Take-Two Interactive Software Cash Flow from Operating Activities 2010-2024 | TTWO

Take-Two Interactive Software annual/quarterly cash flow from operating activities history and growth rate from 2010 to 2024. Cash flow from operating activities can be defined as a company's cash flows from operations.
  • Take-Two Interactive Software cash flow from operating activities for the quarter ending December 31, 2024 was $-0.324B, a 4402.78% increase year-over-year.
  • Take-Two Interactive Software cash flow from operating activities for the twelve months ending December 31, 2024 was $-0.851B, a 1338.28% decline year-over-year.
  • Take-Two Interactive Software annual cash flow from operating activities for 2024 was $-0.016B, a 1563.64% decline from 2023.
  • Take-Two Interactive Software annual cash flow from operating activities for 2023 was $0.001B, a 99.57% decline from 2022.
  • Take-Two Interactive Software annual cash flow from operating activities for 2022 was $0.258B, a 71.72% decline from 2021.
Take-Two Interactive Software Annual Cash Flow Ops
(Millions of US $)
2024 $-16
2023 $1
2022 $258
2021 $912
2020 $686
2019 $844
2018 $494
2017 $408
2016 $261
2015 $213
2014 $700
2013 $-5
2012 $-85
2011 $135
2010 $-136
2009 $-210
Sector Industry Market Cap Revenue
Consumer Discretionary Toys, Games and Hobby Products $37.421B $5.350B
Take Two Interactive Software is a leading developer and publisher of video games. Take Two's games can be played on video consoles, personal computers, mobile devices and tablets. The company earns revenues from the sale of disk-based video game products, downloadable contents, subscription, micro-transactions and advertising. The company develops and publishes games through Rockstar Games, 2K, Private Division, Social Point and Playdots. Take Two's Private Division is the publisher of Kerbal Space Program. Take Two has development studios in Australia, Canada, China, Czech Republic, Hungary, India, Spain, the United Kingdom and the United States. The company sells games both physically and digitally through direct relationships with large retail customers and third-party distributors. GameStop, Microsoft, Sony, Steam and Wal-Mart are the top customers.
Stock Name Country Market Cap PE Ratio
Hasbro (HAS) United States $9.354B 16.68
Mattel (MAT) United States $7.139B 13.00
JAKKS Pacific (JAKK) United States $0.317B 10.12
Blue Hat Interactive Entertainment Technology (BHAT) China $0.009B 0.00