TTWO

Prezzo Take-Two Interactive SoftwareInc

Closed
TTWO
$220,54
-$2,46(-1,10%)

*Data last updated: 2026-05-10 10:13 (UTC+8)

As of 2026-05-10 10:13, Take-Two Interactive SoftwareInc (TTWO) is priced at $220,54, with a total market cap of $40,82B, a P/E ratio of -8,10, and a dividend yield of 0,00%. Today, the stock price fluctuated between $219,60 and $225,22. The current price is 0,42% above the day's low and 2,07% below the day's high, with a trading volume of 1,75M. Over the past 52 weeks, TTWO has traded between $193,78 to $228,54, and the current price is -3,50% away from the 52-week high.

TTWO Key Stats

Yesterday's Close$223,50
Market Cap$40,82B
Volume1,75M
P/E Ratio-8,10
Dividend Yield (TTM)0,00%
Dividend Amount$0,00
Diluted EPS (TTM)21,62
Net Income (FY)-$4,47B
Revenue (FY)$5,63B
Earnings Date2026-05-21
EPS Estimate0,58
Revenue Estimate$1,54B
Shares Outstanding182,64M
Beta (1Y)0.973
Ex-Dividend Date2008-09-25
Dividend Payment Date2008-10-06

About TTWO

Take-Two Interactive Software, Inc. develops, publishes, and markets interactive entertainment solutions for consumers worldwide. The company offers its products under the Rockstar Games, 2K, Private Division, and T2 Mobile Games names. It develops and publishes action/adventure products under the Grand Theft Auto, Max Payne, Midnight Club, and Red Dead Redemption names; and offers episodes and content, as well as develops brands in other genres, including the LA Noire, Bully, and Manhunt franchises. The company also publishes various entertainment properties across various platforms and a range of genres, such as shooter, action, role-playing, strategy, sports, and family/casual entertainment under the BioShock, Mafia, Sid Meier's Civilization, XCOM series, and Borderlands. In addition, it publishes sports simulation titles comprising NBA 2K series, a basketball video game; the WWE 2K professional wrestling series; and PGA TOUR 2K. Further, the company offers Kerbal Space Program, OlliOlli World, and The Outer Worlds and Ancestors: the Humankind Odyssey under Private Division; and free-to-play mobile games, such as Dragon City, Monster Legends, Two Dots, and Top Eleven. Its products are designed for console gaming systems, including PlayStation 4 and PlayStation 5; Xbox One; the Nintendo's Switch; personal computers; and mobile comprising smartphones and tablets. The company provides its products through physical retail, digital download, online platforms, and cloud streaming services. Take-Two Interactive Software, Inc. was incorporated in 1993 and is based in New York, New York.
SectorCommunication Services
IndustryElectronic Gaming & Multimedia
CEOStrauss H. Zelnick
HeadquartersNew York City,NY,US
Employees (FY)12,92K
Average Revenue (1Y)$435,76K
Net Income per Employee-$346,44K

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Take-Two Interactive SoftwareInc (TTWO) is currently trading at $220,54, with a 24h change of -1,10%. The 52-week trading range is $193,78–$228,54.

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Hot Posts su Take-Two Interactive SoftwareInc (TTWO)

Cryptopolitan

Cryptopolitan

05-08 12:09
TSMC (NYSE: TSM) and Sony Semiconductor Solutions announced they are working together on building advanced camera sensors in Japan. It marks a shift for Sony as it faces challenges in its video game division, The two major technology companies said they intend to create a new partnership focused on developing and making the next wave of image sensor technology. The partnership mixes up Sony’s capabilities in designing these sensors with TSMC’s manufacturing and technical facilities. Both firms have a history of collaboration over the years. Sony (TYO: 6758) is taking on a larger share of ownership stake in the deal. It is using its newly constructed factory in Koshi City in Japan’s Kumamoto area for both development and production. Both companies indicated that money going into the venture, along with fresh capital Sony plans to spend at its current Nagasaki location, would roll out in stages based on how much customer demand materializes. This approach assumes they will receive backing from Japanese government authorities. The partnership also wants to look into the chances of using the technology in physical artificial intelligence areas, particularly vehicles and robotic systems. Sony previously indicated it would consider bringing outside investors into its semiconductor operations, pointing to the large sums needed for manufacturing investments. PlayStation sales drop as memory costs rise Meanwhile, Sony’s gaming division faces headwinds as the company projected Friday that annual revenue from that segment would drop 6% to reach 4.42 trillion yen, equivalent to roughly $28 billion. The decline stems from weaker hardware sales as the PlayStation 5 console enters its later years and the sector deals with climbing memory chip costs. The Japanese corporation expects gaming profits to climb 30% despite lower revenue, crediting increased sales of games made by its own studios and avoiding a writedown charge that hit results the previous year. The profit outlook accounts for money being spent on Sony’s upcoming console platform, with the PS5 now in its sixth year since launch. Sony said it would use up to 500 billion yen to purchase back as many as 230 million of its own shares. Company stock trimmed earlier losses and finished the day up 1% in Tokyo trading. Investors have expressed worries about memory chip price increases and potential supply chain problems from the Iran conflict affecting profit margins at electronics makers, including Sony and competitor Nintendo (TYO:7974), which also released financial results Friday. The company sold 1.5 million PlayStation 5 units during the fourth quarter, representing a 46% fall compared to the same three-month period one year earlier. Sony acknowledged that PS5 hardware sales depend on securing memory components at “reasonable prices,” while expecting similar hardware profitability to last year’s levels. In March, Sony raised PS5 prices for the second time in under twelve months, including a $100 increase for American buyers. The platform should get a significant boost when Take-Two Interactive (Nasdaq: TTWO) releases the long-awaited “Grand Theft Auto VI” game, currently scheduled for November arrival. “I am more optimistic than Sony and think the market is underestimating the impact of ‘GTA VI’,” said Serkan Toto, who runs Kantan Games consultancy. Amir Anvarzadeh from Asymmetric Advisors wrote that “Sony’s bottom line stands to benefit significantly from the high-margin software sales and ecosystem engagement this launch should trigger.” Most players now skip full-price purchases Broader industry research shows changing buying patterns among players. A study from IGN Entertainment working with Kantar and UC Berkeley found that roughly 62% of dedicated players no longer purchase games at their original launch prices. The research, titled “Generations in Play,” gathered information from thousands of committed players across the United States, United Kingdom, and Australia. The findings showed 71% of respondents stopped buying physical music, while the 62% figure applied to full-price game purchases, meaning brand-new releases at manufacturer’s suggested retail prices that have reached $70 for most current titles. Different age groups showed distinct patterns. Only 20% of Gen X buyers purchase games at full price, compared to 38% of Millennials and 42% of Gen Z players. There’s a middle ground between leaving money in the bank and rolling the dice in crypto. Start with this free video on decentralized finance.
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