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How much of Take-Two's revenue comes from in-game spending?

No. At Take-Two, the publisher of GTA, in-game spending across all its games made up 78.1% of net revenue in fiscal 2026, the year to March 31, 2026, up from 25.8% in fiscal 2017, according to its 10-K filings.

Cover: Take-Two in-game spending share of net revenue, 78.1% in fiscal 2026 versus 25.8% in fiscal 2017

The older model ran on hits. In fiscal 2014, the year Grand Theft Auto V came out, Take-Two's net revenue nearly doubled to $2.35 billion. In fiscal 2015 it fell 54% to $1.08 billion, and operating income swung from $415.3 million to a $258.5 million loss.

Take-Two calls the newer stream recurrent consumer spending: virtual currency, add-on content, in-game purchases and, in later filings, in-game advertising. The share jumped again in fiscal 2023, the first year that includes Zynga, acquired in May 2022.

Bar chart: Take-Two recurrent consumer spending share of net revenue, fiscal 2017 to 2026, from 25.8% to 78.1%

At Electronic Arts the picture is similar for fiscal 2026: live services and other brought in $5.38 billion, 71% of net revenue, against $2.15 billion from full games. EA was taken private on August 4, 2026, at $210 a share in cash.

Stacked bar: EA fiscal 2026 net revenue, full game $2.15B and live services and other $5.38B, 71%

Recurring revenue is not guaranteed profit. Take-Two posted operating losses in each of fiscal 2023 to 2026, including goodwill impairments of $2.34 billion in fiscal 2024 and $3.55 billion in fiscal 2025. Sony's Concord was taken offline about two weeks after its August 2024 launch, news outlets reported, and in January 2025 Genshin Impact's developer agreed to pay $20 million to settle FTC charges over loot boxes. Figures are as of fiscal 2026.

Bar chart: Take-Two operating income, fiscal 2022 $0.47B, then losses from -$1.17B to -$4.39B and -$0.10B in fiscal 2026

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