50% of Take-Two’s Revenue Now Comes From Mobile—Not Console or PC

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Take-Two Has Quite A Huge Presence In The Mobile Gaming Market!

Story Highlight
  • Take-Two’s FY26 earnings report reveals that 50% of its net revenue came from mobile, amounting to $3.33 billion.
  • The PC and Other category saw $2.60 billion in revenue (39%), while the console segment saw $0.73 billion (11%).
  • The conglomerate holds a variety of revenue-driving gaming franchises on mobile under Zynga and other studios.

Take-Two is among the best-performing conglomerates in the chaotic gaming industry of today, with at least 29 games planned in core new franchises and existing sequels through the end of FY29. It even plans to acquire multiple studios following GTA 6’s expected success.

Amid its dominance on PC and consoles, it’s easy to forget that Take-Two is also a leading contender in the mobile market. Take-Two’s FY26 investor report shows that 50% of its total revenue came from the mobile segment, while consoles and PC segments saw the rest.

Why it matters: Take-Two has a huge presence in the mobile gaming space, thanks to multiple robust money-making IPs with long lifespans like Toon Blast, Words with Friends, and many other titles.

Take-Two mobile revenue FY26
Take-Two generated a staggering $3.33 billion in net revenue on mobile in FY26.

Take-Two notes that the mobile earned $3.33 billion in net revenue during FY26, with the ‘PC and other’ category seeing $2.60 billion (39%), while the console segment made the rest of $0.73 billion (11%). The total net revenue ended up being $6.66 billion in FY26.

The platform mix in Q4 FY26’s net revenue is also similar compared to the entire fiscal year, which can be seen below. Additionally, the breakdown in net bookings is also roughly similar.

On a surprising note, FY25 was even better for Take-Two’s mobile segment in terms of revenue, seeing a total 52% split instead.

Take-Two mobile revenue Q4 FY26
Take-Two earned $843.9 million in net revenue on mobile in Q4 FY26.

The conglomerate has been dominating mobile ever since acquiring Zynga for $12.7 billion in 2022, with a motley of casual, puzzle, racing, and sports management titles. These casual mobile titles are major revenue drivers with lasting lifespans.

For those not in the know, Take-Two even has plans to bring its biggest gaming IPs to mobile platforms. With modern AAA games now beginning to run well on flagship phones, it’s only a matter of time before that idea is realized.

Do you think Take-Two’s insane mobile market presence is only going to grow in the future? Are other gaming conglomerates missing out by not focusing on the mobile segment? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

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