Comparing Cost of Revenue Efficiency: Applied Materials, Inc. vs Take-Two Interactive Software, Inc.

Semiconductor vs. Gaming: A Decade of Cost Efficiency

__timestampApplied Materials, Inc.Take-Two Interactive Software, Inc.
Wednesday, January 1, 201452290000001414327000
Thursday, January 1, 20155707000000794867000
Friday, January 1, 20166314000000813873000
Sunday, January 1, 201780050000001022959000
Monday, January 1, 20189436000000898311000
Tuesday, January 1, 201982220000001523644000
Wednesday, January 1, 202095100000001542450000
Friday, January 1, 2021121490000001535085000
Saturday, January 1, 2022137920000001535401000
Sunday, January 1, 2023141330000003064600000
Monday, January 1, 2024142790000003107800000
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Data in motion

A Tale of Two Industries: Semiconductor vs. Gaming

In the ever-evolving landscape of technology, the cost of revenue efficiency is a critical metric for companies. From 2014 to 2024, Applied Materials, Inc., a leader in the semiconductor industry, has consistently outperformed Take-Two Interactive Software, Inc., a major player in the gaming sector, in terms of cost efficiency. Over this decade, Applied Materials saw a staggering 173% increase in its cost of revenue, peaking at approximately $14.3 billion in 2024. In contrast, Take-Two's cost of revenue grew by 120%, reaching around $3.1 billion in the same year.

This comparison highlights the distinct financial dynamics between hardware and software industries. While both companies have shown growth, the semiconductor giant's ability to scale its operations more efficiently underscores the capital-intensive nature of its industry. As we move forward, understanding these trends will be crucial for investors and industry analysts alike.

Published by
U.S. Securities and Exchange Commission

Source link
sec.gov

Date published
28 Jan 2025