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Company analysis·0LCX.L
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LSE·0LCX.L
Take-Two Interactive Software, Inc. (0LCX.L) is a company listed on LSE, classified under Electronic Gaming & Multimedia.
Take-Two Interactive Software, Inc.
Share price multiplied by shares outstanding. It does not measure company cash.
Sales generated during the period, before costs and expenses.
Net income as a proportion of revenue.
“Our take” and other explanations are generated with artificial intelligence from the data, without human review of each text. They are descriptive, not recommendations. Learn more
Mobile is its largest source of revenue (50.1%), followed by Console (39.0%). Here you will see what it sells, where, and how that mix is changing.
Full fiscal year ended Mar 31, 2026
Q1 fiscal 2027, ended Jun 30, 2026: total revenue +2.0% against the same quarter a year earlier.
This is the revenue of the whole company. The split by lines and regions on this page is still that of the full fiscal year.Not all revenue behaves the same way. A one-off sale depends on someone buying again; a service is billed again and again while the customer stays.
Each rectangle is a business line and its size is the share of revenue it brings in. Select one to see the detail.
Area = share of total revenue for the year. It does not show profit: the company does not report what each line earns.
The part of everything the company takes in that comes from that line. If a line weighs 49%, then of every 100 in sales, 49 come from it.
The more a line weighs, the more revenue depends on it. A high weight is neither good nor bad by itself: it shows where to look first.
UNITED STATES is its largest market, with 59.2% of sales. Each square is a region and its area is what it sells there.
Weight of each part in 2025 and in 2026. A line gains weight when it grows faster than the total.
FY 2025FY 2026
pp = percentage points: the difference between two percentages (from 25% to 27% is 2 pp).
Console, at only 39.0% of revenue, drove almost half the FY 2026 growth, outpacing Mobile, which leads in share but brought less of the increase.
That Mobile still dominates growth: its share remains largest, but it contributed less to the gain than Console did in FY 2026.
Dependence on Mobile declines, dropping from 52.2% in FY 2025 to 50.1% in FY 2026, as other lines gain significance.
That the business depends solely on one line; while Mobile still leads, recent growth is more diversified.
Non-US brought 47.8% of FY 2026 growth despite only 40.8% of sales, reducing regional concentration in the US.
That Non-US is as large as US; it outgrew the US, but US still brings more sales.
Profitability cannot be attributed to any line or region: loss narrowed to $298.2M, but no margin by segment.
That Console or Non-US growth made the company profitable: it remains loss-making overall and no segment margin is given.
Take-Two relies less on Mobile and the US: recent growth stems from both Console and international sales.
Even though Mobile is the largest line and the US is the main market, FY 2026 growth came chiefly from Console and outside the US. The roles of Mobile and the US market in growth lessen, as momentum spreads across lines and geographies. The business becomes less tied to a single line or region.
The narrowing of net loss cannot be linked to any particular segment: only revenue is broken out by line and region, and the company is still loss-making.
Which line or region delivers the highest margin on sales, and who is mainly responsible for the move toward break-even?
With data to Nov 4, 2026. Analysis written by a language model from our calculations, which supply every figure. It is not investment advice.