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Sankey diagram of Take-Two Interactive Software, Inc.. A complete text table follows the diagram.
Mobile, console and PC games are the gateways; virtual currency, add-ons, in-game purchases and advertising have become the larger economic engine
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The Sankey presents two directly reported views of the same revenue: platform first, then content type. It does not estimate how recurrent spending is distributed across individual platforms or franchises. Profitability and title-level concentration are included only as filing-backed annotations.
Labels and narrative explain the filing. A category marked “arithmetic bridge” or “residual” is calculated from reported totals, rather than a separately reported line.
| Category | Stage | Value | Notes |
|---|---|---|---|
| Mobile games | 1 | $866M | Zynga-led free-to-play portfolio; 51% of revenue |
| Console games | 1 | $652M | Rockstar and 2K franchises; 38% of revenue |
| PC & other | 1 | $181M | Digital PC and other platforms; 11% |
| Take-Two net revenue | 2 | $1.7B | Up 25% year over year |
| Recurrent consumer spending | 3 | $1.3B | Virtual currency, add-ons, purchases and ads |
| Full games & other | 3 | $395M | Initial game sales and related services |
| From | To | Value |
|---|---|---|
| Mobile games | Take-Two net revenue | $866M |
| Console games | Take-Two net revenue | $652M |
| PC & other | Take-Two net revenue | $181M |
| Take-Two net revenue | Recurrent consumer spending | $1.3B |
| Take-Two net revenue | Full games & other | $395M |