Take-Two Interactive's trading volume on February 11th was $856 million, ranking 167th among U.S. stocks on that day.

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On February 11, 2026, Take-Two Interactive (TTWO), an interactive home entertainment company, had a trading volume of $856 million, ranking 167th among U.S. stocks for the day. The trading volume decreased by 2.22% compared to the previous day, with a total of 4.2053 million shares traded.

Take-Two Interactive (TTWO) declined 3.24% on February 11, 2026, closing at $203.89. The stock has increased 1.56% over the past five trading days, fallen 7.45% for the entire month of February, decreased 20.36% since the beginning of the year, and dropped 2.88% over the past 52 weeks.

*If the company has been listed for less than 52 weeks, the 52-week change is calculated from the listing date to the present (this also applies to companies listed for less than 1 month or fewer than 5 trading days).

Take-Two Interactive (TTWO) Trading Volume / USD Change from Previous Day Shares Traded
February 11, 2026 $856 million -2.22% 4.2053 million
February 10, 2026 $876 million 4.18% 4.1452 million
February 9, 2026 $841 million 39.58% 4.129 million
February 6, 2026 $602 million -22.85% 3.1003 million
February 5, 2026 $781 million -32.61% 3.9954 million

Take-Two Interactive released its third quarter fiscal year 2026 financial results (cumulative) on February 4, 2026. Revenue for the period from April 1, 2025, to December 31, 2025, was $4.977 billion, representing a 22.85% year-over-year increase. Net loss was $239 million, narrowing by 68.29% year-over-year.

Take-Two Interactive Software, Inc. was founded in 1993 in Delaware. The company is a leading developer, publisher, and marketer of interactive entertainment for consumers worldwide. It develops and publishes products under its two wholly owned brands, Rockstar Games and 2K. The company’s products are designed for console systems, handheld gaming devices, and personal computers, including smartphones and tablets, and are delivered through physical retail, digital downloads, online platforms, and cloud streaming services.

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