WWE 2K
Game
6 documents in the library are about WWE 2K, from writers such as Take-Two Interactive, Deconstructor of Fun and GameDiscoverCo. Each has a summary and key insights with the page they come from.
Connections
The documents about WWE 2K on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Games on Steam
- 10
- with sales
- Revenue to date
- $65.4M
- all of them
- Units sold
- 1.7M
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| WWE 2K22 | 2022 | $12.1M | 301K | |
| WWE 2K25 | 2025 | $11.0M | 286K | |
| WWE 2K24 | 2024 | $9.3M | 238K | |
| WWE 2K23 | 2023 | $8.5M | 229K | |
| WWE 2K20 | 2019 | $7.7M | 213K | |
| WWE 2K16 | 2016 | $5.2M | 149K | |
| WWE 2K19 | 2018 | $4.4M | 112K | |
| WWE 2K18 | 2017 | $3.4M | 81K | |
| WWE 2K17 | 2017 | $2.7M | 75K | |
| WWE 2K BATTLEGROUNDS | 2020 | $962K | 37K |
Documents about WWE 2K
2K Is the Only One That Could Take on EA Sports FC
The establishment of Small Axe Studios by 2K Games marks a strategic expansion into the competitive sports simulation market.
- 2K Games has launched a new Vancouver-based studio, Small Axe Studios, specifically tasked with developing a new blockbuster sports franchise.
- The new studio is staffed by high-level industry veterans formerly of EA Sports, including leaders who worked on EA Sports FC, Madden, FIFA, UFC, and Skate.
- Small Axe Studios originated from the 2K Sports Lab, an internal research and development unit established by 2K in 2023.
Take-Two’s Financials Are In — Is the House of Grand Theft Auto Wobbling?
Take-Two Interactive’s recent financial performance reveals a company in transition, balancing a massive legacy console business with a struggling mobile strategy.
- Take-Two Interactive has recorded a cumulative $6.21 billion impairment charge against its Zynga acquisition, consisting of a $3.7 billion write-down this year following a $2.5 billion charge last year.
- While mobile games now account for 52% of Take-Two’s $5.6 billion total net revenue, the company projects flat growth for the mobile segment in the upcoming fiscal year.
- Take-Two’s 33% increase in market capitalization since the Zynga acquisition is driven primarily by investor anticipation for Grand Theft Auto VI rather than operational success from the Zynga integration.
Best-Selling Video Games of 2024: Steam and Console Market Analysis
The 2024 video game market analysis highlights a significant divergence in consumer behavior between PC and console platforms.
- Indie titles dominated the 2024 Steam charts, occupying seven of the top 10 spots by units sold, including hits like Palworld, Chained Together, and Supermarket Simulator.
- Black Myth: Wukong was the top-selling game on Steam in 2024, following a massive launch that saw it reach 10 million units sold across PC and PS5 in just three days.
- Sports simulation games dominated console platforms in 2024, accounting for half of the top 10 best-selling titles on both PlayStation and Xbox.
2K to Launch New FIFA Game in 2024 After Reportedly Securing Official License
Speculation has emerged regarding a potential partnership between 2K Games and FIFA, suggesting that the publisher may have secured the official license to develop a new football video game series.
- 2K Games is reportedly in negotiations to secure the official FIFA license to develop a new football video game series, potentially titled FIFA 2K25, for a 2024 release.
- The potential partnership follows the 2022 dissolution of the long-standing licensing agreement between FIFA and Electronic Arts.
- If confirmed, the deal would place 2K in direct market competition with Electronic Arts, which successfully rebranded its franchise to EA Sports FC.
Take-Two Interactive Annual Report: Form 10-K FY2018
Take-Two Interactive’s fiscal year 2018 annual report outlines a strategic pivot toward digital-first distribution and recurring consumer spending to sustain long-term growth.
- Take-Two Interactive reported a significant increase in net income to $173.5 million for the fiscal year ended March 31, 2018, compared to $67.3 million in the prior year.
- Console platforms (Sony PS4/PS3, Microsoft Xbox One/360, and Nintendo Switch) remained the primary revenue driver, accounting for 81.6% of net revenue in fiscal year 2018.
- The company experienced a 25.9% increase in net revenue, growing from $1.41 billion in fiscal 2016 to $1.78 billion in fiscal 2017.
Take-Two Interactive Annual Report: Fiscal Year 2016
Take-Two Interactive’s 2016 fiscal year was defined by a strategic transition toward a digital-first business model, leveraging its Rockstar Games and 2K labels to drive long-term engagement through recurring online revenue and virtual currency.
- Take-Two's revenue concentration is high, with three customers accounting for 35.2%, 16.8%, and 12.1% of gross accounts receivable as of March 31, 2016.
- The company recognizes revenue upon transfer of title and risk of loss, with digital download revenue recognized when the content is made available to the consumer.
- For products with a 'street date,' revenue is recognized on the later of the street date or the actual sale date.
Companies behind it
As the documents state it.