Take-Two Interactive Software, Inc. (TTWO)
Game studios, 77% in development. Read October 19, 2026 from the annual report for the period ending March 31, 2026, filed May 22, 2026. Ranked 61 of the 135 Technology companies read so far, by the share within reach now.
Within reach now
25%
End of 2028
69%
Employees, annual report
12,909
Leading staffing pattern
Software Publishers
Share of the working time within reach, long-run pace, four times in five
- Now25%
- End of 202755%
- End of 202869%
- End of 203075%
What changes for its people by the end of 2028, by its industries' figures
- Stays with people 25%
- Becomes checking a model's work 58%
- Handed over with lighter checks 10%
The filing counts 12,909 full-time employees, 9,998 of them in development studios, publishing games across platforms, so software publishers carry the whole workforce.
The figures on this page come from the company's own annual report and from BLS staffing patterns for its industries, never from a roster. They are estimates with a stated method. Nothing here says what the company will do: within reach is not a forecast of jobs lost or of savings.
What follows from the reading
Share of working time within reach of AI, on the long-run pace at four in five: 25% now, 55% at the end of 2027, 69% at the end of 2028, 75% at the end of 2030. By the patterns, the work is about 75% desk work, 23% people work and 2% body work. These are the site's industry estimates weighted by the shares below: estimates with a stated method and range, not a forecast of what the company will do. By the same patterns, at the end of 2028 about 25% of the working time stays with people (conversation, in-person and hands-on work), 58% becomes checking a model's work and 10% could be handed over with lighter checks, from the industries' own figures, not the company's roles.
Headcount
12,909 employees as of March 31, 2026 (stated). Not stated alone; 48.3% of full-time employees are in North America, 29.8% in Europe, 17.7% in Asia-Pacific and 4.2% in the Middle East.
The filing: “Our headcount includes 12,909 full-time employees as of March 31, 2026, including 9,998 in development studios.”
The workforce as industry patterns
| Pattern | Share | Reason, from the filing |
|---|---|---|
| Software Publishers | 100% | The filing counts 9,998 of 12,909 full-time employees in development studios and 1,456 in sales and marketing (a), developing and publishing games for consoles, PCs and mobile (mobile 50% of revenue, console 39%), which NAICS counts as software publishers, so one pattern carries the whole workforce. |
What the filing says about the workforce: 12,909 full-time: 9,998 in product development, 1,456 in sales and marketing; 48.3% North America, 29.8% Europe, 17.7% Asia-Pacific, 4.2% Middle East; creative teams choose their own work arrangements; no part-time or union figure stated.
Companies read with the same leading pattern
Other companies whose largest staffing pattern is also Software Publishers, largest first, each read from its own annual report. Within reach now and at the end of 2028, long-run pace, four in five.
- Microsoft (MSFT, 223,000 employees)25% now, 69% by 2028
- Oracle (ORCL, 141,000 employees)26% now, 69% by 2028
- Salesforce, Inc. (CRM, 83,334 employees)25% now, 69% by 2028
- Uber Technologies, Inc. (UBER, 34,000 employees)29% now, 67% by 2028
- DoorDash, Inc. (DASH, 31,400 employees)29% now, 67% by 2028
- Adobe Inc. (ADBE, 31,360 employees)25% now, 69% by 2028
- ServiceNow, Inc. (NOW, 29,187 employees)25% now, 69% by 2028
- Synopsys, Inc. (SNPS, 28,000 employees)25% now, 69% by 2028
What the filing says about AI
20 sentences in the filing name AI. Twenty sentences, risk factors: competitors may use AI to imitate its best-selling games, and advances in AI could widen the availability of online and mobile games and dent platform software sales.
- “Summary of Risk Factors Material risks that may affect our business, operating results and financial condition include, but are not necessarily limited to: Risks relating to our business and industry Our industry is highly competitive Uncertainty of achieving market acceptance, delays or disruptions for our products may have an adverse effect We face development risks and must adapt to changes...”
- “Additionally, competitors may develop content that imitates or competes with our best-selling games, including by using AI to do so, potentially reducing our sales or our ability to charge the same prices we have historically charged for our products.”
- “Technological advances, including advances in AI technology, that significantly increase the availability of online and mobile games could result in a decline in our platform-based software sales and negatively affect sales of such products.”
- “We also compete or will compete with a vast number of small companies and individuals who are able to create and launch games and other content for devices and platforms using relatively limited resources, including AI resources, and with relatively limited start-up time or expertise.”
- “Additionally, in order to stay competitive, our internal development studios must anticipate and adapt to rapid technological changes affecting software development, such as cloud-based game streaming and AI technologies, and evolving business models, such as free-to-play and subscription-based access to a portfolio of interactive content.”
