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This statistic highlights Take-Two Interactive’s Revenue by Platform, split across Console, Mobile, and PC and other, reported on a quarterly basis from Q1 2017 onwards.
Revenue by Platform | Q2 2021 | Q1 2022 | Q2 2022 | Contribution in Q2 2022 |
Console | $641.27 | $602.44 | $596.08 | 69.46% |
Mobile | $0 | $82.26 | $115.12 | 13.41% |
PC and other | $199.87 | $128.65 | $147.00 | 17.13% |
Total | $841.14 | $813.35 | $858.20 | 100.00% |
(All figures are in millions except percentages)
In the latest quarter of Q2 2022, the total revenue of Take-Two Interactive stood at $858.20 million. It witnessed an increase of $17.06 million, from $841.14 million in Q2 2021 to $858.20 million in Q2 2022. This is increment of about 2.02% on a year-on-year basis. It further witnessed an increment of 5.51% on a quarter-on-quarter basis, as compared to $813.35 million in Q1 2022. Moreover, for the latest quarter in 2022, 69.46% of the revenue can be traced back to the platform of Console. They had a research and development staff of 5,079 employees with the technical capabilities to develop software titles for all major consoles, PCs, and mobile platforms in multiple languages and territories.
The revenue of Take-Two Interactive can be further bifurcated into the following platforms:
Console
The majority of the revenue, accounting for almost 69.46% of the total revenue in Q2 2o22, has been generated by the Console platform. The revenue from this platform has been declining. It decreased by 7.58% on a year-on-year basis, from $641.27 million in Q2 2021 to $596.08 million in Q2 2022. It further witnessed a decline of 1.05% on quarter-on-quarter basis, as compared to $602.44 million in Q1 2022.
Console transitions may have a similar impact on deals of downloadable content, amplifying the impact on their revenues. This decline may not be offset by increased sales of products for the following generation consoles. In addition, as console hardware moves through its life cycle, manufacturers generally lay down price reductions, and diminishing prices may put downward pressure on software prices
Mobile
The mobile platform has a contribution of 13.41% to the total revenue of the company in Q2 2022. The revenue from this platform has been on the rise. In Q1 2022, this platform generated revenue for the first time. The revenue increased from $0 in Q2 2021 to $82.26 million in Q1 2022 and further to $115.13 million in Q2 2022. On a quarterly basis, the revenue witnessed an increase of 39.95%, from Q1 2022 to Q2 2022.
Social Point develops and publishes popular free-to-play mobile games that deliver high-quality, deeply-engaging entertainment happenings, including its two most successful games, Dragon City and Monster Legends. The Company acquired Playdots as part of their ongoing strategy to expand their portfolio of possessed intellectual property and to diversify and strengthen their mobile immolations.
PC and others
The PC and other platforms are the second highest contributor of revenue for the company, accounting for 17.13% of the company’s total revenue in Q2 2022. It witnessed a decline of 35.37% on a year-on-year basis, from $199.87 million in Q2 2021 to $147 million in Q2 2022. On a quarterly basis, the revenue increased from $128.65 million in Q1 20211 to $147 million in Q2 2022, marking an increment of 14.26%.
While this segment has shown an increase of $19 million on a quarterly basis. The increase was due to an increase in net revenue from Grand Theft Auto V and Grand Theft Auto Online, their NBA 2K franchise, Dragon City, Two Dots, and their Mafia franchise, partially offset by a decrease in net revenue from Borderlands 3 and The Outer Worlds.
Widespread consumer adoption of these new platforms for games and other technological advances and new business or payment models in online or mobile game immolations could negatively affect their deals of press and traditional PC products before they have to develop profitable businesses in similar requests.
Take-Two Interactive Software Inc. is an American video game holding company situated in New York City and established by Ryan Brant in September 1993. They develop, market, distribute, and publish interactive amusement software program video games and accessories. The company’s merchandise are for console structures, hand-held gaming structures and private computer systems and are added via bodily retail, virtual download, online, and cloud streaming services.
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