Publisher & Media Owner · vs · Publisher & Media Owner

TAUB

Take-Two Interactive vs Ubisoft

Structured technology and market comparison · 2026

Direct Feature Comparison

Take-Two Interactive · vs · Ubisoft
Primary Market / Role
Take-Two InteractivePublisher & Media Owner
UbisoftPublisher & Media Owner
Platform Focus
Take-Two Interactive

Global video-game publisher with premium and mobile franchises.

Ubisoft

Video game publisher built on owned franchises and recurring player monetisation.

Company Size
Take-Two InteractiveUnknown
Ubisoft>5,000 employees
Headquarters
Take-Two InteractiveUS
UbisoftFR
Year Founded
Take-Two Interactive1993
Ubisoft1986

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Comparison Analysis

What is the main difference between Take-Two Interactive and Ubisoft?

When comparing Take-Two Interactive and Ubisoft, both platforms operate within the Gaming Platform, Interactive Entertainment (Gaming), and Publisher & Media Owner ecosystem. Take-Two Interactive is positioned as Global video-game publisher with premium and mobile franchises, whereas Ubisoft focuses on Video game publisher built on owned franchises and recurring player monetisation. Decision-makers evaluate both solutions when orchestrating their commercial monetization and technology stack.

What are the top alternatives to Take-Two Interactive and Ubisoft?

When evaluating Take-Two Interactive and Ubisoft, enterprise buyers also consider other platforms in Gaming Platform, Interactive Entertainment (Gaming), and Publisher & Media Owner. You can discover the full competitive landscape and evaluate other alternatives by viewing their respective footprint profiles on Polaris7.

Market Signals

Recent Market Signals & Activity: Take-Two Interactive vs Ubisoft

Documented market movements, strategic partnerships, product releases, and regulatory developments mapped across Polaris7.

TA

Take-Two Interactive

Recent Signals

  • ·Mobilegamer.bizFinancials

    Take-Two: Mobile Share Narrows but Remains Majority

    Take-Two reported fiscal Q1 net bookings of $1.39 billion for the three months to June 30, down 3% year-on-year but above guidance. Mobile remained the largest platform, contributing $739.5 million (53% of net bookings), down from 56% a year earlier, while console grew to 38% (from 33%). Mobile recurrent consumer spending fell 7% for the quarter; Toon Blast and Words With Friends grew 8% year-on-year and Top Eleven rose 15%. Take-Two posted a GAAP net loss of $34.1 million, partly due to a $43 million impairment after cancelling an unannounced third-party title. The company reiterated fiscal 2027 net bookings guidance of $8.0–$8.2 billion, anchored by Grand Theft Auto VI’s planned November 19 launch and strong preorder activity.

    • Take-Two reported net bookings of $1.39 billion for fiscal Q1 (three months to June 30), down 3% year-on-year.
    • Mobile contributed $739.5 million, representing 53% of net bookings (down from 56% a year earlier); mobile recurrent consumer spending declined 7% for the quarter.
    • Console accounted for 38% of net bookings, up from 33%, helped by NBA 2K and the Borderlands franchise.
UB

Ubisoft

Recent Signals

  • ·Mobilegamer.bizExperiential & Event Marketing

    Who Spent Most on Gamescom Booths?

    A MobileGamer walkthrough of Gamescom exhibitor booths (published 2026-08-26) surveys major exhibitors and standout stands across Halls 6–9. The piece highlights big presences from Tencent (Level Infinite / Tencent Games), Hoyoverse, Ubisoft, EA, NetEase, Google Play (Google), Huawei, Epic Games, Nintendo, Samsung and others, noting large game-focused activations such as Arknights: Endfield and Honor of Kings World. The author suggests Tencent was likely the biggest spender on booth space and describes a mix of PC/console and mobile-focused staging and branded experiential displays across the show floors.

    • MobileGamer published a walkthrough of Gamescom exhibitor booths on 2026-08-26.
    • Hoyoverse showcased multiple titles (Petit Planet, Honkai Nexus Anima, Genshin Impact, Star Rail, Zenless Zone Zero) in Hall 6.
    • Halls 6–9 featured large stands from Tencent (Level Infinite / Tencent Games), Ubisoft, EA, NetEase, Google (Google Play), Huawei, Epic Games, Nintendo and Samsung.
  • ·Mobilegamer.bizFinancials

    Invincible Boosts Ubisoft Mobile Revenue Share

    Ubisoft said mobile’s share of group net bookings nearly doubled in Q1 after the launch of Invincible: Guarding the Globe, which benefited from the March release of the fourth season of the Invincible TV series and a new in‑game character that improved acquisition, retention and monetisation. Ubisoft reported group net bookings of $291m (€256m) for the quarter, down 9% year‑on‑year but slightly ahead of guidance. Mobile’s share of total net bookings rose to 19%, up from 10% in the same period last year; Ubisoft did not disclose absolute mobile revenue figures. The earnings report makes little mention of other recent mobile launches — Rainbow Six Mobile is not referenced and The Division Resurgence is only listed as a digital‑only PC title in the Q2 schedule.

    • Ubisoft reported group net bookings of $291m (€256m) for the quarter, down 9% year‑on‑year.
    • Ubisoft’s mobile share of total group net bookings rose to 19% in the quarter, up from 10% year‑over‑year.
    • Mobile growth was driven by Invincible: Guarding the Globe, linked to the March release of Invincible TV season 4 and the introduction of a new in‑game character.
  • ·PocketGamer.bizFinancials

    Ubisoft Q1: Mobile Net Bookings Share Nearly Doubles

    Ubisoft reported that mobile's share of its net bookings rose from 10% to 19% in Q1 of its new fiscal year, the largest platform growth. Consoles fell from 50% to 46%, PC rose slightly to 27%, and the 'other' category declined to 8%. The company generated €255.8 million ($291m) in Q1 net bookings, down 9% year‑on‑year but slightly above guidance, driven by a record quarter from the mobile game Invincible: Guarding the Globe. Digital sales fell to 81% of net bookings from 89% a year earlier. Ubisoft CEO Yves Guillemot highlighted the game's contribution and reiterated disciplined execution and investment ahead of a stronger content cycle.

    • Ubisoft's mobile share of net bookings rose from 10% to 19% in Q1 year‑over‑year.
    • Console share of net bookings fell from 50% to 46%; PC rose from 26% to 27%; 'Other' fell from 14% to 8%.
    • Ubisoft generated €255.8 million ($291 million) in Q1 net bookings, down 9% year‑on‑year.

Compare their exact ecosystem overlaps.

Explore all deep relationships in Polaris7. Discover exactly which mutual clients, integrated technologies, and overlapping partners Take-Two Interactive and Ubisoft share across the market ecosystem.