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Gamasutra - In-game spending on Take-Two games jumped 15 percent during Q1 2022

); } Take-Two’s quarterly earnings report today landed with good news for the company. Along with the announcement that GAAP net revenue did decrease slightly year-over-year dropping two percent from $831.3 million to $813.3 million. But buried in that drop is an interesting data point: Take-Two has seen a 15 percent year-over-year increase in in-game spending (dubbed “recurrent consumer spending” in its report), as more players spend money on virtual currency, add-on content, and other in-game purchases. That’s a steady boost in activity for a company that’s seen rising revenue built on the back of digital spending. (It closed out its 2021 fiscal year with 87 percent of $3.4 billion net revenue flowing in just from digital sources.) In this quarter, that in-game spending accounted for 70 percent of total GAAP net revenue.

Take-Two Interactive Software, Inc Reports Better Than Expected Results for Fiscal First Quarter 2022 – Consumer Electronics Net

Take-Two Interactive Software, Inc Reports Better Than Expected Results for Fiscal First Quarter 2022 – Consumer Electronics Net
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