Its annual reports, year by year
Sentences naming AI in each annual report, counted by one rule, beside the median report in the Index that year. Each count links its filing. Every company, by year and sector
- Fiscal 20210median 0
- Fiscal 20220median 0
- Fiscal 20235median 1
- Fiscal 202410median 4
- Fiscal 202520median 10
Headcount by filing year
As reported in each year's annual report, with the filing. A year marked not read had no figure the reading could take from the report's text.
| Period | Employees | Filed | Filing |
|---|---|---|---|
| 2026-03-31 | 12,909 | 2026-05-22 | 10-K |
| 2025-03-31 | 12,928 | 2025-05-20 | 10-K |
| 2024-03-31 | 12,371 | 2024-05-22 | 10-K |
| 2023-03-31 | 11,580 | 2023-05-26 | 10-K |
| 2022-03-31 | 7,799 | 2022-05-17 | 10-K |
| 2021-03-31 | 6,495 | 2021-05-19 | 10-K |
| 2020-03-31 | 5,800 | 2020-05-22 | 10-K |
| 2019-03-31 | 4,894 | 2019-05-14 | 10-K |
| 2018-03-31 | 4,492 | 2018-05-17 | 10-K |
| 2017-03-31 | 3,707 | 2017-05-24 | 10-K |
| 2016-03-31 | 2,933 | 2016-05-19 | 10-K |
| 2015-03-31 | 2,840 | 2015-05-22 | 10-K |
| 2014-03-31 | 2,530 | 2014-05-14 | 10-K |
| 2013-03-31 | 2,440 | 2013-05-14 | 10-K |
| 2012-03-31 | 2,235 | 2012-05-23 | 10-K |
| 2011-03-31 | 2,118 | 2011-05-25 | 10-K |
| 2009-10-31 | 2,263 | 2009-12-18 | 10-K |
| 2008-10-31 | 2,100 | 2008-12-19 | 10-K |
| 2007-10-31 | 1,900 | 2007-12-20 | 10-K |
| 2006-10-31 | 2,020 | 2007-02-28 | 10-K |
| 2005-10-31 | 2,002 | 2006-01-31 | 10-K |
| 2004-10-31 | 755 | 2004-12-22 | 10-K |
| 2003-10-31 | 625 | 2004-02-12 | 10-K |
| 2002-10-31 | 435 | 2002-12-23 | 10-K |
| 2001-10-31 | 662 | 2002-02-12 | 10-K |
| 2000-10-31 | 658 | 2001-01-29 | 10-K |
| 1999-10-31 | 535 | 2000-01-27 | 10-K |
| 1998-10-31 | 240 | 1999-01-29 | 10-K |
Limits of this reading
- The U.S. share is not stated alone; the patterns stand for work in Europe and Asia-Pacific under rule 7.
Source: the company's annual report on EDGAR, accession 0001628280-26-037434, the filing. Read by Claude Fable 5.1 under rubric version 1, by the method. A company can write to info@stratussc.com to have its reading checked against its filing.
The report on Take-Two Interactive Software, Inc., $29
This page as a document to keep, with what it does not show: the share within reach at every date on three paces and two reliabilities, a typical workforce of this shape at the stated headcount role by role and task by task (the industries' staffing, never the company's roster), where to start, what changes for the people and what they would learn, every sentence in the filing that names AI, the headcount by year, the companies read with the same leading pattern, the method and a citation line. To print or save as a PDF, open again in your browser for a year.
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Questions about this company
- How much of Take-Two Interactive Software, Inc.'s working time is within reach of AI?
- An estimated 25% now and 69% by the end of 2028, on METR's long-run pace at four in five, from the workforce Take-Two Interactive Software, Inc.'s own annual report describes and BLS staffing patterns for its industries, never from a roster. It is an estimate with a stated method. It is not a forecast of jobs lost or of savings, and it says nothing about what the company will do.
- How many people does Take-Two Interactive Software, Inc. employ?
- 12,909 as of March 31, 2026, as its annual report for the period ending March 31, 2026 states.
- What kinds of work make up Take-Two Interactive Software, Inc.'s workforce?
- Read from its annual report as a blend of 1 industry staffing pattern, the largest Software Publishers; by those patterns the work is about 75% desk work, 23% people work and 2% body work. Each share has a one-sentence reason on this page that can be checked against the filing.
- What does Take-Two Interactive Software, Inc.'s annual report say about AI?
- 20 sentences in the filing name AI. Its annual reports for fiscal 2021 to 2025 name it in 0, 0, 5, 10 and 20 sentences, year by year. They are counted and quoted on this page, never judged: a count says how much a filing talks about AI, not what the company does with it.
- How is this estimated?
- Claude Fable 5.1 read the annual report under the Index's written rubric (version 1) on October 19, 2026: the stated headcount, the share in the U.S. when stated, and the workforce as a blend of industry staffing patterns. The estimates are the site's industry estimates weighted by those shares, from O*NET tasks with estimated lengths and METR's measurements of how long a task AI models can finish. A company can write to info@stratussc.com to have its reading checked against its filing.
Embed these figures on your site
A small card with the share of working time within reach now and at the end of 2027, 2028 and 2030, the date and a link back. Free under CC BY 4.0; the card carries the credit.