July 2, 2025 • 3 min read
Today, we're diving into the latest 10-K filing from Take-Two Interactive Software (TTWO), the powerhouse behind blockbuster franchises like Grand Theft Auto and NBA 2K. For their fiscal year ending March 31, 2025, the numbers tell a fascinating story of revenue growth completely overshadowed by a significant re-evaluation of a past acquisition. Let's break it down.
Take-Two saw its total revenue climb by a modest 5.3% to $5.63 billion. The engine behind this growth remains their "Recurrent consumer spending"—which includes in-game purchases, add-on content, and virtual currency. This segment, fueled by live-service games, pulled in a massive $4.47 billion, accounting for nearly 80% of total revenue. Sales of full games and other products contributed the remaining $1.16 billion.
Geographically, the United States continues to be the dominant market, responsible for over 60% of sales with $3.41 billion in revenue.
To see how this revenue flows through the company's costs to the final net loss, the chart below provides a visual summary of the income statement.
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Despite the revenue growth and a healthy gross profit of $3.06 billion (a 54.4% margin), Take-Two reported a staggering operating loss of $4.39 billion. The primary culprit? A massive $3.55 billion goodwill impairment charge.
In simple terms, goodwill is an intangible asset recorded when a company acquires another for more than the fair value of its net assets. An impairment charge is a non-cash expense that signifies the company believes the value of a past acquisition has declined.
The filing explicitly states this impairment charge was recorded on its Zynga reporting unit, stemming from the blockbuster $12.7 billion acquisition of the mobile gaming giant in 2022. This significant write-down, combined with other operating expenses like $1.68 billion for marketing and $1.01 billion for R&D, pushed the company deep into the red.
This led to a final net loss of $4.48 billion, or ($25.58) per share, for the fiscal year. This is a considerable widening from the $3.74 billion loss reported in the prior year, which also included a major goodwill impairment related to Zynga.
Take-Two's latest report is a mixed bag. The continued strength of recurrent spending shows a highly engaged player base, which is a core strength. However, the substantial goodwill impairment on the Zynga acquisition raises questions about the performance and integration of that blockbuster deal. While it's a non-cash charge, it reflects a significant re-evaluation of the asset's strategic value. Investors and gamers alike will be watching closely to see how the company manages costs and capitalizes on its powerful franchises in the year ahead.
Last updated: July 2, 2025