Take-Two Interactive’s Revenue by Region (2017-2022)

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This statistic highlights Take-Two Interactive Revenue by Region, split between the United States and International (Rest of the World), reported on a quarterly basis from Q1 2017 onwards.
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This statistic highlights Take-Two Interactive Revenue by Region, split between the United States and International (Rest of the World), reported on a quarterly basis from Q1 2017 onwards.

The company’s endeavor is to be the most innovative, and productive company in its industry. They concentrate on developing compelling entertainment franchises by publishing a select number of titles for which they can create sequels and incremental earnings opportunities through virtual currency, add-on content, and in-game purchases. Most of their intellectual property is internally possessed and developed, which they believe positions them well, both, financially and competitively.

Take-Two Interactive’s Revenue by Region

Revenue by Region  Q2 2021 Q1 2022  Q2 2022 Contribution in Q2 2022
US $503.58 $493.19 $514.92 60.00%
International $337.56 $320.16 $343.28 40.00%
Total $841.14 $813.35 $858.20 100.00%

(All figures are in millions, except percentages)

Take-Two Interactive bifurcates its revenue into various regions on the basis of region of software product development. The total revenue has shown an increase of $17.06 million, from $841.14 million in Q2 2021 to $858.20 million in Q2 2022, showing an increment of about 2.02% on a year-on-year basis. It increased by 5.51% on a quarter-on-quarter basis, as compared to $813.35 million in Q1 2022. Moreover, for the latest quarter in 2022, 60% of the revenue can be traced back to the United States, whereas all other countries contribute 40% of the revenue.

In Q2 2022, Take-Two Interactive recorded exceptionally high revenue of $514.92 million from the United States. For the same period, earnings from the rest of the world were approximately $343.28 million. The year 2021 was the least favourable for the company as the revenue generated was $813.35 which is comparatively low as compared to other quarters of the year.

The revenue of Take-Two Interactive can be further bifurcated into the following regions:

United States

Their revenue is primarily derived from the sale of internally developed software titles and software titles developed by third parties. They ascribe net revenue to geographic regions based on software product destination.

The majority of the total revenue of the company is generated by the United States, with a contribution of 60%, amounting to $514.92 million in Q2 2022. They had shown an increase of 2.25% on a year-on-year basis, as compared to $503.58 million in Q2 2021 and 4.08% on a quarter-on-quarter basis, as compared to $493.19 million in Q1 2022.

International (Rest of the world)

The increase in net revenue outside of the United States was due to an increase in net profit from Grand Theft Auto Online and Grand Theft Auto V, their NBA 2K franchise, and Mafia franchise, partially neutralized by a drop in net profit from Red Dead Redemption 2 and Borderlands 3.

Revenue from other countries contributed 40% to the total revenue of the company. This region generated revenue of $343.28 million in Q2 2022, with an increase of 1.69% on a year-on-year basis, from $337.56 million in Q2 2021. It witnessed an increment of 7.22% on a quarterly basis, as compared to $320.16 million in Q1 2022.

About Take-Two Interactive Software Inc.

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. The two major publishing labels, Rock star games and 2K, are owned by the company. These labels operate internal game development studios. Their core strategy is to capitalize on the popularity of video games by developing and publishing high-quality interactive entertainment experiences.

They are a leading inventor, publisher, and marketer of interactive entertainment for consumers around the globe. The Company develops and publishes products basically through Rockstar Games, 2K, Private Division, Social Point, and Playdots. Their products are presently designed for press gaming systems, including, but not limited to the Sony Computer Entertainment, Inc. (Sony) PlayStation 4 (PS4) and PlayStation5 (PS5), Microsoft Corporation (Microsoft) Xbox One (Xbox One) and Xbox Series X| S (Xbox Series X| S), and Nintendo’s SwitchTM (Switch), as well as particular computers (PC), including smartphones and tablets.

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