Take-Two (TTWO) has become technically an oversold stock now, which implies exhaustion of the heavy selling pressure on it. This, combined with strong agreement among Wall Street analysts in revising earnings estimates higher, indicates a potential trend reversal for the stock in the near term.
Some of the biggest video-game news of the season is about a game that isn't even expected this year—though it was once.
TTWO's fiscal second quarter soars with 33% bookings growth to $1.96B, raises FY26 guidance as NBA 2K26, Borderlands 4 excel.
| Electronic Gaming & Multimedia Industry | Technology Sector | Strauss H. Zelnick CEO | XBER Exchange | US8740541094 ISIN |
| US Country | 12,371 Employees | - Last Dividend | 12 Apr 2005 Last Split | 15 Apr 1997 IPO Date |
Take-Two Interactive Software, Inc., based in New York, New York, is a pioneer in the interactive entertainment industry, developing, publishing, and marketing innovative solutions for consumers globally. The company boasts a portfolio of distinct brands such as Rockstar Games, 2K, Private Division, and Zynga, delivering compelling action/adventure, shooter, action, role-playing, strategy, sports, and family/casual entertainment across console gaming systems, personal computers, and mobile devices including smartphones and tablets. Through a mix of physical retail, digital download, online platforms, and cloud streaming services, Take-Two reaches a diverse audience, ensuring accessibility to its wide range of products. Founded in 1993, Take-Two Interactive Software has continually adapted to the evolving landscape of interactive entertainment, maintaining its position as a key player in the global market.
Take-Two Interactive Software, Inc. offers an extensive array of products and services across various gaming and entertainment platforms:
Each product and service is carefully developed and published to meet consumer demands for quality entertainment across all gaming platforms, demonstrating Take-Two Interactive's commitment to excellence and innovation in the interactive entertainment industry.