to 2025 (in million U.S. dollars)." Chart. May 15, 2025. ÌÇÐÄÆÆ½â°æ. Accessed July 15, 2026. /statistics/1611056/take-two-rd-expense/
Take-Two Interactive. (2025). Research and development expenditure of Take-Two Interactive from fiscal year 2021 to 2025 (in million U.S. dollars). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 15, 2026. /statistics/1611056/take-two-rd-expense/
Take-Two Interactive. "Research and Development Expenditure of Take-two Interactive from Fiscal Year 2021 to 2025 (in Million U.S. Dollars)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 15 May 2025, /statistics/1611056/take-two-rd-expense/
Take-Two Interactive, Research and development expenditure of Take-Two Interactive from fiscal year 2021 to 2025 (in million U.S. dollars) ÌÇÐÄÆÆ½â°æ, /statistics/1611056/take-two-rd-expense/ (last visited July 15, 2026)
Research and development expenditure of Take-Two Interactive from fiscal year 2021 to 2025 (in million U.S. dollars) [Graph], Take-Two Interactive, May 15, 2025. [Online]. Available: /statistics/1611056/take-two-rd-expense/