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Take-Two Interactive Software (LTS:0LCX) Total Liabilities : $6,978 Mil (As of Dec. 2024)


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What is Take-Two Interactive Software Total Liabilities?

Take-Two Interactive Software's Total Liabilities for the quarter that ended in Dec. 2024 was $6,978 Mil.

Take-Two Interactive Software's quarterly Total Liabilities increased from Jun. 2024 ($6,953.10 Mil) to Sep. 2024 ($7,276.80 Mil) but then declined from Sep. 2024 ($7,276.80 Mil) to Dec. 2024 ($6,978.00 Mil).

Take-Two Interactive Software's annual Total Liabilities increased from Mar. 2022 ($2,736.60 Mil) to Mar. 2023 ($6,819.60 Mil) but then declined from Mar. 2023 ($6,819.60 Mil) to Mar. 2024 ($6,549.00 Mil).


Take-Two Interactive Software Total Liabilities Historical Data

The historical data trend for Take-Two Interactive Software's Total Liabilities can be seen below:

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

* Premium members only.

Take-Two Interactive Software Total Liabilities Chart

Take-Two Interactive Software Annual Data
Trend Mar15 Mar16 Mar17 Mar18 Mar19 Mar20 Mar21 Mar22 Mar23 Mar24
Total Liabilities
Get a 7-Day Free Trial Premium Member Only Premium Member Only 2,409.59 2,696.33 2,736.60 6,819.60 6,549.00

Take-Two Interactive Software Quarterly Data
Mar20 Jun20 Sep20 Dec20 Mar21 Jun21 Sep21 Dec21 Mar22 Jun22 Sep22 Dec22 Mar23 Jun23 Sep23 Dec23 Mar24 Jun24 Sep24 Dec24
Total Liabilities Get a 7-Day Free Trial Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only 6,387.10 6,549.00 6,953.10 7,276.80 6,978.00

Take-Two Interactive Software Total Liabilities Calculation

Total Liabilities are the liabilities that the company has to pay others. It is a part of the balance sheet of a company that shareholders do not own, and would be obligated to pay back if the company liquidated.

Take-Two Interactive Software's Total Liabilities for the fiscal year that ended in Mar. 2024 is calculated as

Total Liabilities=Total Current Liabilities+Total Noncurrent Liabilities
=Total Current Liabilities+(Long-Term Debt & Capital Lease Obligation+Other Long-Term Liabilities
=2406.4+(3445.6+313.2
+NonCurrent Deferred Liabilities+PensionAndRetirementBenefit+NonCurrent Deferred Income Tax)
+383.8+0+0)
=6,549

Total Liabilities=Total Assets (A: Mar. 2024 )-Total Equity (A: Mar. 2024 )
=12216.9-5667.9
=6,549

Take-Two Interactive Software's Total Liabilities for the quarter that ended in Dec. 2024 is calculated as

Total Liabilities=Total Current Liabilities+Total Noncurrent Liabilities
=Total Current Liabilities+(Long-Term Debt & Capital Lease Obligation+Other Long-Term Liabilities
=2895.1+(3445+332
+NonCurrent Deferred Liabilities+PensionAndRetirementBenefit+NonCurrent Deferred Income Tax)
+305.9+0+0)
=6,978

Total Liabilities=Total Assets (Q: Dec. 2024 )-Total Equity (Q: Dec. 2024 )
=12679.9-5701.9
=6,978

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.


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Take-Two Interactive Software Business Description

Address
110 West 44th Street, New York, NY, USA, 10036
Take-Two is one of the largest global developers and publishers of video games, with labels including Rockstar, 2K, and Zynga. Grand Theft Auto is the firm's biggest franchise, accounting for about 30% of total sales for the past decade. NBA 2K is the industry's dominant basketball video game, with Take-Two releasing a new version annually. Other notable franchises include Red Dead Redemption, Borderlands, and Civilization. Typically, more than three quarters of the firm's sales are from in-game spending, with the remainder coming from initial game sales. Since acquiring Zynga in 2022, mobile makes up about half of total sales.

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