TTWO Take-Two Interactive Software, Inc.

Stock NASDAQ Technology

US$211.86 -0.02% Latest close

Take-Two Interactive Software, Inc. (TTWO) trend channel, buy level and 3-month target on Trade The Path. Sector: Technology. Listed on NASDAQ. Levels below are fitted to this ticker's own swing highs and lows (Theil–Sen, log-price), then projected 3 months. If this ticker has no settled sample yet, treat the numbers as a geometric read, not a track record. Information only, not financial advice.

Broken down below

Price has closed below the channel. Support has failed β€” treat the buy target with caution.

Read from the last 9 months of history we hold: rising, drifting +7% a year. The target of US$265.19 is below the nearest ceiling (US$292.98), so it does not depend on a breakout. What would overturn this: a close below US$242.40 β€” the floor of the channel being read β€” after which the trend, not the entry, is what was wrong.

9 months read from
US$242.40 – US$292.98 Rising channel, +7% a year
Position in that channel
-60% below the floor of it β€” 0% is the floor, 100% the ceiling

What broke this trend

The fall
-28% from US$262.3520 Oct 2025 β†’ 27 Mar 2026
Whose problem it was
This company0 of 1 Electronic Gaming & Multimedia peers fell with it
Does it resolve?
Temporary falls like it have resolved on the record
Regained so far
35%of what it lost
What the record says
87% of 1112 comparable falls came back, typically in 68 days measured across every stock we hold history for, its peer group being too small

The trend broke in October 2025: price fell 28% from 262.35 to 189.77 by March 2026, and has regained 35% of that fall since. Its peers did not fall with it, so this was about the company rather than its sector. The wire that week: β€œBenchmark Maintains Buy on Take-Two Interactive, Raises Price Target to $300”. Falls like it have resolved: falls of about 28% here have come back to the old high 87% of the time (1112 comparable falls), typically in 68 days. On that record the fall is treated as temporary, and the trend lines are fitted to the regime it created rather than through it. Priced from that: 265.19 within 330 days, reached 87% of the time in 1112 comparable falls β€” about 0.07% a day held.

The buy and sell prices below are priced off this recovery rather than off the channel: it is the better expected return per day held once each is charged for the odds of working.

Reported at the time: Benchmark Maintains Buy on Take-Two Interactive, Raises Price Target to $300 β€” 16 Oct 2025

Price history, with the path projected 3 months forward

US$150.0US$200.0US$250.0US$300.0Oct 23Mar 24Aug 24Jan 25June 25Nov 25Apr 26Sept 26 today BuyTarget Our buy US$215.4 Β· est. 12 Sept 26Our target US$265.2 Β· est. 8 Aug 27
  • Daily close
  • Upper trend line (9 months)
  • Lower trend line (9 months)
  • Dashed after today: projected 3 months
  • Our buy
  • Our target

Suggested path

Buy now

US$211.86

last close Β· 16 Sept 2026

Channel buy is US$215.39; last close is the better price available now.

Our target

US$265.19

by 8 Aug 2027

Projected move

25.2%

gross, before costs

Last close is our buy β€” the best price available now.

The trend broke in October 2025: price fell 28% from 262.35 to 189.77 by March 2026, and has regained 35% of that fall since. Its peers did not fall with it, so this was about the company rather than its sector. The wire that week: β€œBenchmark Maintains Buy on Take-Two Interactive, Raises Price Target to $300”. Falls like it have resolved: falls of about 28% here have come back to the old high 87% of the time (1112 comparable falls), typically in 68 days. On that record the fall is treated as temporary, and the trend lines are fitted to the regime it created rather than through it. Priced from that: 265.19 within 330 days, reached 87% of the time in 1112 comparable falls β€” about 0.07% a day held. The entry is today's price, not a dip level: the fall is behind it and the evidence measured is what these recoveries paid from here, so waiting for a lower entry would be waiting for something the record does not say is coming. Of 1112 comparable falls across every stock we hold history for, 87% were back at the old high within 68 days of the low, and the ones that got there gave up about 10% along the way β€” so expect to be underwater before it works. The target is the median level they regained, which is short of the old high of 262.35 because not all of them saw it again. It is a prediction and it is revised the same way any other is: if price loses its 50-day trend and stays below it, the recovery is treated as failed rather than delayed.

Upper line touches
3
Lower line touches
3
Fit confidence
85%
Fitted
12 Sept 2026

About Take-Two Interactive Software, Inc.

Established in 1993 and headquartered in New York, New York, Take-Two Interactive Software, Inc. is a global leader in the development, publishing, and marketing of interactive entertainment experiences for consumers worldwide. The company's extensive catalog is primarily distributed under its prominent labels: Rockstar Games, 2K, Private Division, and T2 Mobile Games. Rockstar Games is renowned for its action-adventure titles, including iconic franchises like Grand Theft Auto, Red Dead Redemption, Max Payne, and Midnight Club, alongside other fan favorites such as LA Noire, Bully, and Manhunt. The 2K label covers a broad spectrum of genres, offering popular series in shooter (Borderlands), action (BioShock, Mafia), role-playing, strategy (Sid Meier's Civilization, XCOM series), sports, and family/casual categories. This includes highly successful sports simulation games like the NBA 2K basketball series, WWE 2K professional wrestling, and PGA TOUR 2K. Private Division supports titles such as Kerbal Space Program, OlliOlli World, The Outer Worlds, and Ancestors: The Humankind Odyssey. For mobile device users, T2 Mobile Games provides free-to-play options like Dragon City, Monster Legends, Two Dots, and Top Eleven. Take-Two's diverse range of products is designed for major gaming platforms, encompassing current and previous generation consoles (PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch), personal computers, and mobile devices (smartphones and tablets). Consumers can purchase these games through traditional physical retail channels, digital storefronts for download, various online platforms, and cloud streaming services.

Sector
Technology
Industry
Electronic Gaming & Multimedia
CEO
Strauss H. Zelnick
Employees
12,909
Country
US

https://www.take2games.com

Scorecard

Our own pillar scores, computed from the fundamentals below. They are not Morningstar ratings β€” that data is licensed and we do not redistribute it.

Valuation
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Profitability
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Financial health
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Cash generation
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Key statistics

Market cap
US$40.51B
Enterprise value
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Beta
0.98
Avg volume
2.46M
Revenue per share
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Dividend yield
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52-week range
187.63-265.94
Exchange
NASDAQ

Key ratios

P/E (TTM)
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PEG
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Price / sales
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Price / book
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EV / EBITDA
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Gross margin
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Operating margin
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Net margin
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Current ratio
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Quick ratio
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Debt / equity
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Interest cover
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Income statement

Balance sheet

Cash flow

Trend lines are fitted statistically to past swing highs and lows and projected forward on the assumption the same rhythm continues. It often does not. This is information, not advice.