Take-Two’s mobile portfolio accounts for 52% of $5.6bn net revenue in latest fiscal year

Date | Type | Companies Involved | Key Datapoint |
---|---|---|---|
Jul 29, 2025 | report | Take-Two Interactive | $5.6 billion |
- Take-Two generated more than $2.9bn on mobile over its latest fiscal year.
- Mobile, PC and other grew while console revenue fell over the timeframe.
Take-Two Interactive generated 52% of its net revenue on mobile in its fiscal year ended March 31st, 2025.
Of its $5.6 billion in total net revenue, over $2.9bn was generated on mobile, marking a 1% increase in the platform’s overall contribution. Mobile spending also increased by 7% year-over-year, up $194 million compared to the previous fiscal year.
The year marked a return to the growth in net revenue, after the year ended in March 2024 saw net revenue fall by $300,000 Y/Y. In the year ended March 2025, net revenue rose by $284m.
Take-Two attributed this revenue rise "primarily" to its mobile game Match Factory, which increased its net revenue contribution by $237.1m during the latest fiscal year. Toon Blast was also highlighted for its $84.2m increase in revenue.
Notably, recurrent consumer spending accounted for 79% of net revenue overall, meaning the bulk of Take-Two’s earnings came from ongoing consumer engagement and repeated spending on in-game purchases, virtual currencies and more.
However, rising revenue in Match Factory and Toon Blast was partially offset by declines in Grand Theft Auto and Merge Dragons sales, in addition to a diverstiture in Take-Two’s business.
Earnings and losses
While earnings rose in its mobile division, Take-Two’s net revenue on consoles fell by 3% Y/Y to $2.1bn in the latest fiscal year. "PC and other" did grow by 36%, but still only accounted for $592.5m in net revenue, less than 11% of total net revenue.
Across platforms, $5.4bn came from digital sales compared to just $201.8m from physical retail and other distribution channels.
And as total net revenue rose, cost of revenue fell, resulting in a rising gross profit at almost $3.1bn. This was up from $2.2bn in the previous fiscal year.
However, the company still ended its latest fiscal year with a $4.4bn operating loss and $4.5bn net loss. Goodwill impairment charges were deemed the primary factor in these results, related to additional partial impairment.
Conversely, Take-Two suggested that it monitors net bookings as a key operating metric with growth of $315m, up to $5.6bn.
"Following our acquisition of Zynga, an increased percentage of our operations consists of mobile gaming. The number of people using mobile internet-enabled devices has increased dramatically over time, and we expect that this trend will continue," Take-Two stated.
The company also warned investors of potential shifts in the market which could impact future revenue, demonstrating just how impactful the platform is for Take-Two. The company noted that its continued success is largely reliant on the "continued growth of the market for mobile games".
The latest fiscal year also saw Take-Two sell indie publisher Private Division and almost all of its games as the company looked to shift focus and resources to operations in "core" and mobile.